Magic

In the world of Ruin, there are three theories of Magic; Alchemical Magic, Methodical Magic, and Spirit Magic. Alchemical Magic stresses connection to an element, from which you then access the other elements to enact your magic. Methodical Magic is the manipulation of the elements through a detached Method, of which only five have been discovered (Though the principles have been examined such that the Methods may be combined with eachother). Spirit Magic is the binding and empowering of Spirits to enact magical effects.

Alchemical Magic is slightly less common than Methodical Magic, as it requires some sort of connection to an element; Elementals almost exclusively use Alchemical Magic, but Giants and Dragons rarely ever, with Humanoids and Constructs striking something of a balance. Eternals are odd in that if they use Alchemical Magic, it's almost guaranteed to be based in Examinis, the element of Undeath, with Methodical Magic being more common than any other elemental magic. Spirit Magic is incredibly rare across the board, but Giants and Dragons have long traditions of it's use.

## Alchemical Magic

Alchemical Magic is a simple elemental matter. The caster gains some form of connection to one element in particular, often the elements of Deus, Spiritus, or Praecantatio, which are often called the elements of Divinity, Spirit, and Arcana, respectively. See the Elements page for more information on this, but Deus and Praecantatio are sort of self-defined; Divine and Arcane spellcasters produce them as part of their magic, but they don't seem to interact with much in the world, so their true nature is actually a matter of fervent debate, even after the Plague.

Users of elemental magic garner names based on the elements they wield, usually just the element they are most associated. Pyromancers, Hydrosophists, Aerotheurges, Alchemists (Who wield Alkimia), Engineers (Who use Instrumentum, Machina, Telum, and other such elements), and so on.

Elemental mages are often born with their connection, though there are old Dragon and Giant rituals to imbue a being with elemental magic, and during the days of the Collective, they figured out a method to twist the Magic Cores inside of a creature to gain an elemental affinity.

## Methodical Magic

Methodical Magic is magic which is founded on channelling magic through various media to enact direct change, with five methods currently known; Arcane Magic, Chakra Magic, Divine Magic, Mind Magic, and Primal Magic.

Primal Magic is believed to be the oldest, and a user is often called a Shaman. Primal Magic involves the Shaman channeling their magic through the environment; Historically this meant everything from plants and animals to the air, though buildings serve as an appropriate catalyst. When examined elementally, Primal Magic is almost invisible, as it takes the elemental qualities of it's catalyst, often leading people to think it's saturated with Herba, Bestiae, and so on.

It is unknown if Chakra Magic or Divine Magic came next, both being mythically old. Chakra Magic users are often called Chakravanti, and the user channels their magic through their body. Many warriors learn to improve their physical being using their magic, but the two aren't the same; The warrior converts their magic into energy to be used by the body, while the Chakravanti actually uses the magic to achieve a magical feat, like burning someone's face off. Examined elementally, Chakra Magic is saturated wholly with Aurum (Which is also present in warriors, which helps the confusion). Divine Magic, and a user is typically known as a Priest. Priestly magic is channeled using your soul as a catalyst, and is elementally saturated with Deus (Aside from building it up alchemically, this is the only known source of this element, leading to a great deal of debate over it's nature and purpose).

Mind Magic, sometimes called Psionics due to practitioners being known commonly as Psion, is channeled through the mind. Elementally, this is often registered mainly as Cognitio, however some produce Incantus, and other such elements in various quantities. Mind Magic is often cited as the most difficult sort of magic to learn, and it wasn't particularly popular among any peoples.

Arcane Magic is the newest kid on the block, and the easiest to learn, however the hardest to practice now that the world's ending. Arcanists are at the behest of their equipment; While all other forms of magic rely only on the skill of the user, an Arcanist has learned to use magic through a medium prepared for that purpose, such as a wand or staff. Other mages can gain benefits from such implements, but an Arcanist literally can't use magic without them. Even a simple tool will do, but finding the materials to make such a tool are exceedingly rare in most places, and as such, even basic arcane implements are often traded for a fortune in and between colonies. Arcane Magic was the most popular, before the end, but most of the implements were lost or destroyed in the first decade. In an elemental sense, Arcane Magic reads with Praecantatio, a relatively simple element which is rarely found in nature, but became popular as a sort of power storage mechanism, as it is easy to convert into raw Potentia but is remarkably stable.

## Spirit Magic

Spirit Magic is the most complex and the most ancient. Rather than channeling your own power, all Spirit Magic is a matter of enacting rituals to trap, coerce, or empower Spirits (Such as Ghosts) to perform tasks for you. All Spirit magic is saturated with Spiritus when examined elementally, but it is incredibly rare, especially after the fall. Spirit mages, often called Summoners or Channellers, are often considered "secondary" mages, and in some ways this is accurate. The magic practiced by Channellers is weak and strange, and requires hours of effort, only for nothing obviously grand to happen. Rather, most see a Summoner as a sort of "utility" mage. They can summon spirits to occupy totemic and protective positions within a camp, and can call the spirits of non-reincarnated family members, or others.

Spirit magic was mostly unused in the centuries of the Collective, except where Dragons and Giants kept it alive. Even there, it was rare, and those Summoners didn't garner a powerful reputation. Thus, in the end of the world, it is a rare, mostly-lost art, and an ill-respected one in most circles. Despite being more versatile and almost as powerful as any other form of magic.

That said, there is old blood in the water, as some Dragons have revived the ancient concept of the Jamak now that the world has ended. A Jamak is a personal spirit guardian, similar to the Giant concept of the Totem Guardian. Anybody can have a Jamak, formally, though the Jamak's power can only be fully utilized by a Channeller, who may use the Jamak's magic to function essentially like a strange Methodical Mage, covering up most weaknesses of spirit magic.