6 hour pass.
Ranar(Criptfeind) leaves for the town.
(1 day distance = 10 hours walking)
(1 map square = 1 hour walking)
Frederick XV(Nirur Torir) seeks fresh water. He finds a small stream about half an hour north.
(Roll for magic: 91. had to be <=5. Next day will be <=6.)
Days shall be 10 hours long, and count from sunrise. Sunset at 12.
The game started at (arbitrarily) 1.
Roughly how many turns would you expect it to take to learn the most basic of spells?
Realised I didn't answer your question.
I gave the time to just being able to vaguely use magic.
As for a spell? Well, in this game, magic is both structured and freeform. A spell would be a carefully mapped out set of precise steps that causes a consistant result. A scroll is a sheet of paper with the magic cast but not activated. If the paper is damaged, the spell is too, and when it is used, the paper either blanks or disintegrates depending on the power behind it. An object can also have magic in it, but without the ability to draw it on the paper, it is inscribed in the essence of the object itself, in an entirely unrelated form from the paper runes, although it can be converted easily by a learned wizard. A wand would be enchanted with a more general spell, and take the specifics more from the will of the user, a staff is usually used for practically anything, although specific spells and magical focal points are common.
Back on track:
Discovering a spell might involve anything. More, it wouldn't be a spell. I don't know what to call it, but depending on what it is, it could be an incantation, a ritual, or any other slightly specific vague word I can think of.
For now, just know that vaguely understanding magic means that you can slightly tap into it's power, although not use it. With it in use, it might react to your thoughts, producing very faint changes in the world, especially nearby. I guess I should start classifying mage types? I don't know what to call them, but there would be general focuses on casting methods, from enchantments, to runes, to thoughts, to ingredients, or any combination. Most of the more powerful magic either requires a combination, or it uses a spell of one method to help define another, in a chain or tree culminating in the final effect. Such multi-stage magics would likely be more common in enchantment based magic.
So, as a summary, you will likely learn something with time, faster if you actively try.
(new post):
Might try
name: RAM
Interested in magic but has yet to find a discipline they like.
Do we know a few of the most famous magic guilds?
(Not all guilds are magic-based, magic is just the concept that needs the most definition, as it varies the most between games/movies/books)
There are a few main guilds on each general subject, so just one for magic. However, there are plenty of smaller ones, and a few equally-sized guilds that try to do many things, though only the main profession guilds have reached the highest level of skill.
So, there may be 40 huge guilds, ranging from magic to smithing, with, say, 15 of them more broadly focused across all areas of development, there are hundreds of major guilds in all areas, thousands of notable ones, and tens of thousands of small, local guilds.
The larger ones generally have branches.
Many of the more focused ones tend to be like a university, although with longer education times, and accepting both skilled and wealthy students.