Been thinking, what magic systems(more formal than 'Its Magic!') do you know of?
What can they do?
What are the limitations?
What is the cost to use it?
What do you need to use it?
How do they do it?
How do you get it?
I'd open up with a few here. Some spoilers involved of course.
Source: Wheel of Time by Robert Jordan
Magic: Channeling[spoiler]
Method: Combination of multiple streams of elemental energy in a particular weave. Simple effects have straightforward formations or can be used as raw element directly. Five-elements Air, Earth, Fire, Water, Spirit)
Acquisition Genetic, some gain power naturally, some require training to unlock.
Abilities: Elemental themed magic, though complex effects involving multiple elements can do more than that, and five elements seems to be a license to do just about anything given the right combination.
Highlights are dimensional/spatial portals, temporal blasting(that kills you in the past, resulting in paradox), healing.
Limitations: Male channelers are generally stronger than female.
Female channelers are required to combine multiple people's powers.
Men are generally weaker at Water and Air.
Women are generally weaker at Fire and Earth.
Cost: Physical & mental fatigue, based on the channeler's strength and the magic's power and complexity. Maximum power and fatigue level can be mitigated with Men, until late in the series, lose sanity over time as they use power.[/spoiler]
Source: Mistborn by Brandon Sanderson
Magic: Allomancy[spoiler]
Method: Eat and convert allomantic metals into power internally.
Acquisition Inherited, but also externally gainable by directly consuming the power of Preservation.
Abilities: 16 allomantic metals + God metals(Atium, Lerasium and their alloys). You can have the ability to use one metal(Misting) or all of them(Mistborn).
Effects divided by sphere, internal/external and Push/Pull.
Spheres are Physical, Mental, Temporal and Enhancement
Iron - Pull metal towards you, or pull you towards metal(mass and anchor dependent). Also detects all metal not inside a living body.
Steel - Push metal away from you, or push you away from metal(mass and anchor dependent). Also detects all metal not inside a living body.
Tin - All round sensory enhancement. Ability to deal with the increased sensitivity not a given
Pewter - All round physical enhancement. Ability to deal with the increased power and agility not a given.
Zinc - Enhance specific or general emotion.
Brass - Dampen specific or general emotion.
Copper - Block Bronze in area, block Zinc and Brass on self.
Bronze - Detect allomancy, to the extent of identifying intensity, location and type of metal used.
Cadmium - Slows time in immobile bubble.
Bendalloy - Speeds time in immobile bubble.
Gold - See other possible selves based on past action choices.
Electrum - See own future(slightly)
Chromium - Destroys others allomancy reserves.
Nicrosil - Vastly enhances others allomancy, but also completely consumes the metal used.
Aluminium - Destroys own allomancy reserves.
Duralumin - Vastly enhances own allomancy, but also completely consumes the metal used.
Atium - See others futures.
Limitations: The precisely right metal must be ingested(alloy proportions are highly specific). Some abilities use the metal up rapidly, while some of the metals are toxic if not completely used up.
Allomancy does not protect you from your own abilities, use of powerful Iron or Steel might be lethal without Pewter reinforcement. Tin grants only a limited ability to deal with enhanced sensory input, its easy to be stunned by pain or loud noises while using it.
Overuse of metals can cause permanent damage.
Cost: Ingested metal filings.[/spoiler]
Source: Exalted by White Wolf
Magic: Charms[spoiler]
Method: Apply essence to a Charm
Acquisition Inheritance from a supernatural progenitor, divine investiture or Exaltation.
Abilities: Various magical attributes and abilities, mainly reinforcing existing mundane abilities.
Limitations: Essence capacity and regeneration.
Most people can only use one charm at a time.
Charms with a duration generally tie up the expended essence until they end.
Cost: Motes of essence.[/spoiler]
Source: To Aru Majutsu Index manga/anime/light novel
Magic: Magic[spoiler]
Method: Principle of Similarity, through invocation or similarity to a supernatural being's aspect or deed. E.g. ritually creating a similarity to a dragon to produce dragon fire.
Acquisition Training, generally based on a belief system.
Abilities: Wide ranging, if it can be attributed to a myth within your belief system, it can be probably be done.
Limitations: Requires ritual foci and extensive ritual knowledge. Most magi use only a handful of spells within a set theme.
Cost: No visible fatigue, but some spells require sacrifices.
Also most powerful magi seem to be nuts, but that seems to be a thing of the setting(everyone strong is nuts)[/spoiler]
Just curious what else is out there.