Three Forces of Power

There exist three great Forces of Power on the Drift. They are the source of technology, the arcane or divine arts, and even life itself.

The Light of Father
The primary Force of Power of the Drift. Its radiant light is what brings life to the world and is almost universally venerated. Its strength increases the closer one is to Father. It is a source of divine righteousness and all those who desire peace and prosperity.

Classes:
It is the source of the power of most Clerics (except Twilight, Trickery, Death and Tempest) as well as a majority of Druids (except Dreams, Spores and Stars). It is also the source of power for practically all Paladins (except Oathbreaker, Ancients and Watchers), as well as all Bards except the College of Whispers.

Heritages:
Aasimar, Dragonborn, High Elves, Genasi, Humans, Goliaths, Giants, most Dwarves, Tieflings (though not really a thing here), and everyone else

The Magic of the Outsiders
Compared to The Light of Father, this is a much less understood source of power, that nevertheless pervades all aspects of the Drift (though it is rumoured to be non-existent on the inner shells). It is a source of power that fears the light and grows strongest in darkness. With distance to the cleansing light, it is a dangerous thing to play with. Always risking its takeover of the user's mind and the spreading corruption. But it encourages creativity and freedom.

Rarely used or its use even allowed on the majority of the the Drift. Prosecution is common, as it is seen as a danger to life itself. Especially strong users risk the forced isolation of their entire city or ark, if not outright destruction in holy fire.

Classes:
It is used by those subclasses not part of the 1st. Especially strong connection is found in all Sorcerers (besides Divine Souls), practically all Warlocks, and many Wizards.

Heritage:
Can be used by almost everyone but those with the strongest link to the Light. Common among the races of the dark. Humans especially are susceptible to its corruption.

The Essence of the Children
This last source of power is both rare and all-encompassing. It is the harnessing of living organisms and the very essence of existence, and the bending of their power to one's desires. It is the power that fuels all technological machines, from simple lights, to the engines of the Arks. It is what powers flight and what keeps the floes in balance. And as such, it is very dangerous indeed. Not for fear of corruption as magic, but the volatile nature of the essence has brought calamity and destruction to many cities. It is guarded knowledge and abuse is generally punished by death, at least for those who survive their tinkering, for handling the essence always has a cost.

Classes:
This is the source for all technology and is used by artificers and gunslingers (yes, they are a thing, though not gun powder based) and a number of other occupations. Mastery brings wealth and power. It is also knowingly or unknowingly used by most spellcasters who use material components in their casting. Many wizards know this and draw great strength from the essence. It also fuels most ranger subclasses and all the psionic classes.

Heritages:
Everyone can use it, though it is especially commonly used by Eladrin and Gnomes of the Drift. A twisted version of it is fueling the power of Duergar and Drow.