Geozan Magic is fairly complex in concept.   The system mechanics have been kept as simple as possible - but with multiple major types of magic, each with its own nature and methods, learning everything about Geozan magic can take some time.
There are several sources of magical power available:  Mana, Sorcery, Spiritism (also called Spirit Magic or Shamanism), Alchemy, and Runes.  Necromancy is a possible source of magical power, but is generally shunned by civilized society.
bullet.gif (892 bytes) Mana is the force of nature and the elements.  Mana is the Essence of Geoza, a flowing, volatile force which underlies all material existence and interaction.  To manipulate this Essence, an adept must possess two characteristics:  Magical Talent (i.e. the Background Option of the same name, and thus basic capability in the Omnessence skills), and Manasense (also a Background Aspect), the ability to sense the manifestations and variations of Mana around him.
Mana is an unpredictable and dynamic force, and requires intense practice to master.  Mana is also dangerous for those with weak wills, for the shaping of Mana is a heady and often sensual experience.   Those who push themselves too hard, too fast often overreach their own ability to control themselves, and become addicted to their art, allowing it to control them, rather than controlling it.
Mana adepts are known as Mystics, Warlocks, Witches, or simply as Magicians.  In many societies, the titles Warlock or Witch are pejorative terms.
Some adepts who have talent with Mana use that talent to enchant material objects into magical creations.  These mages are known variously as Enchanters, Magesmiths, or Artificers.
Adepts who combine Mana with Sorcery are known as Thaumaturges.
Adepts who combine Mana with Spiritism and/or Runes are called Wizards.
bullet.gif (892 bytes) Sorcery is the manipulation and use of primal forces which originate outside of Geoza.  Sorcery taps into a diluted form of the primal energy of existence, which underlies even the existence of Geoza.   Sorcery requires more intense study than Mana, for it is based on the Insight of the adept - her understanding of Reality itself.  Other adepts may get by on rote or intuition alone, but the Sorceress has no such luxury.  She must dedicate her mind and will to exacting discipline and detailed research into the arcane nature of Reality.   This is reflected both in her rating in Sorcery Lore and in her Insight attribute.
Sorcery requires both Magical Talent (and its Omnessence skills), and a well-developed Insight attribute (most sorcerers have an Insight attribute of at least rank 3).
Sorcery is a relatively new form of magic.  Its use was not recorded until about 2,000 years ago.  Additionally, some sentient species seem unable to grasp its concepts.  Hssuga, Kri'ik, and Dwarves all seem completely incapable of the necessary development of Insight that is critical to learning Sorcery.  This phenomenon, while widely recognized by Sorcerers, is not well understood, even by master Sorcerers.  It is thought, however, that it may be connected to the psychological makeup of those species.  This theory is based on the observation that, while a very few Aezjareans do manage to learn Sorcery, such individuals are invariably also regarded as totally insane by other Aezjareans.  These individuals also exhibit other bizarre behavior (by Aezjarean standards, that is).
Sorcery adepts are called Sorcerers or Sorceresses.  Adepts who combine Sorcery with Mana and/or Alchemy are known as Thaumaturges.  Adepts who combine Sorcery with Spiritism are called Conjurors.
bullet.gif (892 bytes) Spiritism is distantly related to Psychic Talent (specifically the Pneumosis Discipline), but is a distinctly different ability.  A spirit adept must possess Magical Talent (and thus Omnessence skills), and Sensitivity (the Background Aspect of the same name).  Sensitivity to the Spirit Realms is critical to Spiritism, for it allows the spirit adept to act as a medium through which the spirits can enact effects in the material world.  Spiritism is an inherently cooperative endeavor between the adept and the spirit or spirits that he has persuaded or compelled to his service.  Without the spirits, the adept is unable to work his magic, and without the adept as a medium, the spirits are generally unable to affect the material world (there are a few exceptions).
Spirit adepts are called Spiritists, Shamans, Seers, or Spirit Masters.  Those who combine Spiritism with Mana are called Wizards.  Adepts who combine Sorcery with Spiritism are called Conjurors.
bullet.gif (892 bytes) Alchemy is closely related to Mana.   Alchemy makes use of the innate magical qualities of certain materials. These innate magical qualities are based on something known as "Potential Omnessence." Potential Omnessence differs from other sources of Omnessence in that it is oriented toward, and can only be used for, specific Configurations of Archetypes and Dominions.  Alchemy can be learned and used by anyone with Magical Talent.
Alchemy adepts are usually called Alchemists or Herbalists.  In some areas, Alchemists may also be called Enchanters.  Adepts who combine the use of Alchemy with other forms of magic are often referred to by the name appropriate to the other form of magic, with the exception of Adepts who combine Alchemy with Sorcery, who are sometimes known as Thaumaturges.
bullet.gif (892 bytes) Runes, like Alchemy, are closely related to Mana.  But unlike Alchemy, Runes are also closely related to Spiritism. In some ways, Runes are Spirit magic, as will be explained. Both Spiritists and Magicians are known to use Runes to aid them in their magic, but an adept doesn't have to be a Magician or Spiritist to use Runes.  Rune magicians can use Runes to achieve Omnessence effects even if they lack the ability to access Mana or Spirit Omnessence.  As with Alchemy, Runes can be learned and used by anyone with Magical Talent.
Runes adepts are sometimes called Rune magicians, but may also be referred to as simply Alchemists or as Spiritists.  Adepts of other origins that also use Runes are frequently referred to by the name appropriate to the other origin.  Those who combine Runes with Spiritism are sometimes called Wizards.
bullet.gif (892 bytes) Necromancy draws upon the power released through death.  All living things possess a form of Omnessence, which is normally inaccessible, even to the beings themselves.  This power becomes accessible at the moment of death, however, and Necromancy utilizes special techniques to enable the use of that power.  Necromancy is feared and shunned in many Narrative Environments.   Necromancy also seems to be related to the powers of the Unlife, and this serves as further motive to vilify its use.  Personas who wish to use this Origin should discuss the consequences with the Mythguide, and should probably reconsider their choice.
Necromancy adepts may be formally referred to as Necromancers, but are often called a variety of pejorative terms instead.
Adepts may learn more than one form of magic.  Indeed, Archmages are those who have both the talent and drive to learn several types of magic.  Such individuals are both rare and potentially very powerful.  Other adepts may possess the talent for more than one form of magic.  The combined use of different forms of magic is called Metamagic, and is discussed in its own section.
Adepts who combine Sorcery with Mana and/or Alchemy are known as Thaumaturges.
Those who combine Mana with Spiritism and/or Runes are called Wizards.
Adepts who combine Spiritism with Sorcery are called Conjurors.
Magic is a part of every Geozan culture, society, or environment in some way.  This can have a profound effect on the development and mores of cultures, and has played a significant role in forming the narrative environments in Geoza.
Additional notes on the role of magic in society