Magic
(Taken from the Magic and Spells chapter of the Ruins of Arcanum Core Rule Book)

Magic plays an important part in the world of Arcanum. But it is handled a bit differently than in other games. Magic exists only in Runestones that can be found or created. A skilled caster has the ability to channel the power of the runes and cast powerful spells. However, when this is done, the Runestone is destroyed, and the phys rep must be handed to a Marshal. Each Runestone can only be used once; but as long as Runestones are available, any one spell may be cast an indefinite number of times.
Those with Powers are unable to channel the power of the Rune Stones. Mysteriously, the magic held in the Runestones does not mix with the Powers of the Adepts. Many spells mimic the abilities held by Adepts, and others are unique to the magic of the Runestones. Every spell is categorized into one of nine Elements; these are, in turn, divided up into five Families. This is demonstrated by the figure at the left, which is called the Elemental Continuum. Each Family has a list of ten basic spells. When a character decides that he would like to become a caster, he must choose one family to cast from. The spells of that family are the only spells he can cast, so he must choose carefully.
As the character progresses, he has the opportunity to specialize in each Element in the Family that he has chosen. Each Element has its own list of ten spells which are more powerful than the basic spells in the Family Spell lists.
Elements
There are nine elements in all. The Elements are: Air, Astral, Dark, Earth, Fire, Light, Metal, Tel Asmar, and Water.
Air - Power over the breeze, its waves, and, in rare instances, even the hurricane.
Astral - The deepest forces of the mind flow in and out of this element.
Dark - What envelopes us all: life and its negative essences.
Earth - The plants and the soil have their own entities…and masters…
Fire - Energy of the blazing flames, and the towering infernos.
Light - Dark’s opposite: youth and health.
Metal - Supernatural protection, both offensive and defensive.
Tel Asmar - Strength over those we always see yet never hear speak: our belongings.
Water - To control the streams, the rivers, and the typhoons.
Families
Each Element is divided up into one of 5 different Families. The Families, which can be seen below, are as follows: Astral, Dark, Fire, Light, and Tel Asmar. The first Element in each Family is where the Family gets its name.




