Magic in the Iron Kingdoms, is presented as a myriad of different types. Broadly speaking we have magic from the gift of Thamar, for humanity this covers all arcane magic, and divine magic directly from the gods.
At the very least, I hope the human magic is split along these. We know that Fury and Focus will receive distinct rules, and a third category has been created called Will Weaver. In the fluff of the Iron Kingdoms, as presented in D&D, wizardry and sorcery follow different rules, it will be interesting to see if this distinction is correct, or if it was part of a D&D holdover.
Divine magic predates arcane magic in humanity and I feel there should be differences between these two types of magic
that is reflected in rules as well as fluff.
In the D&D version both wizardry and sorcery are suitable for most applications, ranging from necromancy to divination and evocation (fireballs and the like), Alexia is a good example of a sorceress developing necromancy whereas Cryx necromancers represents the scholarly pursuit of the same art.
We know that gun mages will be a separate career from sorcerer, presumably wizard will also be separate. I hope that selecting a career will modify the options available to how magic works. I?m afraid that magic in the role playing game will be simplified to the way it works in the wargame, all magic which is not Fury or Focus, is represented by the same set of rules rolling two dice and trying to role under a target number.
I would like to see tweaks arising from different magical backgrounds, so that all wizards can perform rituals, which are not available to sorcerers or divine casters, these rituals will be modified from training such that the Fraternal Order and Grey Lords performed subtly differently. This will be the equivalent of adding in the paths from no quarter articles.
The Druids of the Circle and divine casters should probably receive greater modification to reflect the differences in divine magic, I did not like the way this magic worked in D&D preparing divine magic in advance never felt miraculous. I hope that this will be changed, even though it works exactly as arcane magic in the wargame. I?m looking forward to working out how Druid magic will be represented, whether they manipulate arcane or divine energy.
I also hope to learn more about non-human magic, such as the difference between Trolkin sorcerers and whether Grim Angus is in fact a gun mage, I would like to know if Grissel is just a fell caller/warlock and I would like to know if all trolkin warlocks are also sorcerers of some kind.
Finally I hope that Skorne magic is presented with greater differentiation from human magic them was the case in the last edition. I like the fact that Paingivers and Mortiheurges can power their spells through suffering pain and inflicting it. I?m not sure to what extent they have magical energies outside of this sphere.
While there are many more examples (Infernals, Dragons) the real purpose of this is to highlight the many different kinds of magic and hope to get some answers to show this area of the game has been given sufficient differences to make it interesting to play the different magic users as interestingly as the difference between warcasters and warlocks.


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This is like skorne in book 4 all over again.

