The System
Witchcraft
Witchcraft encompasses the magical disciplines practiced in the world of Freegliders - Spellwork for direct incantations, Runecraft for persistent inscriptions and rituals, and Summoning for binding spirits and otherworldly beings. All three draw on Essence, the magical energy extracted by alchemists.
Essence
Essence is the fuel of witchcraft. It is extracted from raw materials through the Alchemy skill and stored in vials. Spellwork and Summoning consume Essence when used, so a witch depends on a supply of Essence to practise their craft. Runecraft uses Essence more efficiently - runes require Essence to inscribe but not to maintain once set.
Essence comes in elemental types that correspond to different magical effects. A character with both Alchemy and Spellwork is self-sufficient; one without Alchemy must purchase or trade for their supply.
Spellwork
Spellwork is the combat face of witchcraft. A spellcaster memorises formulae - written records of spell patterns - and can then cast those spells by expending Essence. Spells cover a wide range of effects: elemental blasts, debilitating conditions, protective wards, and utility effects useful in and out of combat.
Higher ranks in Spellwork increase the number of formulae a character can memorise and the power of their spells. At rank 5 and beyond, a spellcaster gains the ability to inflict curses - persistent magical afflictions that hamper a target until lifted.
Runecraft
Runecraft operates on a slower timescale than Spellwork. A runecrafter carves magical symbols onto surfaces, objects, or living beings. Once inscribed, a rune maintains its effect indefinitely without further Essence expenditure. Runes can ward an area, imbue a weapon with an elemental property, or place a condition on a creature that triggers under specific circumstances.
The other major application of Runecraft are rituals - complex magical workings that take minutes or hours but produce effects far beyond what a single spell can achieve. Rituals are the tool of preparation: setting a magical ambush, sealing a location, or performing a working of lasting consequence.
Summoning
Summoning calls beings from beyond the material world: spirits, demons, and angels. A summoner must expend Essence to summon entities and then subjugate them. Once subjugated, a summoned entity follows the summoner's instructions for the duration of the subjugation - but entities do not appreciate being compelled, and powerful beings resist subjugation more fiercely.
At lower ranks, summoners can also bond a small natural creature as a familiar. A familiar is a loyal companion that establishes a telepathic link with its bonded summoner, allowing communication over distance and, at higher ranks, the ability to perceive through the familiar's senses.