Magic

Magic is the process of breaking, bending and rearranging the natural laws. A tool only gods were meant to wield, but it has long since fallen into the hands of mortals. Magic can be used with the most accurate precision and is yet highly unstable. The exact consequences and mechanics behind it aren't fully understood yet. It's not unheard of that practitioners get mutations or accidentally curse themselves when they dabble outside of the already established spells and rituals.

## Arcane sources

The expression "arcane" is the generic term for everything that can't be explained with natural sciences alone, just like "arcanists" is used for all kinds of magic users. For a more accurate division, arcanists are classified in regard of their source.

### Divine/Bestowed Magic (White Magic)

The oldest and presumably original source of all magic are the divine powers of gods. This tool of the gods was once used to weave reality in it's current form. Deities may bless their chosen ones and allow them to use some their might, and in doing so grant them the right to make adjustments to their design of reality. While some argue that magic in the hands of mortals is blaspheme because it corrupts the gods' creation, this can't be said about a kind of magic awarded by the gods themselves. Although, there are many different kinds of forces similar to "gods" who can wield and provide similar powers if you are willing to make a pact with them, including Fey and Fiends.

### Sorcery (Red Magic)

Sorcery is a form of magic where the user holds abnormal arcane potential, allowing them to be their own source for the use of magic. Sorcerers have the innate ability to force their will onto the weave of reality, not unlike how gods do. Sorcerous casting is intuitive, though wielding it properly still needs training and requires the sorcerer to understand their own state of mind. Someone with uncontrolled emotions won't be able to control their magic, but it may become stronger if it's commanded by a strong will. Sorcerers are often born with this way, because they are the descendants of a mythical being. But one may also gain those powers later in life when they get significantly changed by strange forces.

### Wizardry (Blue Magic)

Just like random factors can cause magic to spiral out of control or create wild side effects, it's in turn possible to apply factors to dormant powers to force them into a specific shape. Wizardry describes the use of intricate patterns of actions and thoughts which conflict with the weave of reality and cause it to rearrange. It's about carrying out barely noticeable actions that are yet precisely aimed to trigger arcane chain reactions, culminating in the desired effect. It's like operating a machine you can't touch directly, but that is sensitive enough to be influenced by specific changes in its environment. This way, even creatures without the innate ability to touch into realities' weave can theoretically use magic. Though it's difficult to learn, demands intense studying and those who can teach it tend to be picky about their students. Some scholars try to memorize the exact workings behind a spell. Others try translate the arcane formulas into something that is more practical or intuitive to them, like music or painting, and provoke magic with their art.

### Pact Magic (Grey Magic)

Pact Magic is a special form of proxy magic, which is the process of using or stealing the powers of another arcane source. But instead of using proxy magic trough powers stored with infusions, such as potions or spellscrolls, pact magic is usually accomplished through some sort of promise or deal with a powerful magic user. The caster doesn't require any innate magical abilities and just needs a special connection to the actual source. But one should always remain aware of all the intricate details of their pact. Proxy magic is the only form of magic even a creature without a soul can use.

## Manifestations

Magic can take form in different ways.

* ***Spells.*** The most common way to control magic. Spells can be quickly issued like commands, usually just requiring words, gestures and a focus object to direct them. Their downside is their straining effect on the caster, who's own mind and body must serve as arcane conduit. Casters can only use a limited number of spells before they need to rest, or else they'll loose control or be driven insane. Only cantrips are special spells that aren't as taxing to use. Sometimes spells need to be prepared before they can be cast.
* ***Rituals.*** Rituals demand more complex actions and time than spells. They may even require several days, special conditions, multiple practitioners and great sacrifices. Some spells can be performed as small rituals to be less straining.
* ***Infusions.*** Objects and signs can be imbued with the arcane, which may then produce supernatural effects. This includes Mormo's artifacts, potions, spellscrolls, runes etc. Even creatures that don't wield arcane powers can use this kind of proxy magic.
* ***Auras.*** Sometimes magic lingers around certain places, objects or creatures as if it belongs to their very nature. Like allowing a ghost to maintain its existence, enabling a dragon to fly, allowing an arcanist to channel ki in their bodies or causing certain anomalies inside the Scar.
* ***Wild magic.*** Magic can break apart and manifest in sudden random side effects. It's a common by-product of other arcane manifestations.

## Components

The casting of spells and rituals, the creation and activation of infusions and sometimes even the release of aura magic might require specific actions or materials.

* ***Verbal.*** Verbal components for a spell usually have the length of a few words and at most two sentences, although other magic such as rituals might require lengthy chants. It doesn't matter what is said, but how. A proper wizard might simply recite the name of the spell and it's school, while others might use phrases, one-liners, singing or even just make meaningless noises. What's important is that the verbal component must be loud enough, at least somewhat above normal conversational level. It also requires very distinct patterns of changing pitch and resonance. When verbal components are spoken out loud to cast magic, the voice of the caster may slightly distort. Everyone that hears verbal components can easily tell that those sounds are meant for casting, but deducing what their purpose is just by hearing the sound requires attention and deeper knowledge.
* ***Somatic.*** Forceful gestures or very intricate gesticulations might be required to control magic.
* ***Material.***

## Schools of magic

Schools are a method to classify magic in regard of its effects and uses.

* ***Abjuration.*** To interfere with magic as well as to negate, block and banish things into the void.
* ***Conjuration.*** To transport matter and energy.
* ***Evocation.*** To create, harness and manipulate energy.
* ***Transmutation.*** To transform the properties of matter, energy and time.
* ***Necromancy.*** To manipulate the flows of life and death.
* ***Divination.*** To acquire and reveal information.
* ***Enchantment.*** To influence minds.
* ***Illusion.*** To alter perception and create fake stimuli.
* ***Unique magic.*** For effects that can't be easily classified.