There is a difference between a role-play position and your character's proficiency in a certain skill. Refer to my response to Relgard about the instant learning issue. Magic doesn't break mechanical standard, because it can be represented in mechanics through a sword. You can role-play your magic how you like and simply use a sword, because magic is no more powerful than an equally skilled combatant with a sword. Hopefully magic users will get a wider variety of options with the up and coming magic plugin (Soon™), but you can already represent it with mechanics. In a fantasy world such as ours, magic is suppose to be common place. There's nothing wrong with it being widespread. Why should people bat an eyelid to see a mage in a fantasy world? Please explain that to me. Once again we return to the flawed idea that magic is "special". And I reiterate, this is a mindset we need to do away with. The "restricted" magics are perhaps more interesting because they keep their magic restricted through in-character methods, not out-of-character ones. The only reason they're "locked" is to prevent metagaming to obtain said magics. If you think all there is to swordplay is swinging a piece of metal, I'd love to see you try it based on just that knowledge. There's just as much to learn about the intricacies of swordplay as the intricacies of magic. And that fact is while we do not have a fair (as in, holds every player to the same standards) and mechanically-verifiable way to measure a characters' skill (like, say, a skills plugin), it is up to a player to decide what their character is skilled in and the rate at which they gain proficiency in such a task. This applies to all skills - farming, swordplay and magic alike. That is why, currently, anyone can pick up a book and become a mage overnight. because anyone can pick up a sword or hoe and become a swordsman or farmer overnight. That will (hopefully) be rectified when a skill plugin arrives, but until then those standards will apply, and they will apply to everything.