I really wanted to start this discussion tonight despite the front page still giving me some trouble.
Okay, I will admit to being behind on magic development - building the website took a lot more time than I thought - and only a few disciplines are done and ready for play... Reimancy, Voiding, Familiary, Glyphing and Magecraft as of right now. The rest need development, some more so than others. This is where we can discuss magic as a whole.
Just a few high-level points. We have three types of magic in Mizahar, they work in a "rock paper scissors" kind of way and each has unique traits. There's definitely stuff you can't do with all three.
Personal magic - amoral and self-centered (so, no healing others, just to name one). Brutally effective, but dangerous to the user. No hard limits on usage, but side effects cumulate with abuse (overgiving). Kind of narrow scope for each discipline, but they mix well together.
Gnosis - moral-centered, religious magic. You can't advance or "level up" through experience, but only by pleasing the deity that fuels your power. Breadth of power depends on the god's rank and domain. Gnosis can be negative - good luck!
World magic - the most scientific type, it's the kind of magic you do in a lab. Hazardous, but possibly the most open-ended category. No instant effects though; they have to be prepared beforehand.
(As you can see, all disciplines have rather strict boundaries - we really want to avoid Everythingomancy here... all the more because there are no skill caps in Mizahar). Another concept is that I'm not a fan of complex casting mechanics, mostly because I think they detract from the story. Mizahar is designed to keep the drudgery to a minimum, so two paragraphs on the way you conjure Djed from the depths of your souls shouldn't probably be required to cast something.
Ideas? Questions? Suggestions? Volunteers for development?