Magic

Magic is a method of manipulating energy telepathically or spiritually, or interfacing with the spirit dimension and the magic energies that creates its structure and substance. The spirit dimension is a one to one copy of every particle and their relative positions in the entire universe. The magic energy present in the spirit realm conforms to the shape of the physical universe, but there is a slight lag, as it follows the form of the universe, not the other way around. However, since there is a slight lag where the spirit world adjusts, this can be taken advantage of, and you can easily take apart and restructure the spirit realm, and it can retroactively affect the physical dimensions. There is excess magic floating everywhere, unlinked and unstructured, that can be used as fuel for spells, and this magic manifests as physical energy in our world.

Every thing in the physical world has a "soul" in the spirit world that can be manipulated from either dimension, with varying effects.

Magic is extremely dangerous if one practices uncarefully, as if one casts too big a spell without enough energy to fuel it, the spell will take energy from the closest objects, starting with the magician's body, and then sometimes even ravaging the landscape around the caster if they miscast a large enough spell. A lot of advanced magicians are reliant on high level maths and physics to avoid disastrous accidents.

The magic of Auire has been gone for 100 years, since the end of the Great War, a period known as the Magic Crisis.

The Schools of Magic
Magic is interfaced through spiritual enlightenment or through physical scientific means. Telekinetic magic is done by feel and requires active movement or thought, while spells are pre-assembled before the effects are cast. This is not to say one cannot weave spells quickly on the fly or in the midst of combat though.

Telekinesis - active physical movement or reshaping of matter or energy.
Kinemagics - basic transfiguration and storage of magical energy from one place to another- used to fill magic gems.

Levatation- a kinemagic technique fundamental to geomancy involving lifting objects against gravity or separating them from the gravitational field by transfiguring energy into kinetic force.

Binary Magic:

Light Magic- Literal manipulation of the properties of light, used for healing and burning, some consider it elemental. A more esoteric version literally conflates spiritual enlightenment with physical light.

Dark/Black Magic- vague but basically interpreted as use of magic for evil or reckles purposes, "the dark side" or

Elemental Magic:

-Lines up well with the 4 phases of matter: solid, liquid, gas, and plasma.

Pyromancy- Fire magic focusing on heat and burning damage, and manipulating matter in and out of plasma states.

Aquamancy- Water magic focusing on the shifting states of water, and manipulating a liquid shape.

Geomancy- Rock magic focused on manipulating gravitational and kinetic forces and crystalline (solid) structure.

Aeromancy- Air magic focused on the fluid dynamics of air, but also the pressurization properties of wind.

Shadow/Void Magic- A form of elemental magic focusing on bending space/time itself resulting in the ability to create portals, black holes, antimatter, pocket dimensions, and even time travel.

Dimensional Magic

Phasing- bringing matter or spirit into different dimensions or "phases," affecting how physical forces act on the item.

Summoning- bringing an object or creature from another location to the summoner.

Conjuration- creating objects or creatures out of thin air which did not exist previously.

Mind Magic

Telepathy- the reading, sharing, or projection of thoughts/images/sensations/consent to or from others.

Occlupathy- the blocking of telepathic assaults or activity in a given area.

Astral Projection- a subset of telepathy that allows the practitioner's mind to physically travel away from the body.

Possession- the suppression of a mind and/or magical puppetry of a body either constructed or stolen.

Exorcism- causing psychological torture and mental pain to a spirit while providing a route for escape from the vessel.

Scrying- spying on a distant location from anywhere without delay.

Spellwriting - pre-assembled spells designed to be triggered and carry out the effects.
Arcane Magic - magic which was lost to time and recovered by later generations, but is not fully understood, so it cannot be changed, people can only use a few of the pre-written spells that were left in an ancient tome.

Spellweaving - the most basic spellwriting skill, the ability to assemble instructions in magic code, essentially like computer coding, like writing a program that can be executed by the addition of magic fuel. The actual program, the spell, is physically written as a structure that exists in the spirit world and can affect matter by changing its soul in desired ways. This process resembles biochemistry only on a much larger scale.

Scientific Magic:

Runic Magic- Using physical shapes and symbols to activate spells due to magical attraction to certain structures.

Alchemy- A chemistry-based form of magic, using spirit energy as a fuel source, allowing greater reactions.

Holy Magic:

Invocation- essentially just prayer or possession, especially ritualized, impeaching a higher being to do magic for you.

Evocation- physically manifesting a spirit, demon, or god through use of ritual.

Restoration- magic that turns back time on an object, resets to a previous state, almost like backing up a computer.

Necromancy- the practice of raising the dead, controlling the dead, transferring souls, and using death magic, which is just energy or supernatural favors granted through ritual sacrifice or torture of body and/or soul.

Spiritwalking- journeying into the spirit world, or seeing into it with a special sight.

Demonology- a school of invocation and telepathy involved with enslaving demons to the caster's will.

Alteration Magic:

Binding- highly telepathic school of magic, but requires expertise in ritual- imprisons or restricts a soul.

Banishing- prevents a soul, especially a demon's, from entering or crossing an area.

Fortification/Protection- reflecting, absorbing, and deflecting energy from physical attacks as well as magical ones.

Casting- process of letting the energy flow through the caster so it can pick up its intentions and manifest a spell.

Spell Types
Enchantment- a magical enhancement or spell affixed to a particular object that requires refueling after use.

Charm- an enchantment that has no offensive/destructive capabilities.

Jinx- a spell that allows the caster to

Hex- a temporary or single use harmful spell placed on someone or something.

Curse- permanent spell affixed to a particular object, will consume whatever energy it needs to forever until broken.

Cantrip- a spell that instantly casts its effects and uses internal fuel which was pre-packaged with the spell.

Single Trigger- a spell designed to stop when a set amount of fuel has been burned.

Step Trigger- a spell that stops and checks for sufficient energy at predetermined checkpoints.

Cascade- a spell whose chain reaction effects will continue to trigger more indefinitely until fuel supply is cut off.

Transfiguration- movement of matter and energy into different positions, advanced kinemagics capable of reflecting.

Magical Weapons
Enchanted weapons- mundane weapons with magically enhanced properties, or objects imbued with spells to give them an unexpected or hidden use.

Staves/wands- A channeling rod for aiming, focusing, and amplifying magic streams.

Magic Gems- storage devices for magic energy as fuel for spells.