There are generally four main sources of magic; Soulsnaring; This is where one uses the essence of other creatures - be it animals, monsters, or humanoids - to fuel one's own power. This is the most frowned upon method of acquiring magical power; Since attempting to meddle with other people's souls and take souls out of the body is a fussy and difficult process, a number of effects could happen; At best, you shave a few years off of the creature's life. At worst, you shatter and/or corrupt their soul, and end up either turning the creature into a Nightmare, or turn your own spell foul due to the use of corrupted energy. Flickering; So called because it allegedly causes one's own soul to flicker, according to those who have the ability to see souls. Instead of using other people's souls to fuel one's own magical power, you use your own. It is much easier to convert the power from your own soul than from someone else's. Therefore, there's next to no chance of corruption, and one gets more power for less soul. However, even if only the smallest amount of soul is converted, it still potentially cuts own one life short - sometimes by hours, sometimes by years, depending on the complexity and size of the spell. In the Overworld and the Underworld, the creatures' souls are of a different nature; Infinite, only able to perish if their physical vessel perishes. Thus, flickering is the most common way of angels and demons to use magic. However, the types of magic they can use are also limited by their type of soul; They require to soulsnare in order to use different kinds of magic outwith their own limitations. Patrons; Demons, angels, spirits and nymphs can lend their almost infinite soul energy to a spellcaster, often instilling pieces of their own soul into gems that the spellcaster can carry with them, or sometimes visiting the spellcaster to "charge" them with energy directly, enough to last them for a while until the patron can make time to visit them again. However, the soul energy of patrons, as mentioned above, is often limited to a certain nature of magic and spells, which therefore also limits the spellcaster charged with their patron's energy. Blessings; If you have gained the support of a Divine, they may grant you with power. As they are extremely powerful beings, they still have limitations on what kind of magic you can use, but have a much wider scope than a patron would give, and they can also charge the spellcaster at any time, whether in person or remotely. It also signifies that said deity is interested in you, and is keeping an eye on you; A source of comfort for many adventurers, knowing their beloved god is watching over them. However, you cannot use this magic whenever you please. Your deity will be using you for a purpose, and will only give you power to cast spells for reasons that they deem worthy. Then there are the different kinds of magic; There are six elements that the magic can be composed of, which correspond with the six Elder Gods; Fire, water, earth, air, light, and darkness. There are also four types of spell; Destructive, restorative, transformative, and illusive. Each spell has an element and a type. Destructive spells are quite self-explanatory, though certain elements of magic are more effective against certain things than others; For example, destructive light spells are only really effective against cursed, undead, demons, etc - with next to no effect on humanoids or animals, save for potentially blinding or confusing them. Conversely, destructive darkness spells are only really effective against nymphs, spirits, angels, etc - with next to no effect on humanoids or animals, save for potentially blinding or confusing them. Restorative spells are more complex; The element dictates the nature of the restoration, and the extent of the restoration dictates the energy cost of the spell. Restorative darkness spells are essentially necromancy. Restorative light spells are used to remove curses and corruption. Restorative earth spells cure diseases or antidote poisons. Air spells heal physical wounds, both external and internal. Fire spells mend inanimate objects, rather than people. Restorative water spells heal the mind; Insanity and heartbreak are soothed by water spells. Transformative spells turn one thing into another, and the more permanent the effect needs to be, the higher the energy cost of the spell. The effects of the transformation depend on the element of the spell, as well as what the spell is being performed on; Transformative darkness spells often set curses such as vampirism or therianthropy, and can boobytrap objects with harmful effects when touched or kept around. Conversely, transformative light spells often do the opposite; Protective charms and blessings fall under this type of spell. Transformative fire spells grant power or strength to a creature, or imbue objects with the ability to burn without altering its appearance and composition. Transformative earth spells allow beings to shapeshift into other animals, and can turn objects into a different type of solid. Water spells allow sensory and mental enhancement, including telepathy and soul-sight - and can turn objects, very simply, into liquid, which can be stored and restored to its previous state at a later point in time. Air spells grant the ability to travel in certain ways - usually flying, or the more costly instant teleportation - and this goes for both people and inanimate objects. Illusive spells are as implied; Illusions. They make no actual physical change to the world around or to people, but can be used to fool the senses of other beings. These are normally the least costly type of spell, though the cost can rise depending on the number of people needed to experience the illusion, as well as the amount of time it needs to last, and how realistic and interactive it needs to be. It's also fairly simple to discern which element is necessary to use; If you want to make someone think there's a gust of wind blowing against their face, you use an illusive air spell. If you want to make them think the room is on fire, you use an illusive fire spell. If you want to make them see nothing but darkness, you use an illusive darkness spell. However, in terms of making them see certain types of creatures, the element you use depends on which Elder God created that creature; For example, humans were created by Thrakynn, God of Fire. Therefore, to make the victim experience the illusion of seeing people, you'd need to use an illusive fire spell. In terms of making the victim hear an illusion of speech that is not embodied to a particular creature, or an animal call that does not belong to any animal, you'd most likely need to use an illusive water spell, as water is normally associated to be the element closest to the Ether, where the spirits of all manner of creature most often reside. The water element is also most closely associated with the mind, the imagination, and the senses. Other notes on magic; The bigger the effect required, the more costly the spell is. If the spell is performed with corrupted energy - most likely due to soulsnaring - the spell has a chance of an undesired effect, most often making non-darkness spells into a darkness spell, or making darkness spells act on something other than the intended target - which sometimes ends up being yourself. Casting multiple types of element or type at once is reserved solely for the experienced. Casting more than two at a time is considered expert. A being capable of casting four or more only come around once a decade or so, and these people are known as Jarldhands, after Jarldan, God of Magic. Demons often are limited to destructive and transformative fire or dark spells. Angels are often limited to restorative, transformative and illusive air or light spells. Spirits are often limited to illusive and transformative water spells. Nymphs are often limited to restorative, destructive and transformative earth spells. There is a fifth type of spell; Creation. Making things from scratch. However, all Lorhyde races, Ether races, and most angels and demons cannot do this. Creation spells normally only fall within the capabilities of gods or half-gods, and in quarter-gods extremely rarely.