With each new sphere of magic, they can contort and shape more of the world.
The world has a consistent logic to its workings, which you might think of as a language.
A miracle-worker is someone who can speak sweetly to the logic of the world.
The language of the world has five nouns -- Water, Earth, Fire, Air, and \textit{Fate}.
Spellcasters can gain these as Skills in order to control these elements.
The language of the world has only four verbs -- Wax, Wane, Warp, and Witness.
Spellcasters cannot create or destroy, but they can make an element blossom or whither.
Each of these spells is a 'level one spell', and costs 1 \gls{mp} to cast.
Spells often gain bonuses for magical ingredients.
The proper process can turn griffin features into a powerful dust which adds one \gls{mp} of Air.
Using such an item means a caster with Air 2 can cast as if they had Air 3 and add 1 \gls{mp} to the spell.
The language of the world has four adjective, referred to by spellcasters as \textit{Enhancements}.
Each adjective increases the spell's level, and the spell's level can dramatically increase every Enhancements's effects.
Spellcasters find this dangerous cycle intoxicating.
So-called `low spheres' make up the basic elements of the world -- Fire, Air, Fate, et c.
Combining the right pair of low spheres creates one of the high spheres, such as Light or Death.
The mage can cast any spells from these domains equal to the highest of the lower spheres which comprise the spell.
Each of these `low spheres' can combine with another to form a `high sphere' -- a new noun which the caster can speak to, and affect.
Air and Fire create Light, Fire and Earth create Force.
Affecting these high spheres takes considerably more skill; the caster has a rating in each high sphere equal to the \emph{lowest} of the two low spheres which comprise it.
A mage with griffin-feather dust and Fate 1 could combine the two into a 1 \gls{mp} spell from the Death sphere, without having to spend \pgls{mp}.
Or a mage with Fate 2 could spend 1 \gls{mp} while using the dust, and cast a spell from the Death sphere with a cost of 2.
The primordial breath to speak this language comes from the wind, bringing inspiration to those who can listen.
Of course, spellcasters without the patience for inspiration often resort to just gutting a giant arachnid for its webbing, mixing in some griffin-feathers, and twisting the world by force.