Magic:
Magic in this system is powered by the soul, understood as the metaphysical essence of a being. All living things carry a soul, but reincarnated or spiritually developed souls can hold more power. Magic drawn from the soul is limited by physical stamina, like a battery; the more that is cast, the more exhausted the user becomes. Damage to the soul is possible through certain spells, but Arthur refuses these kinds.
Magic appears as a semi-transparent cloud or mist, color-coded by source. Arthur’s native magic is blue, but when borrowing from gods it changes; for example, becoming purple when using Ammit’s.
Magic must be channeled through a focus, with Arthur’s choice being a staff or cane. Although casting through hands is possible, Arthur chooses not to do so, finding himself uncomfortable with the idea of using his hands for direct violence and always having preferred a weapon or object as a ‘buffer’.
Casting may be silent for simple things, such as shields or bursts of energy, but it can also be spoken for more complex spells; like summoning, or multi-part spells.
Wards:
Wards are a distinct form of magic. They are physical inscriptions drawn onto the surface to create static effects. They are not used much during battle, but can form lasting protections or changes in space. Each ward is constructed like a magical circuit system, combining components with layered intent. (Sometimes, spells can be said during the creation of wards, to add power or effects).
Wards are always physical, having to be drawn or carved. The material doesn’t matter, instead the wards working only off of caster’s intention; they can be broken by erasure or defacement.
Wards can be overwritten by new intent, if the new caster is strong enough. Example effects are area sealing, alarm systems, blockades, or traps.
Arthur is capable of taking magic from gods, if he is the avatar of them.
(In post-death verse, Arthur has been gifted a large amount of magic by Ammit, possibly regenerative, that he can use.)