Confrontation has two forms of magical powers. There are mages, who make use of incantations. And then there are priests that make use of divine powers.
Incantations rely on mana. As stated in previously, magic users have a power stat, which determines that amounts of spells that the warrior may know, and the amount of mana they may have to power their spells.
Spell users are typically aligned to a particular number of elements, and a magical path. The magical path and elements will therefore act as restrictions to which spells can be purchased for a mage.
The elements in Confrontation come in a few forms. There is Air, which is opposed to Earth. Water which is opposed to Fire. Light which is opposed to Darkness. Darkness is opposed to all elements, and itself.
Mages can cast as many spells as they have mana, and and limited only by the rate if stated for a spell.
Spells require a few things. Often they require a target, which of course require line of sight, and be within a certain range (premeasuring is not allowed however, so if the spell is invoked and the target is out of range, then the spell fails). Spells also require a certain number of particular types of mana gems spent. Some spells of course just require any form of mana to be spent.
If the initial criteria are fulfilled, then the warrior must pass a incantation test, using the Power rating of the casting warrior. Further gems of mana can be spent in order to gain an extra die on the Power roll.
That all seems rather simple. But there is also counter magic.
If an opposing magician is in the spell range and in line of sight, they may try and counter the spell. The spell can be absorbed, by expending the correct number and types of mana gems. This means that there is no roll to counter the magic. The mana is being opposed naturally. For example a spell that uses 1 Fire gem, and 2 Air gems, can be countered using 1 Water gem, and 2 Earth gems. Of course Darkness counters all, and 3 Darkness gems can be used.
To counter a spell, rather than absorb it, a roll is made. The opposing magician uses a single mana gem. This is declared before the magician makes the incantation test. The opposing mage, if the incantation succeeded, can then make an opposing roll, using the opposing mage's Power stat. Only a single die is rolled and further gems cannot be spent to improve this roll. If they equal or beat the incantation roll the spell is countered.
What is clear is that in some cases it is perhaps better to counter spells, but against more powerful mages, it is better to absorb a spell. One is a more easy way, but the cost is dramatic, and will prevent that mage then casting spells in return.
Once spells have all been cast, the mages make recovery rolls to replenish their stores of gems.
Linked to magic users is the opportunity for such characters to summon to the battlefield elemental creatures and fighters from the elemental realms.
Priests and such characters are in general known as faithful. They are able to invoke the power of their gods. Rather than relying on elemental power from the other realms, orthodox faithful rely on there being members of their faction being within range of them, and thus generating faith. In a similar manner, there are another type of faithful, called iconoclasts, who gain faith based on the number of enemy models in range.
Faithful start the game with Temporary Faith, equal to the sum of their Aspects (Creation, Alteration, Destruction), and then from then on Temporary Faith is determined at the start of the Mystic phase, based on the number of models in range of the faithful, and the rank of the faithful.
Casting a miracle then, much like a spell, requires a target to be chosen if required, and be in line of sight. The Fervour of the miracle is subtracted from the Temporary Faith of the faithful, and the Faith roll is made. This uses the sum of the faithful's Aspects, plus a d6, vs some difficulty. Further Temporary Faith can be spent for extra dice in the roll.
Much like magic, miracles can be countered - censured. This is an opposed Faith roll.
So that is magic and miracles. What I like about the system, is that it has that feeling of what Magic the Gathering is like, where certain elements are opposed, and thus some magicians have an easier time against others. And, unlike many other games, there is a distinct difference between magic and miracles. Perhaps the closest we get to such differences is between Warcasters and Warlocks in Warmachine and Hordes, or perhaps the distinct way the ritual magic of the Tomb Kings differs to magic of the other factions in Warhammer.
I am really looking forward to using magic in games of Confrontation, given that I have the expert warrior-mages of the Inquisition, the warrior-monk Misericorde of the Lodge of Hod, the Technomancy of Sasia Samaris for the Dirz, and the miracles of the Vicar of Dirz. Lots and lots to try out!