World building time
Magic in Planetia can be broadly divided into 12 schools: shapeshifting, umbrakinesis and photokinesis, pyromancy, electromancy, aeromancy, hydromancy, geokinesis, nature, divination, illusion, telekinesis, and life energy. Magic is itself a form of energy that courses through the bodies of almost all people. A handful of draconides and magicians largely lack it. However, hermarians lack magic energy in its entirety. As such, their bodies often don’t recognize being hit by magic at all, allowing them to avoid some of its effects and see through illusions. This isn’t foolproof, as almost any magic user can bypass this, but Hermarians are often still able to shrug off at least a little of any magical effect.

Magical energy is closely connected to a highly reactive, radioactive mineral called Mallorite. Mallorite is excessively rare, and those who are born or live near its veins are often extremely healthy and attractive and possess extremely strong powers, though they often die young, burned out by the power of their magic. These veins make spells, ritual magic, and alchemical effects stronger and cause unusual extra effects and dangerous surges when more difficult magic is attempted by those less skilled. As such, magical energy can be channeled through objects such as wands and jewelry made with small amounts of mallorite. Other items can also be infused with such power, but these are the most common. The process is fairly difficult and often deeply personal, making purchased magic wands and jewelry ludicrously expensive and often hilariously ineffective.

Magic also comes in several types.
The simplest form is innate or kinetic magic. Innate magic is, fairly obviously, inborn to an extent. It requires endemic talent, but also practice to perfect. Innate magic is controlled almost completely by the movement of the user’s body and everyone apart from Hermarians and a select few unlucky magicians and draconides have the inborn capability to some extent.
Spell casting is much more academic and takes a lot of practice to get it right. Spell casting requires movement and language, as well as special conditions in many cases. Spell casting requires inborn magic as well, so Hermarians and squibs are incapable of it as well. It’s effects are much more variable than kinetic innate magic and often more subtle.
Alchemy is the process of creating magical effects from mixing ingredients such as herbs and minerals. Many alchemical effects are just poisons or variations on illusion and shapeshifting. Healing potions are another common use for alchemy.
Ritual magic is by far the most complicated form. Rituals tend to include chanting, repetitive motions, and esoteric ingredients. It takes extensive practice, study and talent to fully accomplish, but no magical energy, leaving those without it. Most ritual magic falls into either the school of divination or life energy. Ritual magic can have truly terrifying effects, though most of it is still benevolent.