And instead of forcing people to remember a specific cosmology of this reality and the different planes and all, I'm going to use fewer terms - the Mortal Planes (many different parallel universes co-existing in the same space at different vibrational frequencies, like a multiverse) and the Aether (like the Force from Star Wars, it surrounds the Mortal Planes and penetrates them and all types of magic are derived from it). We'll still have the types of magic I mentioned before being available to the students (Universal, Fire, Air, Water, Earth, Cosmic, Infernal), and Chaos Magic as an extinct form that comes into play later in the story. I know a few people asked about Infernal Magic being available for an attuned type of magic, and I'm going to allow that now, so long as they know to keep it hidden when in the presence of non-villains. I'd still like people to pick only one or two types of magic to be attuned to at first, but I am not going to enforce that. Though, one limitation I do still want to keep intact is the use of Arcane Conduits for more advanced magic. If you don't want your character to hold something in their hand - like a wand or sword - you can use tattoos or jewelry instead. Basically, anything that could have runes from the Arcane Tongue engraved into them. My Battlemancer character will have some kind of jewelry (haven't decided yet), my Monster Club character will tribal tattoos, and my Dark Acolyte character will start out having a Katana that can become engulfed in purple flames, but once his dark nature becomes publicly known and he can't hide it anymore, he's going to get Satanic-like tattoos to be his new Conduit.