Magic

This page is the "Home page" for all magic in this system, which is the center of attention anyway.

## How it works (roughly)

### Spiritual realm (Conceptual)

The idea of fire, warmth, heat, anger, violence, and all of it combined.

### Ethereal realm (Energy and focus)

The essence of fire and the focus of it in one point using the caster's spiritual energy (mana).

### Physical realm (Manifestation)

Fireball!

The definition of magic in this system:

Using powers from the spiritual and ethereal realm affect change.

Here are the broad types of magic this system addresses:

Magic Types (relating to this system):

* Spiritual Manifestation
	+ Summoning
* (Arcane) Energy Manipulation
	+ Elemental Magic
* Matter Manipulation
	+ Kinetic Magic

Rituals, sigils, magic letters and words will make sense as they are focal points to the caster's energy, so a person that learns a spell through a scroll will have an easier time casting that exact spell while using those exact words as they help them focus to achieve a desired effect. But it can lead to gaps in learning because the longer they spend learning and practicing those spells the less they spend on meditating on their own to create the effect through their own system, which does take longer generally but also allows for the most flexibility, as the effect can be changed at will and variant spells can come from that initial meditation, with practice of course.

## Old (must rewrite)

Magic Types (relating to well known sources):

* Spiritual Magic
* Ethereal Magic
* Physical Magic
* Arcane magic
	+ Chaos
* Elemental magic
* Spirit magic
* Psychic magic

Caster types:

* Kinesis magic
* Ritualistic magic
* Pact magic
* Psychic magic
* Soul magic

* Conduit magic
* Artifact magic
* Alchemy

These are some schools of thought in magic, each with a unique style in their teachings, the principles, the methods and the goals of each group defines the magicians they create:

Teachers of magic:

* Monks
* Priests
* Shamans
* Scholars
* Activists
* cults
* Secret Society

Organizations:

* Color Alchemy
* Universal Magic
* Elemental Magic
* The Schools of nature
* The 5 inner elements
* Temple of the elements
* Druidism and Shamanism (Varied cultures)

Archetypes of the Magi:

* The Necromancer
* The Battlemage
* The Warlock
* The Elementalist
* The Witch
* The Mage
* The Wizard

**To fully understand a form of magic you must experience it.**

To unlock answers you must have asked.

To unlock secrets you must have hidden.

To manifest your soul you must have lived in spirit.

To manifest your spirit you must have left your body.

To create cold winds you must have felt their stab.

To create a gout of flame you must have felt its bite.

To give life to the dead you must have tasted death.

To give healing to the wounded you must have suffered pain.

To call upon outsiders you must have been present.

To call upon the divine you must have grown in love.

To become shadow you must have avoided the light.

To become light you must have avoided the shadow.

1. To unlock answers you must have asked.
2. To unlock secrets you must have hidden.
3. To manifest your soul you must have lived in spirit.
4. To manifest your spirit you must have left your body.
5. To create cold winds you must have felt their stab.
	1. Dying in the cold can create ice spirits;
6. To create a gout of flame you must have felt its bite.
	1. Dragon attacks can create flame spirits;
7. To give life to the dead you must have tasted death.
	1. The most powerful necromancers are usually liches;
8. To give healing to the wounded you must have suffered pain.
	1. Healers usually have a painful tradition;
9. To call upon outsiders you must have been present.
	1. Calling upon outsiders or extraplanar beings requires being in their presence at least once, to feel their energy and align your vibration;
10. To call upon the divine you must have grown in love.
	1. Love is the way to a divine vibration, therefore love leads you to experience the divine and in turn being able to call upon them;
	2. Evil paladins usually live a life of pain and end up lacking love, or just straight up being fond of hatred;
11. To become shadow you must have avoided the light.
	1. Rogues tend to become too good at hiding, almost "supernaturally" good;
12. To become light you must have avoided the shadow.
	1. Priests avoid a hidden life and live righteously;