Magic

There are several classes of worldly intervention that a popularly described as Magic, but are each separate things.

Spells can be drawn from D&D 3.5 and Pathfinder, including all expansions, with permission of the DM and possible changes. To see a list of new or modified spells, see 'spells'

Divine Magic

Divine Magic is not really magic, but rather a form of prayer. Clerics and Paladins do not 'cast' spells per se, but rather pray for intervention by the gods, in the form of a 'divine spell'. Clerics and Paladins of higher faith may ask for more significant interventions. In all cases, the 'source' of magic and the 'source' of the knowledge behind the magic does not come from the Cleric or Paladin - they are not technically the 'caster', though in popular discourse they are referred to as such.

Arcane Magic

Arcane magic can be thought of as 'true' magic, as the source of the power and knowledge behind the magic must be from the caster. Arcane Magic can be cast by various forms of Arcanist, including Wizards and sorcerers, and to a lesser extent, bards, druids, and a manner of others. They may have slightly different approaches to the casting of arcane magic, it is essentially the same.

Arcane Magic is drawn from a pervasive power that permeates most of the world, although it's ultimate source is unknown. It can be split into 5 major schools.

- Purity (Manipulation and creation of inorganic matter and force)

- Energy (Manipulation and creation of heat)

- Charge (Manipulation and creation of electric and magnetic fields)

- Illusion (Manipulation and creation of light and sound)

- Necrotic (Manipulation and creation of Life)

Each element is associated with a finger on the Arcanists left hand, in order; Purity, on the thumb, Energy on the Index finger, Charge on middle finger, Illusion on the Ring Finger and Necrotic on the Little finger. Once the magic has been drawn by the left hand, it can be manipulated by the right hand in order to form a spell, or spell-like ability.

All Arcanists, with few exceptions, must knowingly and intelligently manipulate the Magic with their hands in order to produce a desired effect, therefore cutting off a hand or an individual finger (to target an individual channel of power) is an effective way to deny an arcanist their power.

However, approaches to magic are slightly different.

Wizards and Sorcerers view magic as another causal force of the world that can be studied and consciously, knowingly manipulated; as a tool to be used. One famous Wizard described magic as 'tugging on the tendons of causality.' These arcanists gain access to the most powerful spells because they apply much conscious thought, planning and intellect to the study and casting of magic and threat it as an academic pursuit. As such, Wizards are the most able to learn new spells, quickly applying both theoretical and practical knowledge to casting a spell they have only just seen, or tweaking spells create new ones or create altered effects.

Druids view magic as a manifestation of their will and extension of their own body. Though they are casting from the same substance as Wizards, they are far less aware of the causal effects taking place in order to bring their magic into reality - just as you are not explicitly aware of the chain of causal events that go into moving an arm. Rather, you simply will your arm to move and it does; so it is with druidic magic. Druids are generally aware what they are casting is *magic*, but would find it difficult to explain how and why it works, or the difference between arcane schools.

Bards cast spells in a similar way to Wizards, though with far less study and a touch more flourish. Bards are generally adept at a few minor spells and tricks and approach arcane artistry pragmatically; they learn enough to get it done and cast via practised movements without much understanding of what the movements do or how the manipulations work. Instead, they trust that the end result will be as intended, if they do the right things. As such, Bards find it difficult to learn news spells and near impossible to combine, create, or tweak spells.

Essentially, for Wizards learning and casting spells is about understanding, for Bards it is about practice and rote learning, and for Druids it is about intuition.

Other classes that make use of arcane artistry may have an approach similar to wizards, druids, or bards - or perhaps somewhere in the middle. Of course, an individual character's approach is also influenced by their personality.