This RTD is mainly focussed around magic, and mages. But there are many different types of mages... There's that one wizard who stays, secluded in his/her tower, conducting experiments and observing the world to attain the perfect Magecraft. Or there is the student, partaking in classes to learn The Arts, sharing his/her findings and developing them with his/her colleagues. Then there is the Wild Mage, one raised in tune with the Natural field of Magic, able to perform extremely powerful yet random and dangerous feats of Sorcery.
The amount of different types are varied, but they each fall under certain categories. These, collectively, are referred to as 'The Arts of Magecraft', 'Magecrafts' or 'The Arts' for short. Some may know them as the Schools of Magic, others may know them by other names, but they are generally the same the world over, and then some.
But we'll get to that later. This is an RTD about being a mage, but that's not the only option. In a widely Mage-dominated land, you could play as the odd Wanderer, a Warrior of lost faith, or merely a mercenary. Or you could play as the Rogue, a criminal trying to ply his/her trade in this place full of Magic.
Whichever way you choose, This world is yours to live and die in.
Try not to go too insane.
The Arts of Magecraft... what each school and type of magic is collectively referred to. In the Arts, there are two different details one must worry about before going into further detail; The Style, and the School.
The Styles:
There are various different 'Styles' of Magecraft, which is how the Magic is carried out, as opposed to what the result is. These Styles are as follows;
Theurgy - Magecraft in the form of Ritualism. Requires some sort of marking and incantation, generally performed as extended ceremonies with a Runic/Magic Circle, Differing Reagents and an extended chant in a language conductive to Magic. Theurgy is the least flexible form of Magecraft, but also the safest. Requires no direct contant with the Mana Field.
Invocation - Magecraft channeled through known laws, words and thought. Invocation links the aforementioned together to form Magic. By using the Laws as a template, with thought and words to further focus and sharpen the desired effect, it forces the magic to weave itself. To put it simply, think, point and release. Less controllable than other forms, due to how it is formed initially then merely released, but tends to be quicker and easier. Requires some direct contant with the Mana Field.
Sorcery - Magecraft brought together through sheer force of will, and knowledge of magecrafts. Uses the sheer force of ones Mentality, ones Willpower, and causes the Magic to move. Similar to how one would ride a horse, it requires constant direction, and the more wild the beast, the more skill and consentration needed. This differs from Invocation because one would constantly guide the magic, meaning this takes more skill to wield, and is more flexible, but is more taxing on the user. Requires moderate direct contact with the Mana Field.
Instinctualism - Magecraft that is wild and raging, based only vaguely on thought, more on emotion. Put simply, Wild Magic. One unlocks the door, and lets the flood rage through them as a medium. Models itself on the most predominant feeling and emotion, and takes a lot to control, nearly unmasterable, but it can be much more powerful than other Styles of Magecraft. Cannot be used without full direct contact with the Mana Field.
The Schools:
Each 'School' is what the common effects of Magecrafts are called. The Result, what the Magic is aimed to do. They are as follows;
Divination - The act of seeing or gaining information through magic. It can be seeing the future, looking into the past, or observing the present. the 'Magic of Observation'. Can take Passive or Active forms.
Conjuration - The act of creating or summoning something through magic. It can range from summoning energy or matter, such as flame or water, to summoning objects or creatures, such as a sword or demon. Also covers the control of these things. Can only take Active forms.
Alteration - The act of changing existing things through magic. Movement, Transmutation, etc, such as levitating items, changing one thing into another, or increasing/decreasing a certain attribute of an existing thing. Can take Passive or Active forms.
Bioturgy - The act of controlling or contorting a living being. Differing to Alteration in the fact that it acts on the natural laws of biological beings. While everything in this School could be achieved by Alteration, this School does it more efficiently, faster and less dangerously. It is harder to harm with this school than others. Can only take Active forms.
Mentality - The act of controlling or altering the mind. Covers things like empathy and telepathy. With this school, one could predispose a person, or sometimes even control their actions. It would also allow one to meddle with the perceptions of the target, creating hallucinations, or illusions. Can take Passive or Active forms.
Necroturgy - The act of conversing, controlling, or utilising the dead in any way. Is often seen as a more supplementary style because of the Magical Qualities of dead bodies, such as how they gather Magic from the Mana Field, and thus are good sources of Magic. Can take Passive or Active forms.
Demonology - The act of utilising demonic energy, or creating a contract with a demon. Is often seen as not a True School of Magecraft, due to how it requires a Third Party, and is very narrow in how it can be used. Demons can grant things to the Contractor, and utilising Demonic Energy can be potent indeed. Demonology covers things like Magical Corruption, as Demonic Energy enhances the natural Corrupting properties of the Mana Field, and Magic in general, speeding it up and worsening it's effects, often brought to bear in the form of curses.