No, it's not a musical!
This is the Scale from None to Legendary (sorry, we refuse to use "Epic", it's overused and abused and it's tired and wants a rest) and lists examples of each.
Sorry if the list is a little incomplete, we're building this up as we go to include each race!
Magic Scale
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As a general rule, the more magic a taur has the less likely it is to want to or need to be good at survival because they have magic to help them where they're lacking. Because of this, sometimes their physical appearance suffers from it and it's usually the "brainier" you are, the less muscle you have. This has usually been the rule in most RPGs, where the more INT (intelligence/magic power) you have the less VIT/STR/END (vitality/strength/endurance) you get because of it. It's a balancing feature so that no one character is too powerful. We've adopted this as our framework for judging which race has how much power.
Hybrids (characters who have some magic and some physical strength) will find that they will lean more towards one than the other. Primary and secondary, in other words.
None
0; No magic whatsoever. Some even have some magic immunity, meaning some magic has no effect on them. Most likely to become a Farmer, Weaver, Tailor, Baker, Merchant, Gardener, Builder, & Teacher. They can be virtually any trade that does not involve high technology.
Very Very Little
1; Tiny fragments of magic that manifests in the form of a heightened sense or craft or skill. Survival and Trade related skills only!
Examples: Tracking prey, good hearing, good sense of smell, fishing, hunting, marksmanship, weapon wielding. Most likely to become a Hunstman, Fisherman, Merchant, Trader, and all professions that "None" can also do only with a very slight magical advantage.
A Little
2; A touch more magic than "Very Very Little" that manifests in the form of abilities a taur is sometimes born with. Survival and Trade related skills only!
Examples: Excellent physical skills such as running, jumping, climbing, singing, more prone towards literature and the arts, music. Good at fishing, sailing, and cartography. All their magic is "home brewed". Herbs and remedies, with a keen sense of what plant, mineral, or chemical can harm or heal. Most likely to become a Witch, Healer/Shaman/Monk/Priest, Scholar, & Astronomer.
Some Magic
3; Most trickster type races have Some Magic. It's enough to make something happen: elemental or interactive, good or bad! Their magic must be practiced daily or their ability will wane.
Examples: Some elemental manipulation (air, earth, fire, and water). A tiny flame or blast ot water, air, or ice from the hands, feet, and sometimes the tail! Lock picking, riddle solving. Magic tricks such that require more than just a sleight of hand. Most likely to become an expert Thief & Street Magician. Can create potions that always wear off within a few hours because they lack enough power to maintain them. Can enchant small talismans that can change people's moods (such as a love charm, revenge spells, and practical jokes). None are ever fatal, but they can create quite a lot of trouble if not used responsibly!
Good
4; True magical ability that's discovered early and quickly in their lifetime. They don't have to try as hard to conjure their power and find that the more they practice, the easier their ability to call it up again becomes.
Examples: Don't need potions and tinctures to heal minor wounds and sprains or cast love spells. Enchantments last somewhat longer (about two days to two weeks!) than the enchantments cast by "Some Magic" taurs. They often sell and create spell scrolls for one-time shots of magic spells. Some spells are fatal, some can make someone grievously ill. Female taurs can use it to prevent unwanted pregnancies. Their magic can enhance their charm and charisma a great deal. Can cast a "glamor" on themselves, creating an illusory image over themselves, but they can only be maintained while conscious and aware.
Very Good
5; True magical ability that's discovered early and quickly in their lifetime. They barely have to practice, at all, for it to be strong. The real challenge is control of all this new-found power before it takes them over to the point of addiction. Without enough discipline, they'll find that they'll want to use magic to do even the simplest tasks for them.
Examples: In the case of Armless Naga, it must perform simple tasks for them such as writing and handling objects for feeding themselves or gathering materials.
Legendary
6; Some would say that they are more magic than nature, that their bodies are more ethereal than corporeal. It's the magic so imbued in their physical forms that allows them to shape shift, regenerate, and slow their aging. The good ones often avoid exposing lesser magical creatures to too much magic for fear of altering or damaging them. The bad ones use it for their own selfish needs and force creatures often to become what they are not, often killing them in the process.
Examples: Shape shifting. Regeneration of limbs, fingers, hooves, tails, and even organs (save the heart). Hitting the heart, however, is extremely difficult without some kind of magical item/assistance. Immune to all poisons but can still become gravely ill from poisons that would instantly kill anything else. Can be weakened only by opposing magic (good vs. evil, holy vs. dark). The wicked and the good can both transform other creatures into anything they desire, even into an inanimate object and not kill it. Like in the fairy tales, it is true that only love can break certain evil spells and a Unitaur can bring back the dead if they get to them in time. Sacrificing one's life to save another is guaranteed to break fatal Legendary curses and banish it from ever happening again to the same individual.
Almost Godlike
7; They do not attain all their power at once, as a way to balance power on the Isles. The older they are, the more power they attain. When they are born they have no power, at all, and they only gain it in increments as they grow older. To achieve their maximum potential, a Godlike taur must be one thousand (yes, that's 1,000!) years old. So even adult Godlike taurs still have a very long way to go before they become this magical. In the meantime, they are just as susceptible to death as any other creature on the Isles until they reach five hundred years old. At that point, they are immune to death unless an elder Godlike creature kills them.
Examples: Can create life where there was none, this is believed to be how the Treants were created. Can form mountains, valleys, and hills where there were none. Can create rivers, springs, lakes, and summon water where there was no trace to be found. Can raise the dead from even mere ashes, the risen individual even retains all memory of its previous life though this is rarely done because it's considered to be cruelty and disrespectful of the dead.
This is the Scale from None to Legendary (sorry, we refuse to use "Epic", it's overused and abused and it's tired and wants a rest) and lists examples of each.
Sorry if the list is a little incomplete, we're building this up as we go to include each race!
Magic Scale
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
As a general rule, the more magic a taur has the less likely it is to want to or need to be good at survival because they have magic to help them where they're lacking. Because of this, sometimes their physical appearance suffers from it and it's usually the "brainier" you are, the less muscle you have. This has usually been the rule in most RPGs, where the more INT (intelligence/magic power) you have the less VIT/STR/END (vitality/strength/endurance) you get because of it. It's a balancing feature so that no one character is too powerful. We've adopted this as our framework for judging which race has how much power.
Hybrids (characters who have some magic and some physical strength) will find that they will lean more towards one than the other. Primary and secondary, in other words.
None

0; No magic whatsoever. Some even have some magic immunity, meaning some magic has no effect on them. Most likely to become a Farmer, Weaver, Tailor, Baker, Merchant, Gardener, Builder, & Teacher. They can be virtually any trade that does not involve high technology.
Very Very Little

1; Tiny fragments of magic that manifests in the form of a heightened sense or craft or skill. Survival and Trade related skills only!
Examples: Tracking prey, good hearing, good sense of smell, fishing, hunting, marksmanship, weapon wielding. Most likely to become a Hunstman, Fisherman, Merchant, Trader, and all professions that "None" can also do only with a very slight magical advantage.
A Little

2; A touch more magic than "Very Very Little" that manifests in the form of abilities a taur is sometimes born with. Survival and Trade related skills only!
Examples: Excellent physical skills such as running, jumping, climbing, singing, more prone towards literature and the arts, music. Good at fishing, sailing, and cartography. All their magic is "home brewed". Herbs and remedies, with a keen sense of what plant, mineral, or chemical can harm or heal. Most likely to become a Witch, Healer/Shaman/Monk/Priest, Scholar, & Astronomer.
Some Magic

3; Most trickster type races have Some Magic. It's enough to make something happen: elemental or interactive, good or bad! Their magic must be practiced daily or their ability will wane.
Examples: Some elemental manipulation (air, earth, fire, and water). A tiny flame or blast ot water, air, or ice from the hands, feet, and sometimes the tail! Lock picking, riddle solving. Magic tricks such that require more than just a sleight of hand. Most likely to become an expert Thief & Street Magician. Can create potions that always wear off within a few hours because they lack enough power to maintain them. Can enchant small talismans that can change people's moods (such as a love charm, revenge spells, and practical jokes). None are ever fatal, but they can create quite a lot of trouble if not used responsibly!
Good

4; True magical ability that's discovered early and quickly in their lifetime. They don't have to try as hard to conjure their power and find that the more they practice, the easier their ability to call it up again becomes.
Examples: Don't need potions and tinctures to heal minor wounds and sprains or cast love spells. Enchantments last somewhat longer (about two days to two weeks!) than the enchantments cast by "Some Magic" taurs. They often sell and create spell scrolls for one-time shots of magic spells. Some spells are fatal, some can make someone grievously ill. Female taurs can use it to prevent unwanted pregnancies. Their magic can enhance their charm and charisma a great deal. Can cast a "glamor" on themselves, creating an illusory image over themselves, but they can only be maintained while conscious and aware.
Very Good

5; True magical ability that's discovered early and quickly in their lifetime. They barely have to practice, at all, for it to be strong. The real challenge is control of all this new-found power before it takes them over to the point of addiction. Without enough discipline, they'll find that they'll want to use magic to do even the simplest tasks for them.
Examples: In the case of Armless Naga, it must perform simple tasks for them such as writing and handling objects for feeding themselves or gathering materials.
Legendary

6; Some would say that they are more magic than nature, that their bodies are more ethereal than corporeal. It's the magic so imbued in their physical forms that allows them to shape shift, regenerate, and slow their aging. The good ones often avoid exposing lesser magical creatures to too much magic for fear of altering or damaging them. The bad ones use it for their own selfish needs and force creatures often to become what they are not, often killing them in the process.
Examples: Shape shifting. Regeneration of limbs, fingers, hooves, tails, and even organs (save the heart). Hitting the heart, however, is extremely difficult without some kind of magical item/assistance. Immune to all poisons but can still become gravely ill from poisons that would instantly kill anything else. Can be weakened only by opposing magic (good vs. evil, holy vs. dark). The wicked and the good can both transform other creatures into anything they desire, even into an inanimate object and not kill it. Like in the fairy tales, it is true that only love can break certain evil spells and a Unitaur can bring back the dead if they get to them in time. Sacrificing one's life to save another is guaranteed to break fatal Legendary curses and banish it from ever happening again to the same individual.
Almost Godlike

7; They do not attain all their power at once, as a way to balance power on the Isles. The older they are, the more power they attain. When they are born they have no power, at all, and they only gain it in increments as they grow older. To achieve their maximum potential, a Godlike taur must be one thousand (yes, that's 1,000!) years old. So even adult Godlike taurs still have a very long way to go before they become this magical. In the meantime, they are just as susceptible to death as any other creature on the Isles until they reach five hundred years old. At that point, they are immune to death unless an elder Godlike creature kills them.
Examples: Can create life where there was none, this is believed to be how the Treants were created. Can form mountains, valleys, and hills where there were none. Can create rivers, springs, lakes, and summon water where there was no trace to be found. Can raise the dead from even mere ashes, the risen individual even retains all memory of its previous life though this is rarely done because it's considered to be cruelty and disrespectful of the dead.
