The Grand Unified Theory of Sorcery (GUTS):
Law of Aspects:
All things are made of Aspects. There are six primary Aspects (Fire, Water, Air, Ground, Order, Chaos) and many secondary Aspects (many of the most potent of these are associated with the gods’ spheres, but they can be anything); secondary Aspects are made from primary ones, and can be broken down into primary ones.
Aspects bound to things are called Essentia, while free ones are called Vis. Essentia can be freed to use the Aspects as Vis; Vis can also come directly from “Nodes”, which are one-way portals from Divine Plane that only let through magic - mortals cannot see through and would just see pretty colours. The flow of Vis from these nodes can be controlled by nearby gods (on either side of the portal) as well as by powerful mages.
Certain metals, crystals (especially those already in use via the Mind and Matter System), and plants are good at storing Vis; “wands” can be made from these materials.
Law of Understanding:
Aspects are, at their most basic, the fundamental idea of being components. As a result, magic is best described as making something from those components, while your casting method is defined by what you see those components as being, be that musical notes, Lego blocks, magic words, etc.
Therefore, Mortals can understand magic as anything: programming, as standard spells, as runes, as songs, or even as dance magic, so long as the Vis is correctly combined and shaped.
Law of Essence Shaping:
There are three ways to use magic: spellcraft, alchemy, and artifice and enchanting. Spellcasting is the art of using Vis, alchemy is the art of using Essentia, and artifice and enchanting is the art of binding Vis to objects, essentially writing a spell (or multiple) into a physical item, and thus converts Vis into Essentia. However, all magic requires the use of a Wand, an item created out of any material good at storing Vis for the explicit purpose of casting magic (though shape and secondary functions may vary widely).
Since the objects that hold Essentia are easier to see than Vis, those who have trouble with spells may be better at Alchemy, as it can be easier to visualize.
The Law of Understanding holds true for all things, regardless of whether it is spellcraft, alchemy, or artifice and enchanting.
Law of Flux:
Virtually all magic use creates Flux, and the amount scales with the amount of Strain that the spell, as well as magic as a whole, is causing to Ema. Flux does not directly damage things, but rather causes magic to be much harder and more dangerous to use by manner of making it much less precise. This prevents mortals from becoming too powerful. Flux will dissipate over time if magic is not cast in a Fluxed area.
Law of Imbued Power:
There is a limit on how powerful artifacts created or enchanted with magic can become: Divine and above artifacts cannot be created or affected magic, staying only the work of gods.