This time, while I'm jogging, I only keep one eye out for items, letting my mental focus work mostly on cycling power to my right arm, trying to duplicate the 'Force' rune in my left that acts as a shield. Normally, primal magic like Force, Time, or Inertia don't mix with an opposing primal like Space, but it's a hell of a trick, and one I'd be happy to have more of. Naturally, I have to stamp down on my urge to grumble about how much better the other primals are compared to space.
Still, when we start to arrive near the forest, I decide it's probably best to not poke in until the morning, both so that any scouts can spot us and so we're not tired from travel.
Spoiler (click to show/hide):
Adding a bit more on the magical elements. I think I'd like to go with eight 'core' elements that make up the bulk of magic: Fire/Water, Air/Earth, Life/Death, and Light/Dark. There's also 'derivative' elements for magic like blood, venom, frost, lightning, and other such elements which are associated but less broad than their core elements, usually a mix of two core elements but hobbled with extremely narrow applications until latter growth. Going the other directions from the 'derivative magics' are the 'primal' magics, Force, Matter, Time and Space. An 'ideal' mix of elements would be a core and a primal, the core to act as the early power and then the primal because of the bonkers shit you can do at high level. Opposing magics react in an annihilation manner. Poor Suku didn't get to get her Jedi on like a Force magic, nor summon raw matter from nothing like a Matter, nor freeze time like a Time dragon.