There are many different ways for characters to gain power and be recognized in the Realm of Tolkeinica.
MAGIC SYSTEMS
Tolkeinica Wizardry
Tolkeinica Wizardry is both extremely flexible and very restrained.
The minimum cost of Tolkeinica Wizardry is 35 character points. This buys a power pool of 30 Active Points and allows the casting of spells of up to 30 Active Points. A total of 3 powers can be maintained at once. In addition to this base cost, the character must purchase an Intelligence based Knowledge Skill for each power they wish to be able to use (Scholar would be a wise investment). Any power with an exclamation mark or stop sign behind it in the rule book is disallowed without the express permission of the GM. Furthermore, any spell the player may wish to cast must be designed, written down, and pre-approved by the GM before they cast it. However unless the GM rules otherwise, once they have had it approved, they may cast it as they desire from then on. A character designing such a spell 'during a game' would need an appreciable amount of time to figure it out, at least two steps down the time chart as it would take to cast normally.
Larger pools can be purchased. The cost of the pool is equal to: Size of pool + size of pool divided by 6.
The limitations on this magic are simple but pretty draconian in some ways. All spells are cast with incantations and gestures, all require half DCV concentration and all are subject to the time to cast restrictions of the chart below:
1-15AP requires a half phase
16-30 AP requires Extra Time 1 turn
31-45 AP requires Extra Time 1 minute
46-60 AP requires Extra Time 5 minutes
61-75 AP requires Extra Time 1 hour
76-90 AP requires Extra Time 6 hours
Etc. down the time chart per 15 AP
It should be obvious that this magic system while being incredibly flexible, is not one that is conducive to normal combat. This is intentional. Tolkeinica is a world where combat is largely settled with muscle and steel. There is an exception to the extra time rule however, and that is conflict with magic using beings...
Heroic Wizardry
There may be times when magic absolutely must be cast more quickly in order to save the day. This is not a matter of hitting an orc or doing a quick heal for more effect. Rather it is when for instance, the bridge must hold or all is lost. In extreme cases of dire necessity, the GM may roll an ego roll for the wizard and if it succeeds, inform the player that at this moment, for one spell, all time requirements are shifted down by one level. This would allow a Wizard to cast a 30 AP spell as a half phase action, or a 45AP spell in one turn, etc.. So now if the other players can just keep the hordes of Orcs off of the wizard for just one turn, he'll be able to bring down that door and they can make it to safety...
The Wizard Duel
While the barrier between magic and the world makes manifesting magic in the world difficult and slow, this barrier does not exist between wizards (and at the GM's option, other magic using characters and creatures). When two wizards duel one another, their power is able to flow freely between them. This dueling happens on a different plane of reality than do their more worldly effects, so while it can be seen, the duel has no effect upon the world or other characters in the world. However Wizards are able to affect one another with their full power without any of the extra time restrictions their higher powered magics would normally require.
In a duel between wizards, treat their magic power pools as having no time restrictions. Any spells they have the spell knowledge to cast may be cast in a half phase action as long as the target is another wizard. Some wizards may in fact learn magics expressly for the purpose of dueling other wizards.
Faith
A powerful enough Faith can itself, wield power. It is rare in Tolkeinica to encounter someone so strong in their Faith that they manifest such ability, but it is not unknown. Faith is an incredibly simple thing (though perhaps a bit more work sometimes for a GM). Faith, through example, deed and prayer will manifest aspects of divine favor. Exactly how this is manifest is not subject to the conscious control of the one with such Faith. They pray, and sometimes things happen.
Faith is bought in a very similar fashion to Tolkeinica Wizardry, as a variable power pool. There is no further requirement to purchase knowledge skills or anything else, as the pool is not subject to conscious control. Whether it works or not, and how it works, is entirely dependent upon how faithful they are to the precepts of their faith. (Roleplaying helps a lot here.)
There is a minimum cost of 12 points, which buys a 10AP pool, but beyond that a pool can be bought in any size and costs in points: Size of pool + size of pool divided by 6.
Those with Faith are not generally subject to magic duels. An attempt to do so by a wizard would either completely fail, or get the wizard involved in a duel with a god. Either way, the Faithful would be unaffected.
Alchemy
- Alchemy: Most peoples only contact with magic is in the form of potions, though they are expensive. Someone has to make those potions, and the Alchemists who do tend to be very rich.
", etc. Such abilities can take many forms, and represent a significant means for characters to distinguish themselves. The GM exercises veto privileges over all such abilities.
Fighting Styles, both formal and informal, armed and unarmed, are available in the Realm of Tolkeinica. The GM exercises veto privileges over Martial Arts Packages, Damage Classes, and so forth.