Magic System
In the world of Arda, magic comes from the land itself. Land is said to be alive and releases magic particles (MP) which casters weave into spells. Different lands provide different amounts or types of magic particles. The lands do not seem to run out of magic particles, but people believe that the Dragon of each continent is responsible for the replenishing. Others say the land itself recovers. Some lands have higher density of magic particles, making it possible to cast stronger spells and empower even weaker ones. Other lands have low density of magic particles, making casting weaker. The spell power also relies on the skill of the caster. A skilled caster can make better use of low density MP, possibly nullifying the disadvantage of the scarcity of MP. In the same way, an amateur caster with a dense MP at his disposal can cast better spells than normally.
Magic Spells
The world knows magic spells by levels. Usual spells are between 0-9. Higher than that, spell are either too hard to cast, or the cost is too great. 10th level spells are usually cast by mage battalions, and 11th level spells are rarely recorded in history. One of the few individuals witnessed to have cast an 11th level spell is Arzen, who later became the 1st emperor of Eratus.
Area spells and buffs
Every kingdom/empire has been established on terrain that provided certain types of MP. Thus made it possible to cast wide area spells that covered the country. This is most common with conjunction of the rune system. Runes are inscribed onto people, and magic spells with wide area effects affect only the people with a specific rune. Such spells are hard to cast and maintain and usually require more than 1 person. The most usual use of such spells is the enhancements and monitor buffs on guards, cast by the government mages. Most reputable organizations provide such buffs. Few tons and locations do it as well without the rune system, which makes the effects less effective.