Magic

Magic is a supernatural art that Magi, as well as magically adept creatures in the world, are capable of performing. It is the ability to use the ever-present force of mana to yield a tangible effect. It can be as useful as lighting a torch or as destructive as bringing about the end of a country.
== Learning Magic ==
All humans (and many other sentient races) have a soul, which generates mana. Through practice and perseverance, a practitioner of magic can feel the flow of energy and shape it through various casting methods. It can take anywhere from weeks to months before the person is able to recognize the sensation of magic, and they become attuned to the senses beyond physical comprehension.
This can be achieved through various methods, such as meditating, attempting to access the Spirit World, even physical training, or more commonly, by practicing the first principle of spell-casting: generating mana. Afterwards, the practitioner becomes magically attuned, which grants supernatural abilities, such a viewing a person's invisible aura, or the wisps of mana in the air if they concentrate.
Natural affinity towards magic plays a part too. A child born of two magi is likely to have stronger magical circuits, and may have a natural gift in conjuring mana.
== Magical Anatomy ==
=== The Soul ===
An incorporeal, immortal vessel that lives through many different lives, all of which are connected. A person's soul is what gives them life: it's their consciousness, and it provides the energy for the magic circuit to operate. When a person dies, their soul heads toward the astral plane, which are inhabited within stars.
Most ancient religious texts with gospels of the Angels state that they personally produce new souls under the guidance of the Creator, as the world flourishes with life. Souls inhabit their new host once they've been cleansed within the stars, ready to rejoin the world.
Some theories state that the world itself is a super soul, and the lifestream is its will.
The soul is linked to the Magic Circuit, and it can provide a limitless amount of energy... however, this limited by how much the circuit is able to tap into: the stronger, the more it can access at once. If a person goes over their limits, it will drastically tire the mind and body.
As a result of the soul being protected by a barrier of divine magic, it is not possible to manipulate the soul directly. Though certain processes that disturb its reincarnation cycle can have this effect (such as necromancy).
=== The Essence ===
While the soul is many lifetimes over, each individual one is called an essence. This is a collection of the person's memories and their individual being.
When the soul's body dies and it leaves for the astral plane to enter a cleansing process, an unsatisfied essence might leave an 'imprint' behind, which a spirit - while still bonded and linked to their soul, they enter the spirit realm. The spirit will rejoin the soul (and be sealed in) either when it reaches satisfaction and moves on, or if succumbs to a second death.
=== Magic Circuit ===
Once attuned to mana, a person's Magic Circuit becomes active. It's an intricate pattern of lines and shapes that connect a person's body to their soul, the wiring of their magic.
By closing their eyes, a Magi is able to visualize their circuit and they can see it light up when they try to use their magic, almost like watching muscles react to movements. As a spell's complexity goes, so does the signals sent to the Magic Circuit. Many techniques are recorded with diagrams explaining the specific steps to replicate the effect.
There are roughly 3100 connective lines in a human's Magic Circuit, though the number and layout varies slightly from person to person. Casting a sphere of Wind Magic at a target would involve the following steps: 1.) Produce Air, 2.) Rotate the Air, 3.) Locate the Air around the target, 4.) Direct the Air toward it. While in practical terms it might seem straightforward, but the spell would require the use of at least a hundred circuits, each of which is a micro-step on the spiritual level. The mind, body, and spirit must learn to process each step quickly if the spell is to be effective.
There are also several points of 'convergence' on the circuit. The crown/forehead, the throat, and the heart, are all key points where the circuits concentrate. These translate to different casting styles as well.
== Magic Casting ==
=== Symbolic - Feeling | The Heart ===
Symbolic magic is the most basic of all casting technique and can be combined with others due to its nature. The style uses emotion to amplify and control magic... such as adrenaline, hatred, and love. To advance beyond beginner level almost all magi will learn a second casting style.
=== Visionary - Visual | The Eyes ===
This style has a close relationship with the magical circuit. While all experienced magi can view their circuitry by closing their eyes and concentrating, a visionary caster is able to do so in battle, with their eyes wide open. They use a demanding amount of cognitive energy navigate mana through the many thousands of 'tunnels' in the circuit - linking them up to spell-cast.
Basic spells might involve ten instructions/commands that the caster has to consciously navigate, while advanced ones can require hundreds - the best visionary casters can do so in moments, and it can take several minutes for an inexperienced magi.
Notably, this style of casting causes the irises to glow with mana (in whichever color the irises happen to be). The eyes are, after all, a window to the soul, and by extension they're a gateway to the magical circuit.
=== Runecasting - Mind | The Temple ===
The written language of the divine, otherwise known as runes, is the code of all matter and even existence itself. While humanity's overall knowledge in runes is only a small fraction of the overall picture, it is nonetheless a potent tool.
Spell-writing involves the design of battle-runes that can be conjured in battle to cast different abilities, with the mana manifested as spinning discs of magical energy that is typically wielded by the hands. The magi activates the different runes on the spell circles mid-battle, channeling their mana (and the runic instruction) for an effect.
This is for combat only. Other areas of runic expertise involve rituals, enchantments, and most forms of technology.
=== Wordcasting - Voice | The Throat ===
The voice is a tool of expression, and can be used to amplify or initiate spells through song and incantation. Mana is carefully channeled through the vocal cords while the magi says their incantation, often giving a synthetic effect as their will and desire is vocalized by the commands they utter.
Conjuring something like a sphere of water, then channeling mana that connects the magi to the liquid - with an empathize on the vocal cords - will 'link' the command they say out-loud. For instance, willing it to spin. The more creative and compelling the incantation, the more the person themselves believes it, the better the outcome, too. This is usually a good fit for charismatic, confident magi, such as performers and singers.
== Magic Classifications ==
=== Elemental ===
The elements are what influence and change physical matter, the five pillars of the world's structure. This includes Fire, Water, Earth, Wind, and Lightning. Each Element is often associated with emotions.
==== Fire - Heat ====
Often referred to as the 'spark of life'. Beginner magi may begin their studies in practices as basic as influencing candlelight dance, generating sparks, or warming their body. It's an art that's highly sought after for its purposes on the battlefield, as its flames rarely discriminate and the ability to burn away many dozens of soldiers at once is as persuading as it is terrifying. Combat stances that involve fire magic often include harsh, powerful movements, with passion driving the movements.
====Earth - Stability====
The ability to manipulate loose ground, stone and mud. It is practical in both combat and outside of it- the art is enormously useful for engineering projects and construction, or tunneling and digging through dense caverns. Masterful magi might even be able to detect the vibrations in the ground to aid them in detecting distance targets. The fighting style of an earth magi is grounded, with sure, direct movements. Their stance is an unmovable pillar.
====Water - Fluidity====
Practitioners of this elemental school of magic will gather the moisture in the air or from bodies of water near them and harness it for both defensive and offensive capabilities, making it by far the most malleable element. Magi tend to stick to damp, wet areas to train the techniques of water magic, such as swamps and beaches. Fighting styles that incorporate water magic promote graceful, flowing strikes, parries, and counters.
====Wind - Motion====
Gathers the force of the wind and uses the momentum to sweep their opponents off their feet or send them flying. These magi tend to be speedy and annoying, using wind to slow you down while they speed themselves up.
====Lightning - Acceleration====
Ever heard as fast as lightning? Powerful strikes of lightning dancing around to stun and surprise their opponents with a sudden 'I'm in your face! Now what are you gonna do?'
=== Metaphysical - Control ===
The unseen of the physical world. Gravity, Illusion, and Time Magic are examples of Metaphysical magic.
=== Ethereal ===
Ethereal is mana in an unrefined form. Cosmic, Rieka, and Energy Magic are examples of Ethereal magic.
=== Biological - Life ===
The manipulation of biological essence with magic, such as plant life. Nature and Poison Magic are examples of Biological magic.
=== Holy - Righteous ===
The manipulation of religious beliefs in a form of light magic. To heal and protect those around you as well to bring down punishment upon evil doers and all things unholy.
=== Dark - Chaos ===
Unholy magic that is very chaotic. The magi usually considered evil as their magic calls upon the dark forces to do their evil bidding. Not suited for first timers.
=== Arcane ===
See Arcane for more details.
==Magic Training==
(Like most things in the game, there's creative freedom for the writers of the game to add their own flavor to things, so feel free to add your own spin if desired)
There are many notable techniques that have been developed around the world to begin learning and developing magical ability, and these include:
*Meditation. The practitioner clears their mind and breathes slowly and deeply, entering a meditative state. They channel their mana throughout their bodies, feeling it coursing through their magic circuits.
*Battle meditation. A very advanced form of deep meditation that allows the practitioner to replay former scenarios over in their mind, or create a mana-ghost of their opponent to fight against.
*Form practice. Much like combat in general, footwork and strikes play an important role in a magi's ability in battle. There are hundreds of different styles throughout the world, from conservative, defensive forms to aggressive ones that a magi can learn and adapt to. 
*Sparring. Fighting another magi under friendly terms, in which both parties restrict themselves and hold back their full powers when training with one another. Though it does not promote much growth in magical prowess, sparring can teach one control over their own magics overtime.
*Focus training. Magic is often only as good as the practitioner's ability to focus and make the correct decisions in intense scenarios. An extreme example of this would be Focalar's Trial: his personal guard would need to pass a test of the mind and the body before being inducted, which involved balancing upside down on a poll during a storm for three hours.
*Combat missions. Magi truly grow when their life is on the line--war makes those that survive stronger if they're challenged and put in high adrenaline situations. Raiding enemies in organized groups is often encouraged by nations.