Makes sense! That means we get to go into the magic system in depth. Three terms to get straight are Type, School, and Subschool.
Type
A type of magic is the most general category, connecting one of your mental Virtues (or Grand) with a magical doctrine. Two of them are Nemesis based, two of them are Enlight based, and then Body magic is Grand based.
The five Magic Types are Nature, Cosmic, Body, Mind, and Soul.
Nature Magic is Nemesis based, and operates off of the Genius Loci of the Lithosphere, Hydrosphere, Atmosphere, or the sum of all energies that pass in and around the world (known as the Great Radiance). A Genius Loci is like a Jinn of phenomenal scale and power, basically the most powerful entity of its kind. It is entirely viable to get your magic from one or more lesser entities, like a huge tiger spirit or the spirit of a particular mountain, but most mages quickly learn to appease the Genius Loci early on. Basically, the way this works is that the mage dedicates themselves to physically, mentally, and spiritually mimicking the spirits of an element. If you're an Earth mage, you mimic soil and stone, in a symbolic sense. By making your behaviors like the element, you appease the spirits and gain the element's power.
Cosmic Magic is Enlight based, and relies solely on the practice of arcane rituals, chants, symbols, and so on. Instead of appeasing the spirits, it aims to manipulate concepts called the Great Instruments of the Cosmos -- envisioned as titanic machinery behind the veil of the world, which turns all motions like clockwork. Cosmic mages can get into a lot of other nonsense, like ancient spellbooks, demon summoning, and the like, but none of that is necessary. In particular, Cosmic magic differs from the wizardry of other games in that it does not require verbal, somatic, or material components. In creating your character, you might specify certain rites or rituals they "need" to do their work, but that is nothing more than a quirk, a tendency you've developed without any real need.
Body Magic is Grand based, and is all about identifying something deep in the mage's body that can be evolved to transcend the limits of their people. They do not cast spells out into the world (normally), but within the confines of their physical form, or its esoteric side: the Soma.
Mind Magic is Enlight based, but unlike Cosmic Magic, it is solely involved in spells cast within the mage's mind, drawing out things to transcend the mental state of the ordinary, the mundane. They do not cast spells out into the world (normally), but deal with the esoteric Psyche.
Soul Magic is Nemesis based, but unlike Nature Magic, it operates on a smaller, more local level. The spirits you commune with are valued only by their relationship to your own soul, little helpers and friends you meet along the way. The most important aspect of this type is how you change your own Spirit.
School
Each Type is divided into 3 or more Schools conventionally taught by mentors and schools throughout the setting. Each type has exclusive access to its own Schools, and you cannot easily cross over.
Sub-School
Each School is then further divided into a larger number of Sub-Schools, which are the variety of magic you're actually casting. A mage of the Lithosphere School does not actively control the sum of all Lithospheric elements at once, but activates and uses a particular subschool. When you take Magic Levels (a separate concept from your character levels), it is into these that you place those levels of growth.