Since Artifact magic will be implemented first...:
ARTIFACT ARC: Special items made by the dwarves aren't very interesting right now, and there's not much for an adventurer to do with them. These objects should have magical powers and they should have a huge influence on the actions of entities that come into contact with them. Even if your adventurer can't make use of a particular artifact, you could arrange for buyers in the nobility, and use those opportunitites to get a home or good entity standing, for instance
..perhaps we should talk about this a bit. Ideas? What should be the process of creating magical artifacts?
Example: Legendary and moody weaponsmith should be able to create a magical sword, or something else should be needed in order to make one? Perhaps creating a magical sword should require the presence of a new noble who possesses magical powers?
Is the ARTEFACT ARC official or something you just suggested? Because to me it makes a MAGIC ARC either sort of a meta-arc containing other arcs, as
MAGIC ARC
* ARTEFACT ARC
* ALCHEMY ARC
* SPELLCASTING ARC
or, the ARTEFACT ARC dependent on a previous implementation of the MAGIC ARC (that is, magic arc introduce the basic facilities that all magic will be implemented in terms of, so an artefact will be a magic effect imbued in an item that will be continuously active or triggered on use, and a spell is similarly a potential magic effect possessed by a "mage" that will be triggered when "invoked", etc).
Continuing your line of though, regarding who will have access to magic, we could tie in the discussion in the
Suggestion Failpile and
Military dwarves getting strange moods threads (on the 6th page in both), where it is suggested that access to magic could come from a strange mood, and that if moods are (may be) specific to a particular profession, a second strange mood could be possible.
Thus, possible models are:
1) The output of a legendary dwarf could have magical properties or effects
2) A strange mood could result in an artefact with magical properties
3) A strange mood could result in a dwarf with magical powers (a "mage")
4) A mage can have strange moods resulting in artefacts, summonings, spells etc
Mode models are certainly possible, bring 'em on!
Reading the post above this one I just remembered that in some interpretations magic burns calories. So the more and increasingly powerful magic is used the hungrier (or faint) the user becomes (see f.i. L.E. Modesitt Jr.'s Recluse books, or the "Slayers" animation - Lina Inverse can really wolf it down!)
So if a magic user had an outstandingly ravenous appetite (s)he could really be the end of the castle by causing starvation or thirst, which would be very much in line with the DF style of posing challenges to the player! For further fun, let a mage issue demands on when he wants to eat or drink!
I actually love this idea! Would bring some purpose to all the food players can make, all magical works increases the appetite, and hunger's already built in. Bigger effect makes for more hunger, and some mighty effects can kill the caster outright if done in one shot (Naturally, they'll have a chance of surviving.... if they just ate ) And would balance any 'Magic crafters' nicely, they'd have to break more often to eat, drink and such, just to keep up their working. And actually gives backpacks and waterbags more purpose for non-soliders (Hopefully it'll be allowable to give non-soldiers them, and waterbag can take booze eventually ).
ed: Of course above's assuming magic that's driven by the person, not alchemy that uses chemical reactions and such that -appears- magical. And that skill only affects how -fast- they can cast, not how much it takes from them, so faster they goes, the more likely they might starve themselve before reaching the foodpile.
Exactly! It ties in with already existing mechanics in DF (food, hunger, brining rations), and allows magic to be powerful but at a price that may be both disastrous and hilarious! Very much in keeping with the Dwarf Fortress way.