Magic is, by its very nature, a chaotic swirl of energy which is not quite of this world nor of another. It seems, rather, that magic exist from the mixing of worlds after the great Cataclysm which ushered in the new era. Magic has no limitations except by what its user has learned, either done by themselves or by another. All can learn magic, though some races show an inherent dissociation with magic in general. Whether this dissociation is one created by the Cataclysm or by the Gods who watch over said race has yet to be determined by any Magi. While some believe their magic is given to them by the Gods, the truth is that the Gods can only limit one’s skill with a certain magics and often look down upon those who perform them.
Magic doesn’t quite ‘branch off’ as many academies prefer to teach as. Rather, magic is a singular existence which is controlled by the Magus imposing their will upon its existence. A Magus can feel the flow of magic around them as naturally they would wind. Using the flow of magic requires one to tap into and then impose their will upon it. For younger Magus this limits their spells to weaker powers while those who have honed the craft can form entire creatures from magic. The many Styles of Magic are simply that which a Magi can learn through a long life
---Druidic Magic---
Druidic Magic comes in many forms though its branch is well known to be used by the Northern Magi and the Forest Academies. Using druidic magic can be considered as growing closer to nature itself and often is considered to be one of the easier Styles to learn. Yet, easy is not to be taken as lacking in power. Rather, a properly skilled Druid can eliminate entire armies with their magic. Entire forests can be grown by ancient Druids and a barren desert may very well become a grassland overnight should they wish it. A user of Druidic magic can feel how entire forests are doing, can asses what ails all beings which live and breathe, and can even imitate the form of creatures they have encountered
Summary: Druidic magic is comprised of the following areas of magic.
-Animal Empathy
-Animal Morphing
-Botanical Communication
-Divination
-Dowsing
-Ecological Empathy
-Healing
-Nature Manipulation
-Weather Manipulation
-Zoolingualism
---Creation Magic---
The act of creation something from nothing is an art that only gods and select Magi learn. Only a few are powerful enough to properly create something more than inanimate objects with creation of a living creature being both a taboo and a dying art. Nowadays, the art of Creation Magic is simply known for creating beautiful gems or wondrous flowers which never wilt. Within the boundary of Creation Magic exists the magic known as Animation, making the inanimate able to move whether by free will or programmed orders. Some Magi are known to learn how to create constructs and use them from varied activities such as research assistance to battle. In the end, Creation Magic is a dying art which few can learn on their own and even fewer are skilled to teach.
Summary: Creation Magic is comprised of the following areas of magic:
-Construct creation (Golems, Elementals, etc.)
-Nature creations (Flowers, Trees, etc.)
-Creature creation (Animals and People)
-Object creation (Common items)
-Elemental creation (Making fire, water, etc.)
---Holy Magic---
Whether holy by nature or by definitions provided by man, Holy Magic is considered to be one of the Styles closest to that of the Gods. Holy Magic has the power to cure ailments of any kind, repel evil entities, and even bring back the recently dead. It is unknown if the Gods allow the users of Holy Magic, massive in number though unskilled, to use it or it is simply the act of a Magus who has passed down their teachings in this ancient Style. The average Cleric, as a Magus who uses Holy Magic is known, knows well enough how to heal wounds ranging from small cuts and scrapes to broken bones as well as curing many diseases. Those who are ‘blessed’ by the Gods show exceptional skill in the use of Holy Magic and can eventually reach the ability to revive those who are recently dead and even heal fatal wounds.
Summary: Holy Magic is comprised of the following areas of magic:
-Healing
-Reanimation
-Divine Force Manipulation (Repelling Evil)
-Divine Weaponry (Holy Weapons)
-Divine Enchantment (Enchanting Weapons)
-Curse Negation
-Malignancy Negation
---Necromancy---
Necromancy is a dark Style, one which is rarely ever known to be used anymore except by those looking to extend the length of their lives. A Necromancer can live centuries by absorbing the souls of other and feeding on them to extend their life. While believed to be an inherently negative magic, Necromancy has many uses which are beneficial to common person. A necromancer can bring back the dead and use their tireless forms to perform mundane tasks and assist others. Those who have great enough power may even extend their lives through the consumption of the life force of a living object, whether this be a person or even a tree. Those of the highest level of skill in Necromancy can even harness the souls of the dead for combat or purge them for the living.
Summary: Necromancy is comprised of the following areas of magic:
-Reanimation
-Soul Manipulation
-Undead Control
-Resurrection
-LIfe-force absorption
-Mediumship (Talking to and seeing Spirits)
-Pain Control (Inducing or Removing pain)
---Ritual Magic---
Ritual Magic is one of the potential strongest areas of magic as it encompasses the ability to summon beings of great power, demons included, and even create them whenever the need be. The very Style is considered the most dangerous as the creation of a ritual circle, being a simple process for those learned in it, can be done at anytime and can do anything from bringing onto this plane a demon to cursing a foe. Yet, one misstep in the creation of a ritual circle can very well endanger the creator as well as all of those around them. There are even those who use Ritual Magic to physically empower themselves by creating circles on clothing or their bodies.
Summary: Ritual Magic is comprised of the following areas of magic:
-Invocation (Spoken spells)
-Summoning
-Creature Creation
-Physical Empowerment
-Enchantment
-Hexes
---Blood Magic---
Blood Magic is simply that, a style of magic which allows the user to manipulate and use blood in varied forms. Though a magic which inherently requires the injuring of another or one’s self, Blood Magic is also rather powerful, creating virulent plagues that corrode the body of their target or vitalising the body of the user while stealing life from another. Blood mages are known to form Blood pacts, using their magic to bond two people under a set of conditions. Blood mages can heal people if they wish, but given the nature of the magic it is mostly used for destructive purposes.
Summary: Blood magic is comprised of the following areas of magic:
-Blood pacts
-Minor healing
-Life-force absorption
-Plague creation
-Animation (to a degree; a blood mage can imbue the power of blood vitality into a recently deceased or inanimate object - this is by no means permanent or even feasible for more than a few minutes)
---Enchanting---
Enchanting is a mostly ancient art, with its more powerful uses lost as innovations in magic emerge. In modern times, its practical use is imbuing an inanimate object with magical energy, for purposes such as establishing a magical communication link between two specific entities. This cannot be done to the living - the equivalent of imbuing a human with magical energy is known more commonly as healing. However, enchanting is known specifically for inanimate objects. The properties given to the object can become more complex with the amount of life-force imbued with it.
Summary: Enchanting is comprised of the following areas of magic:
-Healing (rudimentary)
-Imbution
-Tempering (enchantment of metal)
-Wordsmithing (enchantment of books - how they initially have any magic power)
---Mana---
The belief in mana is an ancient one, founded in beliefs long ago that many were simply provided the inherent skill to use magic but only had so much to use. As the years grew on and work into discovering how magic works and how it exists in Til-Arime, many came to understand that magic was everywhere but the average person only had so much in their body, barely enough to even cast a small fire. Those of true skill in magic possessed a Will which allows them to control magic. Magic also possess its own Will which a Magus must try and force into submission or coerce into working for them, this is where the power of a spell may differ.
Magic for powerful spells must be pulled from far away or a source consistently providing it to the caster such a Familiar. Forcing magic to bend to one’s will requires the a lot of focus and time, time which isn’t always as free if casting in the middle of a battle. It also becomes harder to assert one’s Will over Magic the further away it is from the caster. Though who prefer to coerce magic into working with them find it easier to cast magic, though few people have ever managed to do this. It is common to find some mages with Familiars which provide them with a constant flow of Magic for cast, the pair forever bound to each other. Familiars are, on the other hand, perfectly sentient and only choose their caster.