On the Categorization of Magic: Almost all magic can be classified into one of two groups. The names given to these groups are varied. Some have called them the Chaotic and Ordered groups; while this is technically accurate, it is confusing, as most fire magic falls into the group described as "Ordered", while many protective spells are considered chaotic. Frequently they are referred to as Old Magic and New Magic, reflecting the fact that Old Magics are considerably harder to create and to learn, and thus must be handed down by generations of wizards. The terms we shall use are External and Internal magics, to describe the sources of power used by practitioners of these magics. The distinction between the two types of magics is best shown by example: Example of External Magic: "If I chant the four mystic runes while throwing dried oak leaves into the air in front of me and gesturing with my enchanted athame, then that door will open." Example of Internal magic: "If I use my telekinetic powers to open that lock, then push on the doorknob, then that door will open." "Internal" magics draw power from the user's magic or energy reserves. They are controlled directly by the user. They need not be memorized, and no special ingredients are required; you just throw the right kind of energy at something, and it works. "External" magics, on the other hand, tap into the fundamental chaos that underlies reality. Special ingredients, ritual gestures, unpronounceable magic words, and the like are usually needed to trigger the effects. These spells must usually be memorized from books, cast, and re-memorized. They are much less adaptable than Internal magics; any change in the casting of an External spell results in wildly unpredictable, and often quite destructive, results. On the other hand, External spells are far more versatile, as there are a lot of things that Internal magic just can't do. For example, it's very difficult to affect something you can't see via Internal magic, not because the forces won't coalesce or anything silly like that, but because the caster will probably miss. Divination spells are completely impossible with internal magic. Flight is not impossible - that's a fundamental restriction of wizardry, not of internal magic in general - but it's difficult, especially compared to Triolus's Ethereal Levitation, a third-level Old Magic spell that accomplishes the same objective at a cost of only two hen's teeth and a leaf of nightshade. Furthermore, there are intrinsic restrictions on the power of any Internal magic user; only so much energy can be stored in any one body, and it can only be regenerated so fast. Old Mages are restricted only by the availability of magical spells and components, and by the rate at which they can memorize new spells. What is the practical application of all of this? Wizardry, the predominant magical discipline on the world of Dirt, is a strongly Internal discipline. Most of its spells rely on throwing power around, and, as such, it is extremely popular. However, there are times when one really needs a divination, a long-distance assassination, or a polymorph spell. Providing these resources are the Clerics, the followers of the planeswalkers, the source of most of the Old Magic on Dirt. A partial ordering of the magical disciplines in Dirt: Warlockry INTERNAL Elementalism Witchcraft Wizardry Artificing Sorcery Illusion Psionics Herbalism Che'tai training Jordanism Necromancy Thaumaturgy Clericry EXTERNAL