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Raw magic, or Wild Magic, is the energy from the Mystical Plane. It is alien to the Material Plane and doesn’t go by our rules. Bringing Wild Magic into our world without containing it in a spell is similar to dumping radioactive waste into a community. The best you can hope for is that getting away immediately means you can recover from it with only minimal side effects. In more severe cases, you get genetic mutations (not the kind that give you cool powers), atomic destabilization, and rampant death from a variety of toxins and burns.
It takes a special person to be able to wrestle that Wild Magic down and force it to do what the Mystic wants, and only what the Mystic wants. This is known as spellcasting: a Mystic’s specific intent in using magic to impact reality. A spell requires four things:
Magical energy
A conduit for that energy
Focus to guide and direct that energy
A desired effect for that energy
Currently, the only people who can access magic are those who have directly taken in energy pulled from portals to the mystical plane. These portals are currently controlled by The Welldrinker Cult, who have used this claim to empower their membership.
Some spells and rituals established before the magical rebirth would now carry more power, so existing magical studies can prove useful, but for many spells, there would be trial and error.
Unlike mutations, while magic gives people access to power, it is not innate. All spells have either hand motions or materials and rituals required to complete. Even a Snapping spell, while instinctively known, requires some kind of ritual or focus to perform. Spells cannot be safely improvised in the moment, either. Creating a spell is both a science and an art - both take time, testing, and inspiration to get the results you want.
Adapted fields have no impact on magic whatsoever - they evolved to negate the X-Gene.
There are several different ways to increase the potency of a spell or other manifestation of magic. The more powerful the spell and the higher level it is, the more energy it will take to cast it and any verbal or material components will likely become more complicated as well. More powerful spells will also tend to take more time to cast.
To offset the amount of power it takes to perform such spells and therefore reduce chances of burning yourself out from conducting all those energies, a Mystic might consider linking their power with other Mystics or even utilize a Mutant's aid if they can provide the right type of power or materials.
The largest and most powerful/complicated rituals are likely impossible to do without multiple Mystics working together. Multiple Mystics coordinating their power (and knowledge) also reduces the chances of losing control of the spell or any negative consequences occurring (such as magical backlash in the form of Wild Magic).
Casual magic is the most basic type of magic. It's so basic that it doesn't require a user to actively channel power from the mystical plane. Instead, casual magic uses up ambient magical energy that is best described as having "leaked" from the various ley lines and portals that the Welldrinkers have returned to being. This means that anyone (including Humans, Adapteds, and Mutants) can learn and use casual magic, since it does not require genetics that are compatible with conducting mystical energy. However, casual magic tends to be very weak in effect and if enough of it is used in an area, it will use up all the ambient magical energy floating around. At that point, only a Mystic able to channel magic directly through themselves from the mystical plane will be able to perform magic.
Additionally, casual magic is rather intuitive for Mystics, typically not requiring much study or practice at all (since they're capable of far greater feats of magic). For non-Mystics, weeks of dedicated study and practice are required to perform the most basic of spells, such as lighting a candle or temporarily changing the color of something.
Casual magic is so weak that it rarely causes any unintended side effects, as the magic is not pulled from the Mystical Plane. For examples of Casual Magic, see the chart of Arcana Classes.
No outright death magic, No altering space and time, No limitless resurrection, Abilities should be weaker than a comparable mutation (ex. A magical fireball should be a burst of fire compared to the raging inferno of a mutant). If something was created by magic, it still works as if it were created non-magically, so you fireproof mutant is still immune to a magical fireball. Magical items and potions can be created, but they lose power and efficacy over time and must continually be recharged (as will any long-lasting spell).
Completely transforming a person into an animal or other inhuman creature is beyond the ability of any Somation Mystic except for a Supreme.
More limits can be added as they become necessary or obvious.