The 13 Practices are, for all intents and purposes, a classification system for every spell and magical effect of which a mage is capable.
There were once hundreds of bespoke categories for different spells and effects, but over time and as understanding of magic grew, the need for many categories diminished as forms blending into one another.
Eventually only 13 remained, as general descriptors of magical forms as well as educationally useful distinctions: it helps that mages don’t drive themselves insane attempting magical effects beyond their ability as they are learning.
These practices encompass almost everything anyone can do with magic, and though it is rumoured that there are mighty sorcerers capable of feats that do not clearly fall into any of the 13 practices, in the end it doesn’t matter.
This is a system for mortal understanding, it does not describe the true nature of magic itself.
From a mechanical perspective, these Practices help to guide you in your usage of magic and the creative magical effects you desire. It is useful to consider what Practice an effect might fall under, and which Arcana it might use. This dovetails nicely into the levels of ability and mastery of any given Arcana, as only those of sufficient mastery can cast spells that use specific Practices.
In simple terms, the Practices are what you can do with any given Arcana at any given level of mastery.
The Practices are divided along the 5 levels of mastery one is considered to be able to achieve.
Initiate Level (One Dot Arcana):
- Practice of Compelling Elementary manipulation of phenomena, enough to activate and/or impart direction
- Practice of Knowing Gain knowledge and understand of phenomena
- Practice of Unveiling Gain sensory perception of phenomena
Apprentice Level (Two Dot Arcana):
- Practice of Ruling Exert elementary command and control over phenomena
- Practice of Shielding Protect a target against attacks by providing points of Armour
- Practice of Veiling Conceal, camouflage or hide phenomena from Scrutiny
Disciple Level (Three Dot Arcana):
- Practice of Fraying Injure a target
- Practice of Perfecting Fortify, bolster or improve phenomena
- Practice of Weaving Alter the capabilities or functions of phenomena
Adept Level (Four Dot Arcana):
- Practice of Patterning Transform phenomena into a related phenomena or shapes, or replace capabilities or functions with different ones
- Practice of Unravelling Significantly injure a target
Master Level (Five Dot Arcana):
- Practice of Making Create Phenomena
- Practice of Unmaking Destroy or mutilate a target
These Practices are to help you make your spells work and define effects, they are NOT a prescriptive guide on what you can and cannot do within them, just a way to better understand them.