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Although various cultures and groups in the real world have developed many different systems of what could be described as magic, on MRO we officially only recognize the interpretation of magic as used and defined in-story by the Welldrinker Cult. Your characters are allowed to interpret magic however they want and don't have to believe that magic comes in the six ways the Welldrinkers say, but for gameplay mechanics, any magic that a character uses needs to fall in one of the six categories of magic detailed below.
Mystics don't have equal aptitudes for all types of magic. Some are great at throwing fireballs, others are better at making monsters or reading the future. Every mystic has a strong, near-mutant aptitude in one of the six schools of magic, allowing them to do powerful, frequent, and/or complicated things in that field. They also tend to have a very basic affinity for a second school. Through lots of time, practice, and study, they can slowly increase their aptitude in other fields, gaining access to new schools or deepening their abilities in a school they already use.
Magic focused on the body and life and the manipulation of either. This can alter flesh, mend wounds, and at high enough levels, tamper with genetics.
The ability to alter perceptions, masking reality to those who interact with your illusions, simulating sensory interactions like appearance, scent, or texture.
Channeling the raw magical energies of the mystic realm and converting it into new destructive or beneficial energy, from a soothing wave of healing to a burst of flame or a violent burst of pure arcane energy.
Warding and altering magic that can “charm” or even "hex" a space, person, or object that alter it without changing its essential nature.
Magic that summons or calls something to a location. This also allows for the creation of objects, and potentially even animation, but both require magical focus to maintain.
A more ritual-heavy school focused on revealing knowledge, whether that’s glimpsing potential futures, gaining hints toward secrets around you, and revealing what might be concealed.
A Mystic has up to three schools of magic they can perform within above a casual magic-user’s level: their Arcana Praeditus, their Arcana Ingenio, and their Arcana Initium.
Arcana Praeditus: A Mystic’s Arcana Praeditus is the school they are gifted in. While their power ceiling is still not as high as mutants with similar talents, a skilled Mystic could give a moderately experienced mutant a run for their money when using similar abilities.
Arcana Ingenio: The ability to use one’s Arcana Ingenio is impressive, but at its best, its maximum strength or ability is comparable to a mutant still inexperienced with their powers.
Arcana Initium: A Mystic can perform more impressive magic than a hobbyist with their Arcana Initium, gaining more functional benefits, but the use of these abilities is still nothing compared to a mutant with a similar ability.