Magic
Magic comes from one of three places. It can be channeled from a realm that exists outside of the Material realm, it can be drawn from a powerful entity, or it can be drawn from within.
Wizards: They have learned to draw magic from the realms that border our own. Wizards take a scholastic approach to channeling this magic; they record complicated formula into a grimoire and must use spell packets to deliver the energy.
Priests: They have learned how to draw magic from divine entities, which reside in the material realm or the Deadlands. Priests must channel power through a holy symbol much like the Wizard must use spell packets.
Ja’Muir Monks: This group has only started to learn how to control the power from within. They do this by manifesting psionic energy that can nullify magic from the other areas.
Enchanters: These Artisans are able to pull magic from all three areas to create items that can store and release magical power, giving the mundane person the ability to use magic without extensive training.
Convictions: This isn't a class, but every player character in the Forsaken Isle is a wrongfully accused convict. Somehow whatever magic sent them to the Forsaken Isle also gave them the ability to tap into a reserve of power from within. This is similar to how the Ja'Muir Monks channel magical energy.
Wizards: They have learned to draw magic from the realms that border our own. Wizards take a scholastic approach to channeling this magic; they record complicated formula into a grimoire and must use spell packets to deliver the energy.
Priests: They have learned how to draw magic from divine entities, which reside in the material realm or the Deadlands. Priests must channel power through a holy symbol much like the Wizard must use spell packets.
Ja’Muir Monks: This group has only started to learn how to control the power from within. They do this by manifesting psionic energy that can nullify magic from the other areas.
Enchanters: These Artisans are able to pull magic from all three areas to create items that can store and release magical power, giving the mundane person the ability to use magic without extensive training.
Convictions: This isn't a class, but every player character in the Forsaken Isle is a wrongfully accused convict. Somehow whatever magic sent them to the Forsaken Isle also gave them the ability to tap into a reserve of power from within. This is similar to how the Ja'Muir Monks channel magical energy.