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Exploring the Arcane
What you lack in strength, you make up for in natural curiosity. Countless schools of magic sit before you like dangerous playthings. They were designed by miners whose life force was much stronger than yours, so misuse of them may have unfortunate consequences. Will you be motivated to explore these arts? Perhaps for utility? For power? Or perhaps for the sake of knowledge itself?
Vital alchemy [Alchemic Ash] may lack the glamorous danger of blood alchemy or the precision of equivalent exchange, but its artifacts elegantly combine form with function, and its dust-based alchemical recipes are simple and elegant. The central ingredient of vital alchemy is slime... an unusual substance. While slime monster habitats are rare, there are multiple ways of crafting slime in this world from your own materials. Once you have two pieces of slime and a source of fuel, it is possible to grow large amounts of slime. The growing agent, vital catalyst, has rather useful properties. Rubbing it into seeds and saplings causes them to split in two. Combining it with slime and certain mob drops can create the very essence of life, spawn eggs. The catalyst can be processed yet further into alchemic ash and beyond, although inferno bales are best left to automation. With a few hoppers or item pipes, many of its resources can be automated rather simply. Unfortunately, your weakness renders some components nearly uncraftable, so you must substitute for stronger ingredients, which can be difficult or dangerous to acquire. If you fancy yourself a vital alchemist, consult "Vital Alchemy," a guide crafted simply with two pieces of sand.
In terms of practicality, blood magic has much to offer: living armor that adapts to the wearer's needs, rituals and routing nodes that can facilitate all manner of automation, and an alchemy table capable of producing potions far beyond the capabilities of a conventional brewing stand. However, all this power does not come without risk. Once your soul network has tasted blood for the first time, its hunger will never be sated. You will need to feed it blood, or you will risk it feeding on your own. Your soul network's hunger will only increase as your power grows. Should you deem yourself worthy, the Sanguine Scientiem can be readily crafted. However, due to your body's unusual weakness, you may want to start filling your altar using dwarven fluid transfer technology, and a bucket of life essence filled by other means.
While not strictly magical, you will find Dwarven technology [Embers] to be very useful for automating many magical devices. Item suction, for example, can be achieved by activating a lever on an item pump connected to an item pipe network. A similar process is also possible for fluids. Item transfer can then be used to feed a bedrock-touching ember bore with coal and later output the harvested ember shards. With time, you can process these shards into refined ember, which can be routed with a tinker hammer to various dwarven machines.
Ancient golems preserve the knowledge of the dwarves. By destroying an ancient golem, its parts can be repurposed into a knowledge receptacle, called a codex, which you can use to learn more about Dwarven technology.
In terms of pure offensive power, Hermitian spellcasting [Ars Magica] has no equal. Ranged spells and self spells can, with practice, render arrows and potions obsolete. However, be mindful: as you continue to cast spells, the pull of one element will eventually win out. You will not only master control over that element, but embody everything that element represents. You must also beware of unusual auras, as spellcasting may not work in those places. If spellcasting excites you, you can create the Arcane Compendium by placing a book in an item frame near a pool of etherium. [Ars Magica for 1.10 still has some bugs to work out, so be prepared for the experience to be a bit rough around the edges.]
If knowledge is what you seek, there is no better place to find it but in the stars. This school of magic, astral sorcery, harnesses the power of starlight. Starlight is needed for even the simplest of crafting recipes, but unfortunately concentrated starlight is not easy to come by on this lowly plane. You will need to find a roofed marble temple and dig into its lower chamber, where an unbreakable floating crystal can be found. You must borrow the starlight for crafting by placing a crafting table near the crystal. A Resonating Wand, a Luminous Crafting Table, and a Journal if you do not already have one, must all be crafted there before you can harness starlight on your own. The Journal will then tell you everything you need to progress.
One cannot forget to mention one of the oldest and most venerable schools of magic: equivalent exchange [ProjectE]. Even the most magically challenged will find covalence dust undoubtedly useful. Different tiers of the dust can be crafted with tools to slowly repair them, and dusts may also be used to craft cheap but powerful methods of storage. A dabbling alchemist can quickly find use for the transmuting abilities of the Philosopher's Stone, and the Klein Star-powered destruction catalyst as a terrain-clearing building tool. All these and more await you, should you be willing to pay the proper fee in matter. While the ancient masters are long dead, and much of the knowledge lost, budding alchemists have found success re-creating the Book of the Alchemist from relatively simple materials. [The official documentation is sparse, but the rest of the mod can be gleaned pretty easily from JEI and the mod's item tooltips. Transmutation is only allowed on the full moon.]
Perhaps not as old as equivalent exchange, but nearly so, is Thaumaturgy. To a wizard in the know, Thaumaturgy is a versatile theoretical framework with many applications. To outsiders, Thaumaturges can appear unfathomable, and are known to have diagnosable forms of insanity. They tend to hoard their research closely. In fact, there have been numerous occasions throughout history where a new generation of Thaumaturges has had to rewrite the study of Thaumaturgy. How one manages to become a Thaumaturge is unclear, but those on the path have been known to experience dreams and visions, echoing knowledge of a past life... [The Thaumcraft Beta for 1.10 is pretty stable, but you may encounter a few bugs and missing features]
Potion brewing is an old craft which also owes its lineage to equivalent exchange. However, while the theory of equivalent exchange has been declared complete by its ancient masters (notwithstanding a few minor discoveries), innovations in advanced potion brewing have accelerated in recent years, allowing for feats ranging from surviving long heights to efficient methods of teleportation. Alchemists have even found ways to craft a few potions without a brewing stand, by using vinteum dust. [JEI recipes for most splash potions, lingering potions, and tipped arrows have been hidden to reduce clutter. Vinteum recipes are limited to base potions only.]
There are some who say that humans, animals, and monsters are the most advanced forms of life, that their ability to move about freely, and to think and reason, make them superior to the seemingly brainless and fiber-bound life-forms we know as plants. Magi who believe in this are close-minded; they will know nothing of the wander-lustful dimensional jumps of an Ender Lily, the empathic fiery passion of a Mary Jane, or the capricious demands of a Feroxia. Interacting with the herbal bestiary requires a gentle hand, with the other hand holding a stick to guide the work [holding a stick prevents right-click harvesting, allowing for right-click interaction with plants]. A description of magical plants and their care can be found in the book "Unique Crops." Caring for the most intelligent of magical plants, like caring for a cat or a dog, can be rewarding in itself, although it is not without its material benefits. Botanists looking for plants to produce a specific material may be more interested in the uses of Inferium Essence and the mob-leeching Soulium Dagger. Unfortunately, these magical plants are not spared from the cold of winter.