Magic

Magic is the art (or science, depending on who you ask) of channeling power from other planes of existence into the mundane plane. It is a task that often takes great focus, creativity, and intelligence, but in theory anyone with an arcane bridge should be able to learn magic with sufficient dedication.

Rhetorics of Magic
While there are not strict categories to magic usage, there are generally a few different philosophies to how the magical arts should be approached. The most common are the three Rhetorics: Logomancy, Pathomancy, and Ethomancy, but there are others. Each presents its own challenges and strengths, and there is heavy overlap between each Rhetoric - patching up grievous harm might be easiest for an ethomancer, but with the right approach a pathomancer or logomancer could manage it as well. The differences are largely socially constructed.

Logomancy
Logomancy is magic through the lens of science. Rather than rely on the intense emotion of pathomancy or the conviction of ethomancy, logomancers attempt to master a deep understanding of the physical world and the principles that guide it, and then use the reality-defying properties of the arcane plane to change it in subtle, calculated ways. Logomancy takes by far the most academic study to master. However, a skilled logomancer can encode alternative physical rulesets onto ordinary everyday objects, effectively enchanting them with magical properties.

The ruby ikryn of Grellain were known for being particularly skilled logomancers. During the brief period between the overthrow of the Greskel Family and the Winter Event only a few decades later, Grellain experienced a golden age of logomancy, developing magically powered automatons, powerful enchanted weapons and tools, and even - according to rumor - magical constructs capable of independent thought and emotion.

Pathomancy
Pathomancy is both the most straightforward rhetoric of magic, in both learning and execution. A pathomancer draws their strength and magical abilities from intense emotions, both positive and negative. With enough focus and willpower, trained pathomancers can channel raw energy from the arcane plane and mold it into forces of significant destruction or protection. Put simply, pathomancy is a blunt but powerful instrument, most often used on the battlefield. Hurling fireballs, bolts of lightning, spears of energy, summoning shields of deflection, these are all examples of pathomancy.

Because pathomancy is based in strong emotions, it can be wild and unpredictable, often dangerously so. Attempts to imbue objects with pathomantic magic can have unexpected results, creating enchantments that are more potent than a typical logomancer can accomplish, but that can be very dangerous to use. For this reason, objects enchanted by pathomancers rather than logomancers are sometimes referred to as "cursed" items. The term is often used even when the side effects are not strictly negative.

Ethomancy
Ethomancy is magic derived from belief or authority. By focusing hard enough on an imagined concept and projecting an attitude of authority and confidence, an ethomancer can manifest that concept in the mundane plane through sheer force of will. The locus of an ethomancer's belief can be anything - belief in a deity, an ideology, or oneself - but as long as it is strong enough to drive the ethomancer's behavior, it will work. Ethomancy can be used to summon or banish imagined objects or beings into the mundane plane, alter the physical world, and conjure up illusions. In addition, a practiced ethomancer can often project their beliefs onto others, altering their emotional or even physical state. Raising someone's spirits or healing the sick can be acts of ethomancy, but inspiring terror and controlling minds can be as well.

For obvious reasons, Ethomancy is most commonly practices by priests, but it is also a philosophy adopted by illusionists, con men, cultists, and tricksters. It is the magic of charisma, performance, and conviction.