Magic (Novian)

Introduction
The realms of the Novian Project is filled to the brim with a variety of magic. The capacity for this magic is in a great number of species that are home to this universe - life forms called Daemons that can use their Warp Energy - what they are made of - to interact with the real world. The interaction between the matter of Realspace and the energy of the Immaterium, gives rise to magic. The world of the Immaterium is a world of secrets hiding in plain sight, a world of wonder, where those with the curiosity and creativity to take advantage of Warp Energy can craft products, artifacts, spells and enchantments out of them. But the Immaterium is also an inscrutable plane; a reckless user of the gifts of magic will quickly learn that manipulating the Immaterium is much alike to the ancient proverb of "a deal with the Devil."

Disambigulation
What is considered "magic" is different things:


 * Any working of what cannot be seen (a commoner's definition)
 * Thaumaturgy, a process of drawing Warp Energy from the Immaterium to fulfill a certain purpose (a scholar's definition)

Magic: Commonfolk Definition
What is considered "magic" by most people is simply anything that involves what cannot be seen. This has the consequence that anyone slinging anything about casting spells is said to be "casting magic". Usually this means they're right on the mark in identifying instances of thaumaturgy. As far as commoners are concerned, it is hazardous to have anything to do with what can't be seen, and the same would go for those who meddle in such arcane matters. And their wisdom is correct about that, too: What they can't see can very easily kill them (or otherwise harm them). One could also think of this definition of magic as "anything they don't understand, they call magic", which is pretty much true since if someone really did understand magic, they're likely to be a member of a scientist/mage community, in which case yes, they'd have a very different definition of what it means to be using magic.

Magic: Scientist Definition
Scientists and mages, on the other hand, have a much more particular notion of what magic means.. or rather, ought to mean. For them, "true magic" is something known to only a few, one to which access should be restricted and heavily regulated. This is contrasted to "hedge magic", which are well-circulated, well-known spells that all mages and scientists are oft familiar with. This distinction is very important to mages; it is a violation of one of the highest laws of many a community to be doing arcane rites that should only be known to a handful of people, if the person using it does not belong to that handful and has no business doing that rite. It is generally used in an accusatory tone to say that someone is using magic but shouldn't (and thus needs to be investigated), as in "that man is casting magic".

Warp Energy
Warp Energy, or - depending on where you come from - Prana, Ki,..., or Quintessence, is the name given by magic users and scientists for the invisible currents of magical energy which flow across the galaxy. This ancient, inter-dimensional force is a form of harnessable energy that can be used to manipulate powers beyond those of the natural ken. Its influence upon the galaxy is oft bizarre, unforeseen, and random, just as the world affects it in bizarre, unforeseen, and random ways. It can be said with certainty that Ki will always change elements of the mortal realms that it comes into contact with, but it’s difficult to anticipate what form this change will take. Prana bends and unbinds the physical laws of the mortal plane and can remake all things into things and processes that otherwise couldn’t exist.

There are many conflicting theories among the different scientists and mages as to why and how the random energies of the Immaterium fall into reasonably consistent laws in the mortal realm. Most of those who study the phenomena agree that wherever and whenever the immaterial meets the material, some kind of hybrid of the two is created. When the raw metaphysical stuff of the Immaterium leaks through, it becomes perceptible as eight separate aspects to those with the appropriate senses. After the Fall, When it enters the material world, Quintessence refracts into eight "colours", collectively known as the Winds of Magic. A very small part of it concentrates and solidifies, but most of it remains largely invisible.

Mages are individuals with the inborn ability to sense and to feel and, usually following special training, can learn to manipulate and use magic. There are several kinds of magic but most wizards are able to use only a single form. Since magic is inherently linked with the Immaterium and its Daemon denizens, it carries with it an inherent risk to its users, and all mages walk a narrow road between power and damnation.

Only the most magically-adept races, which there are none as of yet, are capable of mastering all of the eight winds of Magic, and every race, including humans, dedicate themselves to learning only a single aspect.

Aspects
The aspects are Light, Heaven, Alchemy, Life, Beast, Fire, Shadow, and Death. Different aspects may be used in conjunction to use a greater aspect, though this is highly risky. Each aspect appears to have a dimension of the Immaterium dedicated to it.

The Aspect of Light, the white wind of magic, represents the abstract of consciousness and illumination in the literal and metaphorical meaning of the word. It is a magic of philosophical truth and wisdom, rather than the more academic and fact-based wind of Alchemy.
 * Light

On the battlefield, it uses many exorcism spells, so Light Mages are particularly effective against the forces of daemons and the unholy, their light even being able to banish daemons, and their illuminating magic able to cure Daemon-spawned insanity and fear of the hearts of the soldiery. It also protects troops from mortal harm.

The Aspect of Heaven is associated with the blue wind of magic. The wind is light and insubstantial, and after passing into the world from the Immaterium it quickly dissipates into the void of space. Heaven is the Immaterium's metaphysical drive for inspiration and that which is out of reach. It is creativity and the desire to emote.
 * Heaven

It is inherently paradoxical. The blue wind gives shape to abstract concepts, seeks to find meaning within the unknowable, and provides narrative for that which has none. The Lore of Heavens is commonly associated with dreams, theory and divination. In battle, it manipulates the sky to harness destructive weather or draw upon the predictive powers of astrology to alter probabilities. It is by far the most balanced of all the common lores.

The Aspect of Alchemy is derived from the yellow wind of magic, the densest of the colours of magic, and is attracted to heavy metals such as gold and lead. Spells involving the yellow wind frequently make use of these two metals; gold as a magical conductor, lead as a magical insulator. Compared to other aspects, Alchemy is rooted in the physical world, and it is relatively easy to get to grips with its basic concepts, although it has deeper complexities which make it difficult to truly master. It can manipulate metal, especially armour, turning it against its user so plates, nuts and bolts all go molten, burning the user.
 * Alchemy

The Aspect of Life is associated with the green wind of magic, which is closely tied to nature, water and the flow of the natural essence of life through the galaxy. It is strongest near sources of water or in areas where life grows in abundance - around rivers and lakes, by springs, in forests and woods. Rainfall is known to unleash a torrent of Life energy where it falls. The strength of Life magic is generally affected by the seasons - it is most potent in spring and summer, and it declines during winter. Life magic can be used in a wide range of spells - as well as giving vital energy and providing healing, it can be used to manipulate the natural environment and control water in all its forms.
 * Life

The Aspect of Beast is associated with the brown wind of magic, which is the coalescence of bestial spirit, the predator and the prey. It flows around the wild, untamed places, where the touch of civilisation has not yet been felt. It is a savage wind, as unreasoning as it is devoid of malice. In battle, it augments troops to become stronger and tougher, turning mediocre troops into fearsome warriors.
 * Beast

The Aspect of Fire is embodied by the red wind of magic. The wind blows down from the north as a hot and searing gale. Temporal heat acts as a conduit for Fire, and so spells involving Fire obviously involve fire, metaphorical or not. It collects around open flames, volcanoes and dry deserts scorched by the sun. It is also attracted to wherever there is excitement and argument, courage and vehemence, since Fire is the Immaterial coalescence of passion in its widest possible sense. The aspect is extremely destructive, comprising nearly exclusively of "magical artillery".
 * Fire

The Aspect of Shadow is associated with the grey wind of magic. Shadow is a mysterious wind, which spreads disorientation and confusion amongst those it touches. It is spoken of as a thick grey fog, and it is drawn to still lowlands and waterways where natural mists gather at dawn. Shadow invokes the sensation of being lost, or perplexed by something that you can't quite put your finger on.
 * Shadow

The aspect tricks the foe into thinking they have been hit by a giant pendulum/ been attacked by ghosts/slain by a mysterious floating sword. So convincing are these illusions, that the foe usually keels over and dies anyway. Only the swift-minded can see past these tricks. It is generally used to confuse and befuddle the foe and sap their will to fight.

The Aspect of Death is associated with the purple wind of magic. The power of Death comes from the ending of things, the slow decline of the soul, and the certainty and terrible awe of death that all sentient creatures must face at some point. Death tells us that even though physical form must inevitably come to an end, creation is permanent, and there exist forces larger than our mortal selves that deserve respect and even reverence. Death is drawn to places where death must be faced, or where things are brought to an end. It blows strongly around battlefields, lingers around gallows and courts of justice, and hangs in the mournful silence around fresh graves. It is said to be strongest around times of obvious transition, when one state ends and another begins. Dawn and dusk are the most obvious examples of this, but also spring and autumn, and the equinoxes that mark the beginning of the end for winter and summer. Death magic is used to attack solitary individuals, usually enemy leaders.
 * Death

Rare Magics
These are aspects of magic that are extremely rare and hard to come by.

Consists of the entire spectrum of magic, and when used is further refined into a more advanced form. High Magic, when "refracted" into the separate colours, are essentially specialised forms and seem to influence somewhat the magician in question. High mages may grasp the main eight winds, but it takes much more time to master magic in its purest form in High Magic.
 * High Magic

Represents the primal source, as well as the waste equivalent, of magic. Spells cast using dark magic use magic in its raw, unrefined form. Specialised forms of Dark Magic are used in the "art" of Necromancy, harnessed and honed to raise the dead on a vast scale. It is known that by sacrificing "volunteers" it can increase the power behind the spells of Dark Magic origin.
 * Dark Magic

Used extensively by scientists and the common folk, because of paranoia. It carries less risks than other magics, but not as potent (as a result, mages doesn't like it as much). It is usually used in the form of Bound Spells, artifacts, aegis or mageweapons.
 * Rune Magic

Technomage
Even the simplest spells require long study to master. Technomages bypass this need by using technology to cast spells. A magerifle allows a light mage to cast exorcism, or a fire mage to cast a fireball. Aegises may allow a shadow mage to turn invisible, or a beast mage to transform. As a result, many mages (and maybe the occasional normal folk) decried them as cheaters.

Librarians
Librarians may use standard aegis or mageweapons, but also cast spells using their own power and knowledge. These spells are limited to the aspects known by the librarian, and there is a broad range of respective power amongst true mages. A relatively new mage might have four or five niche spells, whereas a more experienced mage might have, say, mastered one or more aspects and two dozen spells.

The real jump in power comes from the aspects. A librarian with two or more aspects has a massive advantage over any mage. A librarian that mastered one aspect is stronger than a librarian who use two aspects. A master of all eight are considered true mages.

Battle Mages
Some mages simply value martial prowess as much or more than magical prowess. They master the ability to channel magic through their weapon of choice. They are devastating on the field of battle, cutting down foes with a mix of strength, speed and sorcery. Battle mages utilize the best tech they can afford, bringing their own arsenal of spells to back it up.

Because they divide their focus, battle mages rarely know as many spells as a librarian, and often cast fewer spells before growing too exhausted to cast.