In light of some design and how people keep talking in discord I fell the need to remind some people how magic works,
The phenomenon known as “Magic” is poorly understood and subject to very little study. The practice of “Wizarding” is seen as archaic – compared to the raw might of science, the need for fireballs and enchanted swords has diminished greatly since the early middle ages. Most magical institutions are maintained out of posterity, and most magical advancements have been lost to the endless march of time. What spell a Mage can cast generally depends on his skill and experience, as well as his Mana reserves. Magic is typically seen as a source of energy, which can bend the rules of nature to some degree. The more you bend the rules, the more Mana required. The better you understand what you’re doing, the less Mana required.
Casting magic requires four components:
Innate talent: Some people can use magic, and others can’t. The degree of magical acuity varies from person to person, but the vast majority of people are without the Gift. The amount a Mage can cast is directly tied to their “Mana Pool” – a well of magical energy that all Mages pull from that enables the casting of magical spells. The size of an individual’s pool and the rate at which it refills varies from person to person.
Understanding: The trickiest part of casting. The caster must understand how the spell works, the intended effect, and the laws of nature governing what they’re affecting. Magic does not “break” the laws of nature, but instead “bends” them. A simple flame spell, for example, must draw heat and a spark from somewhere, and have something to burn. The most common source for these things is the caster’s Mana Pool, although a more skilled caster can use the heat from the surrounding air and a static spark for ignition. The more intimate the casters understanding is of what he’s manipulating and the mechanism through which the spell is accomplished, the more efficient, powerful, and complex his spells can become. To this end, magical equipment becomes very helpful. For example, an empty lighter can help ground a Mage’s understanding of a flame spell, while at the same time providing the spark for the spell itself. It is common to draw upon a Mage's surroundings for spell-casting, but not strictly required. Increased Mana consumption can supplement flawed or lacking understanding to a degree, but it’s an inefficient and amateurish method of spell-casting. Because of the integral nature of Understanding in spell-casting, certain aspects of nature can not be directly ensorcelled as they can not be properly Known; the Soul, the Mind, and Magic itself, to be name a few.
Direction: Unleashing the spell in a controlled manner; magic must be directed with a target in mind in order to be effective. Most novice casters fail here and lend to the stereotype of chaotic and unpredictable Mages. Engraved staves, wands, and inscribed circles are popular for directing more complex magic, but a simple hand gesture – or even a word, for simpler spells – can provide the appropriate avenue for magical release. In older times it was believed that wands made of rare and precious materials provided a greater boost to magical output, but this has been widely discredited in more modern magical communities. While the type of material can have some effect, it is instead the proportions, complexity, symmetry, and geometric precision which tend to matter more. Properly constructed material components can be quite intricate and complex, but would allow an efficient flow of Mana from the user into the target. The difficulty of casting a spell over a distance increases the further a Mage extends the spell and the more precise the direction or target – proper magical equipment can make this task a bit easier, however.
Will: A magic user must drive the spell with the force of their own Will. A magic user’s Will is the only manner in which magic can be used. A prepared spell cannot be activated by a non-Mage or any mechanical means; there are several work-arounds using Enchantments, but in order for a spell to be performed it must be done by a Mage with the Will to do so. In a direct contest of spells between two Mages, the stronger-willed Mage will generally have the edge.
Magic is generally classified into three categories:
Sorceries: The most frequently used type of magic, and is defined by the use of material components and equipment and their powerful yet Mana-efficient effects. Tend to be a bit easier to design and cast than Evocations. A Sorcery starts with a Mage drawing upon their Mana Pool. It then requires an understanding of the spell, the target, and how the world behaves and interacts with the subject of their focus. The Sorcery is then directed – either with a wand, staff, rifle, engraved circle, etc – and driven with the Mage’s force of Will. This is the most versatile form of magic, with the speed of casting tied to both the complexity of the spell and the Mage’s skill (anywhere from a second to a minute). Might involve multiple casters. Higher difficulty spells of this nature typically grow both more destructive and complex.
Evocations: Also known as “Flash Magic”, Evocations are spells that can be performed at the speed of thought with no material component and without requiring a large degree of understanding. This type of magic is quick and dirty, and used in the instant it is needed - essentially, the "bayonet" of spells. The complexity of the spell is generally low, but raw output can be high and can be useful for getting out of a tight spot. It is generally an inefficient use of a Mage’s magical abilities, as large amounts of Mana are used to make up for not having a more complex understanding or precise direction. This spell is equivalent to casting a burst of lightning or flame from the palm of a hand or with a spoken word. It is usually the first type of spell a Mage will ever cast, usually by accident and before they’re aware of their magical abilities. Due to the dangerous nature of these types of castings, learning spell-users are generally taught Evocations last – and with a large focus on control and discipline. Evocations do not have a Cost attached to them and can be cast by any Mage with the requisite experience regardless of Load Out. Higher difficulty spells of this nature typically grow more destructive rather than more complex. Because they do not have a cost, it is assumed all Mages have access to all available Evocations without explicitly having them on a Load Out (provided they meet the experience requirements to perform said spell, of course).
Enchantments: A highly complex and exhausting form of magic, and one of the most useful. An Enchantment relies heavily on a Mages understanding of the spell and the materials it is being cast on. A spell must be woven carefully and delicately emplaced upon the item being enchanted. An Enchantment is a type of “on-going” spell, which uses Mana to keep running. In particular, an Enchantment doesn’t require a Mage’s constant focus to continue the effect. When connected to a Mage, the spell will run until the Mage’s Mana reserves runs dry or until the spell is broken. When operating independently, an Enchantment will power itself directly off the Mana used in the spell imbued into it – eventually burning through the woven spell and shutting down automatically. Despite these draw-backs, an Enchantment can be incredibly useful. An Enchantment can “store” a spell, awaiting a Mage’s force of Will to activate itself, thus allowing a more time-consuming spell to be cast nearly instantly. An Enchantment can act as a conduit for a Mage’s magical ability, allowing them to utilize and apply their Mana more efficiently; for example, a wand, circle, or staff is technically briefly Enchanted when used for spell casting. An Enchantment can also perform a low-power effect for a long period of time without a Mage’s direct intervention, like a wrist-watch or a flashlight. Depending on how well an Enchantment is crafted and the nature of the effect, a Mage could keep it running indefinitely…assuming the mana draw is lower than the rate at which their pool refills. Higher difficulty spells of this nature typically grow more complex rather than more destructive.