(Not sure if any of these questions have been asked but if they have feel free to skip them)
With the new magic system will there be ways mod in races with specific inborn magical skills? Such as telekinesis, mind reading, shape-shifting, ect.
Will the ability to learn and use spells be open to any race or will you be able to define a race that is unable to use 'active' magic.
Also one question to relating to the stuff you've been talking about in the last few FotF reply... (feel free to ignore it)
Will there ever be some sort of modable, perhaps RAW level, file that allows us to add in custom site types (DARK_FORTRESS, CAVE_DETAILED, ECT.) by means of some very basic tile-based RNG thing so we could make a completely new civ type or monster layer?
(The last one I ask because I think it be awesome if we could define a civ type that lives like in underground beehives like structures or great cities that are just one huge tower... Though if it is something that was being thought about it probably be a long while before we get it)
A bit of SGNT here, but still there's time to answer:
1. Nobody knows how the magic release is going to play out, so we'll have to wait and see. Coming up next is the Myth & Artifact release, which are important in how magic will be defined, but won't have a lot of magic going on, at least not much more than what we already have. The fantasy slider might have something to do with what you're saying, the less mundane it is the more astounding creatures we will get, probably some with innate magic.
2. As above, we'll have to wait and see how magic learning sorts out in a given world or, at least, in the core game.
3. This one sounds more like a suggestion rather than a question. The idea would be us being able to add all sorts of stuff from the ground up using the RAWs, but right now the kinds of structures that are available are pretty limited, so maybe in a few releases down the way we will. Just maybe.