In the Urr game settings, we have 3 kinds of magic, but in this game only 2 will be used 1).
First, there is Personal Magic, to remind the rest of you that the wizards are well wizards during the roleplaying parts of a turn. It consists of a list of 1 (part time magic user) to 4 (Elf) personal powers that a wizard can use at will. These always work. Below are some powers that are so famous/notorious that any peasant in the land knows about them and their wielders.
This is still nothing compared to what comes next: these are just parlor tricks.
Second is the most powerful type of magic: Ritual Magic. It is so resource intensive that each magic capable nation in the game can only cast one ritual spell during the magic phase of each turn. A wizard must be freed up to lead this ritual. You cannot be involved in delicate diplomacy and coordinate a magic ritual that may have over a 100 participants at the same time. There is a special 'magic umpire' in the game who handles all magic rituals and how well they work.
A list of the magic capable nations in the game and what is generally known about their 'arsenal'.
1) We are planning to introduce the 3rd in a follow up game. It is either going to be titled: 'The Witches of Urr' if Urr wins this game, or 'The Uprising of Urr' if the Dark Prince wins.