Magic is a natural part of the world in Eoroma. Magic is what makes the grass grow, the sky blue, the sun shine, and the wind blow. However, Humans and many other creatures lack innate magic abilities. Humans can still learn to control magic in a sense. This control comes by buying allegiance with different innately magical beings. There are two general types of these beings: Gods and Spirits. Gods are powerful beings associated with different general aspects of the world. They have almost limitless power to manipulate and control the aspect of the world with which they are associated, and typically they have some power to control parts of the world even beyond these aspects. Like gods spirits are also associated with specific aspects of the world. However, spirits are typically associated with much more limited aspects, for example specific places, specific types of creatures, or narrowly defined abstract concepts. Spirits have limited power to manipulate and control the world related to their associated concept. The degree of power a spirit has can vary with some being almost as powerful as gods and others mere presences. While gods tend to be more similar to intelligent species like humans, dwarves, or dragons, spirits tend to be far more abstract. Spirits are like a poor personification of non-living concept, although they vary in their intelligence and alien nature, with the most powerful spirits being able to communicate much more clearly with humans.
There are two branches of spell casting, one relating to gods, the other to spirits.
Religious magic occurs when practitioners are favored by gods. This can happen any number of ways ranging from a gift of a magical item to a gift of an innate supernatural power. The specific boon granted is always up to the gods whim, but typically those practitioners who are most devoted gain the most powerful boons. This means that most people in Eoroma that have received a boon from a god are members of the clergy of that god. The possible exception being the knights of cord or the scholae palatinae, as they are recognized more as warriors than as clerics.
Arcane magic occurs when practitioners use rituals, enticement, and their own spirit to summon forth other spirits. After the original summoning a second ritual of binding must be performed, wherein the spirit agrees or is coerced into allowing the practitioner some of it’s power, and is effectively bound to a suitable physical object in the care of the caster. The physical object must be associated with the spirit for a successful binding to take place, so a wooden staff would be appropriate for a forest spirit, but a sand filled vial might be better for “He of infetasemal grains”. This focus is then help by the caster while he calls upon the spirits powers, using them as his own.
The most important rule of both Religious Magic and Arcane magic is that only one contract may be made with any one spirit at a time. This means that a priest of one god that begins to worship a new god looses all the favor of and boons granted by the old god. This also means that a arcanist can only bind one spirit at a time and must release that spirit, or have their contract end before binding a new one. A religious practitioner can never bind a spirit and an arcanist can never receive a favor from a god, while a spirit is bound in their name.
A third type of magic is the ritual. Rituals are a form of magic performed through a combination of incantation, gestures, and use of material components. Rituals typically call upon spirits to achieve a desired effect, but it does not involve a contract being formed between the spirits and the caster. Rituals typically have very significant effects compared to other forms of magic. However they also take significantly more time and resources. To some extent rituals are the combination of worked magic and spirit based magic.
The final form of magic is worked magic. This perhaps, if anything, is closest to an innate magic among man. However, dwarves are much better at some types of worked magic. Worked magic is the ability to induce innate magical characteristics in an inanimate object, solely through the process of crafting of that object. Like rituals crafting takes a long time and requires significant material wealth.
Anyone may learn any of these types of magic.