One of the things that I keep falling back on is how the magic classifies in terms of source/flavor/type/usefulness, etc... and that the English language is horrible at distinguishing because all of the words were used interchangeably for so long.
Trying to separate them, I wonder if one main categorization is:
- Incantation - the casting of spells and working of magic directly without individual intervention of a spirit/higher power - e.g. Wizards and Sorcerers.
- Invocation - the casting of spells and working of magic requires the intervention of a spirit/higher power for that individual spell - Cleric spells level 3+ in 1e.
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Within the invocation part is how they began to get those spells:
- Training - anyone can do it (some Wizards; did Mouser just pick it up by being trained?)
- Spark - it takes a special gift to do it, like some Wizards (Harry Potter) or Sorcerers
- Imbued - the spark was lit by someone, like Necromancers in 5e
Is there any use going down this rabbit hole?
I actually use 4 different kinds of Magic.
1) Arcane Magic. This is either learning or intuiting the nature of the universe and manipulating it.
2) Divine Magic. This is the Gods lending you some small measure of their Divine Essence which you use in prescribed ways.
3) Occult Magic. Ancient "True" Magic. Largely Representational in Nature, it touches on things mortals are not meant to know.
4) Primal Magic. The Elements, The Storm, Cycles of Life and Death, Manipulating them is a nexus between Divine, Arcane, and Occult Magics.
And then each magic has Sources.
Arcane Magic gets the Within and the Without. Without casters (Wizards, Eldritch Knights, Artificers, Arcane Tricksters) are using the magic of the world and rely on its presence. They're powerless in Dead Magic or Antimagic Zones. Within casters (Sorcerers, Magical Creatures) contain their own magic as a spark inside of themselves that can be passed down in families. They're only able to affect themselves in Antimagic or Dead Magic Zones.
Divine Magic gets the Gods and the Angels. The Gods provide divine power to Priests as reward for faith and belief so they can show the power of the Gods in the world. Angels empower Paladins who hold to strict oaths to enact change in the world. Any character with the Divine in them -tangibly- has godly power radiating outward. It cannot be hidden. Works normally in places of Dead Magic, but not if the blessing is withdrawn or your are beyond the reach of the Entity providing your power. (Also Churches and Temples literally have the feeling of the presence of the divine in them unless they've been defiled)
Occult Magic can come from The Gone, The Self, and The Unknown. The Gone are Vestiges, essentially remnants of what were, or could have been, people or Gods who still contain impressive amounts of power but lack enough "Self" to enact it. The Self is Monks, basically. Manipulating your own spiritual and emotional energies into magic. And the Unknown is dreams and the Vaktu Kai, ancient elder entities said to dwell in the darkness between stars. The Self and the Gone function on yourself in a Dead Magic zone, but the Unknown functions a lot like Divine Magic from a different, terrible, source.
Primal Magic comes from Animals, Plants, the Elements, the Storm, and the Reaping. Each is fairly self-explanatory, but the Reaping is specifically the process of death and rot.
Each one also has it's own version of Spell Components which have different rules.
Arcane Magic gets your standard V/S/M with optional Focus. It's the baseline.
Divine Magic gets Prayer (Audible no more than 10ft away), a Focus (Holy Symbol), and a Signal, which is a strong specific gesture related to your faith that everyone in the area can see. You cannot signal subtly.
Occult Magic gets Chanting (Clearly audible from 30ft away and in a monotone), Sacrifice (Effigies or symbols, mostly, but sometimes small animals or even your own Hit Dice), and a Focus. A symbol of your source that must be presented openly. Sometimes these focuses are worn, other times they're branded or tattooed into flesh.
Primal Magic makes Animal Calls or Nature Sounds (Audible from 60ft, usable in animal forms), Totems (Effigies or pieces of animals or plants), and Sacrifices (generally spell components but occasionally insects or small animals like lizards and mice. May include hit dice).
And then Psionics are their own separate but connected thing. It's a nonmagical supernatural power that some creatures can tap into thanks to the Five Fates.
Other fun note: There are no Arcane Necromancy or Divination Spells or Schools. Those typically go to the Occult spell lists and are often considered "Black Magics". Primal and Divine casters both get access to Divination spells, too, but it's not viewed as black magic in those cases.