I've made this system of magic, which will be explained below. I was looking for more ideas with which to enrich it. For now, these are just the Arcane Magics, but I would also appreciate more Kindred Magic ideas.
The underlying mechanism
Mana, the mysterious energy that powers all magic, exists everywhere. Every living being draws in Mana via breathing, an inefficient method. Not to mention, most never really use it, simply accumulating mana until death.
There are two “systems” of magic in Argonia: One is Arcane Magic, and the other is Kindred Magic.
Arcane Magic is the system of manipulating mana without relying on built-in biological mechanism, usually done via Dragonic Favor or by being bestowed an Insight by another Arcane Mage. The most notable Arcane Magics are the Runic Discipline, Starlight Discipline, Souldrinking Discipline, Necromancy Discipline and Knotwork Discipline.
Kindred Magic, also known as Innate, Biological or Physiological Magic, are the innate magics possessed by each race. Everyone is a Kindred Mage, but to cultivate the magical gift into something notable requires proper training and study, not unlike becoming an athlete. These are, fittingly, the most common type of magic. As these are deeply related to cultural stuff, and are often versatile to have offshoots, I’ll cover them later.
How to obtain Arcane Magic
Arcane Magic is not only hard to study, but the ability to bypass one’s own biology and interact with Mana directly is something that must be given. There are two ways:
First, The Twelve Dragons are their own beings, in terms of magic, operating on a grand tyrannical scale. Dragonic Magic theoretically encompasses all magic, and must surpass it in some aspects, as they can freely bestow Dragonic Favors. The reason varies from dragon to dragon, but this is often done to further their own experiments of magic. The Favor is no different from Insight of Arcane Mages, except that it cannot be passed on, does not incur the loss of Kindred Magic and can be rescinded by the dragon that gave it, whenever convenient.
The Insight is another method of obtaining Arcane Magic. The Arthur Academy, founded by Arthur Blackstone, houses an Astral Body that fell within the Arthurian family’s noble state. It is said that those who behold the Body and its indescribable color will have their eyes turned into glass, not unlike stained glass, and gain the ability to wield Arcane Magic, at the loss of their Kindred Magic. Arthur Blackstone, sensing the opportunity, quickly hid it away and built the Academy on top of it. It is now a learning hub where young aristocrats can go to become Arcane Mages, should they prove themselves capable of handling the sight of the Astral Body.
Particularly skilled Arthurian Arcane Mages can impart the sight of the Astral Body upon others, although the practice is frowned upon, in large part by the immense cruelty that an unprepared mind suffers, and is often enough to incur the death penalty.
Arcane Magics, also known as Sorceries
Sorceries are new methods of manipulating mana freed from the biological constraints of the Kindred Magic. However, without the path that biology grants, they must be built up from the ground-up, a far more tortuous, slow and complicated process than many think. No two Arcane Disciplines obey the same principles, so wide is the gap between each. Raw Arcane Magic, without a Discipline to guide it, is a very localized and weak reality-bending, unable to create any great effect.
Thus they must follow a Discipline, a theme, which will underline all of their following applications within the Discipline.
As for what they are, and the groups that created them…
Arthurian Sorcery
These are the sorceries that were created by the Arthur Academy, on their research of Mana and the Astral Body. Many years were poured into developing these two, and although many ideas have been studied, these are the ones that have been properly developed so far.
Runic Discipline
Made by the Arthurian scholars to attempt to categorize mana phenomenon, which ended up being far more than that. The runic alphabet is instrumental in many rituals and enchantments, as it has proven a considerably reliable and long lasting form of binding magic onto reality. However, its danger comes from inexperience, as it is very easy to accidentally create a bomb in place of whatever effect one wanted. Additionally, a lot of mana must be accumulated to achieve any effect of note, and a considerable amount of runes required for full safety.
In practice, the Runic Discipline treats the Mana as a contractor, and rituals as contracts. Runic circles and the like are, in effect, magical contracts with the forces of Mana itself. Mana is not sentient, but a ritual is nothing more than persuading a non-sentient force to abide by the terms of a contract, which does allow for results, not all of them good. Mana, it seems, has a tendency to abide by the letter of the contract, not any more or less.
Starlight Discipline
One of the crudest applications of Arcane Magic, also created by Arthurian scholars, is an attempt to recreate the color from the Astral Body. From within this concept, there arises three aspects: Madness, Scourge and Power.
Madness, in its yellow color, is the aspect used for illusions. At lower levels, it is merely visual, but as mastery grows, it will eventually encompass all of them. At its highest levels, madness can bend information retroactively, allowing for the phenomenon known as Censoring, effectively erasing oneself from the world’s history and consciousness.
Scourge, in a red color, is the offensive aspect used to burn away the foes of the caster. At lower levels, it resembles a fiery laser, capable of burning like fire does, but as mastery grows, its capability of burning increases. At the highest levels, the red light ceases to merely burn, but to Scourge, which can charitably be described as “careful deconstruction of the target”.
Power is the final light that one can yield. It is only taught to the most trusted mages, as it simulates the light of the Astral Body, allowing for the gifting of Insight to others outside of the academy.
Dragonic Sorcery
As mentioned, Dragonic Fervor does not incur the loss of Kindred Magic. This somewhat limits the Disciplines that are theoretically available, but the resulting Disciplines tend to be far more developed and powerful than the Arthurian arsenal, and also impossible to simulate with pure Kindred Magic. Thankfully, only a few Dragonic Sorcerers, as they are called, exist.
Souldrinking Discipline
Sacrificial magic is a common undercurrent among all magics, regardless if they are Arcane or Kindred. All beings accumulate Mana, and killing others to empower a spell is quite common knowledge, even if illegal. However, the Souldrinking Discipline takes it a step further.
Imagine killing someone. That person would have, otherwise, lived 15 more years. You, by killing that person, have effectively compressed those 15 years of potential into a single act. Souldrinking Discipline is about turning that act into something more, a ritual that greatly empowers the user with stolen potential, stolen at the time of killing.
This discipline was brought into existence by the Sorcerer Nashoba, via mix of Spirit Kindred Magic, from the Orcs, and the Black Dragon Favor.
Necromancy Discipline
Blood houses a variety of things. The Vampires of Korriban, the Night Isles, know it well. They, too, have been given the Black Dragon Favor. With it, they have modified the blood itself, giving rise to the Bone Worm. The bone worm is a breed of worms, modified by Korriban Dragon Sorcerers, which eats the spine and cranium of creatures, parasitizing their bodies and piloting them. They also produce larvae, which stay floating in saliva and blood, and will cause another bone worm thrall upon those who consume either.
Bone Worms can also yield a measurement of death itself, rotting their foes upon bite and claw. The only way to kill a bone worm is to destroy the head, where the greatest concentration of mana is- it is comparable to a metal helmet, but the unstable energy will grow volatile and burst open should the “bone” be cracked.
This Discipline was brought into existence by Sorcerer Malan, with a mix of a subsection of Blood Magic and the Black Dragon Favor.
Knotwork Discipline.
The Kyz, a spider people from the underground, have always been famous for their weave work. Capable of illusions and extreme complexity, they could even weave themselves a suit to resemble a human, and none would be the wiser. With the Favor of the Blue Dragon, the Weave Kindred Magic can be trained into seeing and manipulating fate. At first, mere hexes and blessings of good and bad luck, but with enough training, even the Thread of Fate can be woven into new directions.
This Discipline was brought into existence by the Sorcerer Krrtrz, and her many daughters, with a mix of the Weaver Magic and the Blue Dragon Favor.