Magic in Darkness Incarnate is widely unknown to most parties. Only mages know of the magic that is so plentiful in the world. The mages refer to it as world-magic. World-magic presents itself as geometric patterns. Each type of magic appears as a distinct form of geometric pattern as well. There are four Domains of world-magic. Physical magic contains the schools of Matter, Space, and Time. Spiritual magic contains the schools of Dimension, Spirit, and Faith. Mental magic contains the schools of Illusion, Control, and Sight, while Supernatural magic contains the schools of Necromancy, Psyonics, and Artificer. Together, these domains hold the power to interact, manipulate, or even eliminate things within (and sometimes outside of) the known world.
Humans are the only species granted access to world-magic. If a mage becomes a werewolf or vampire, they lose all abilities to cast spells using world-magic. However, they retain any knowledge they held.
Magic in Darkness Incarnate is a fluid and living thing. In practice, mages rearrange the surrounding geometric designs to create a specific spell effect. It is this rearranging of the patterns of reality that causes the various effects. Not only does it matter how you arrange the different patterns, but also in what order you do so. There are two ways in which mages can cast a spell. The first is through learning particular spells that have exacting steps in order to cast. These spells have the advantage of being prepared before use, and can be cast during the character's cooldown phase of combat. The other way mages can cast spells is by actively shaping the patterns. This method takes anywhere from one action to a number of rounds. The time required is determined by the power of the mage performing the casting, as well as the level equivalency of the spell being cast.
Casting a spell
Crafting a spell