Yeah, magic has been what I've been debating the most over. With me, I REALLY like to flesh it out, I actually have an entire text file with magic areas, ways it can be manipulated, and such, but I'm not sure how to compress it into something for this RPG. I'm going to go through it a bit, see what I can do with it...
...yeah, the way I have it put in the text file, I can't really copy/paste any of it and have it clear without it all, and not all of it is useful. Then again, keeping it unknown may make it more of a discovery aspect. So, I'll just outline what is known...
There are three forms of magic: spiritual, arcane, and nether. Spiritual magics deal with life, and thus death, body, and thus soul, as well as "nature," or rather things that come into being through magic, rather than magic's products. Arcane magics deal with the elements: Fire, water, earth, air, thunder, and it also comes in its own form as arcane. And finally, there is nether, which only comes in its own form.
Many magic users and non magic users alike determine these three forms of magic as religions, with spiritual magics being considered "good" not because all they do is good, but because it is predictable and can be controlled (spiritual does involve death, which is not always considered evil, but sometimes is). Arcane is neutral, as while it is mostly predictable, its pure form of arcane does not always act the way it is intended. Nether magics are often considered evil, as nether is almost completely unpredictable, and often when used as an attack, ruthless and unforgiving. Many sub-religions and cults arise from this, such as specialists who wish to delve only into the life area of spiritual, or fire in arcane, or try to get a certain result constantly with nether (which often fails - note often, as in not always!), or purists who seek to use magic only in its true form, such as using only arcane (as spiritual energy has no known pure existence, there are very few purists with it. Those that are often devote their lives not to its practice, but in trying to find out what the pure form is).
There are many more divisions of these, even of the purists, as some claim that they are able to bend magic in more ways than one. I encourage, to those of you that use magic, to experiment! It can be anything from making a spell suddenly a homing device, to causing a single ball of fire to split, and maybe split again, to transmuting a fire spell into a water spell mid-flight (if it flies), to anything beyond! Anything extreme will probably fail if you are inexperienced, but sometimes only a slight change is needed for massively different results...
I'll probably make something colorful and more formal and put it in the first post sometime. Discovery is, at least to me, the most important part of an RPG, besides detailed descriptions and such, so I want to make sure magic users never feel limited (unless they themselves choose to be of a certain cult specifically, such as the purists, lest they insult the pure element gods by mixing their powers together! How DARE they believe that one god's power is not enough?), since melee characters can often perform a wide variety of techniques with their weapons.