Magic system
The moon is the source of arcane (or blue) magic. In its direct light sorcerers, witches, warlocks, wyrdlings and all fey and fiendish creatures grow powerful and animate. The sorcerers have devised many spells by which the moonlight can be channeled into useful powers. The elves were the first wielders of magic and they built the Moonwells, where the light is collected and condensed into mana dew. The dwarves discoverd the ancient cometshards within the earth, and with their mining they brought an age of plenty upon the world as magic became easy and plentiful in rich regions.
Spells are divided by the aspect of the moon that they manipulate. The Hard light forms the basis of enchanted projectiles, barriers, tools and light. The Gravity provides the powers of weight and lightness, and with it the limited flight of the magician. The Silver reflection grants powers of divination, magesight and teleportation. The Dancing shadow makes up the domain of illusion and animation. The Sigil is the power of enchantment, infusion and manipulation of the mind. Finally, the Axis concerns the powers of transmutation and transfiguration.
These spells can achieve a wide variety of effects. They are each represented as a great tree of effects, and the sorcerer casts the spell in rounds, attempting to achieve each effect in turn and loading the spell with power as they do so. The spell is fueled by breaking cometshards, consuming moonlight dew, tapping inate reservoirs or using the ambient magic of the moonlight itself. The channeling of magic requires more skill the greater the concentration wielded.
The sorcerer learns one spell at a time and one effect of that spell at a time. They can attempt to learm new aspects of the spell they know, but doing so takes time, training and Inspiration, gained from adventure and mystical insight found in arcane tomes.
Sun magic is near untamable, for the sun does not share its dominion with anyone but the dragons. It flows through the blood of all creatures and gives them the life which animates them. A few spirits have stolen powers from the sun or from the dragons, and these have risen as gods, being able to grant portions of their invigorating power to their followers.
Divine magic thus does not create direct effects but instead conveys or heightens traits. The school of Alchemy seeks to understand and exploit the divine essences of the world, while the druids seek to balance and attenuate its influence. The magical herbs and monstrous creatures are all the manifestations of divine magic.
A paladin is a knight blessed by divine power, wielding superior resilience or resolve or other boons granted and renewed by their liege.
Other sources of magic are less benign. Void magic rips the fabric of the world apart and fuels its spells with the rushing flux of the other planes flowing through. Or, more commonly, eschews spells altogether to rip portals for creatures of other planes to enter the mortal realm.
The necromancer is maligned among sorcerers for using void magic in its practice. Death is invited by shortening the distance to the underworld, or otherwise prevented by strengthening the barrier and keeping the soul from passing on. The void magic invariably comes with a cost, and the workings of the necromamcer tend to thin the Veil. Their mishaps result in the myth of the Underworld manifesting.
The pyromancer wrests Hellfire directly from Hell by means of void magic. They invite the enmity of devils and mortals alike, but few can match their destructive powers. The secrets of pyromancy are well kept, at least during ages of plenty and prosperity.