Some cultures discourage synchronicity at all. This is accomplished most often through the art of wizardy, the priesthood, and druidic ritual. Any class that uses rituals to escape the bonds of synchronicity shows this feature.
Such rituals bypass the personal exposure and link between the individual and their art. Other classes have other means of handling synchronicity. Warlocks are granted their power through contracts with outer powers. As such their powers are a manifestation of the outer powers personality and not their own. So they behave more like channelers than fonts of their own power. Sorcerers and bards are the most exposed to synchronicity. These classes have great trouble expressing themselves with arcane forces not in tune with their personalities. Finally, Wyrds are completely synchronous arcane mages. Most wyrds are remarkably similar even in personality if they utilize the same elemental magic.
Meta Magic is a raw form of any sources power, be it arcane, divine, or primal. It is required by every other magical type. Meta magic is unique in that it is completely asynchronous. No one is naturally able to deal well with meta magic. Synchronicity acts as a catalyst to the individual’s ability to do magic. You can easily see that the first expressions of magic were always synchronous with that person's personality. From there the backfit to meta magic had to be understood/learned.
Most priests and druids are somewhat drawn to the personality of their deity so their synchronicity is mixed with their channeling.
Rituals allow access to forces that the users are not synchronous to. This includes a special type of ritual called a core ritual that allows access to meta magic. Core rituals result in effects that last for a duration, usually tied to an astronomical marker. The typical marker is the day/night barrier and is referred to in ritual magic as period magic.
Notes on Rituals:
1) Ritual books are personal and it is very difficult to use ritual books of other ritualists, especially out of source. Usually the method used to utilize a ritual book is by ritual copying or ritual synchronizing with the rituals in the book, one by one. All such methods are chancey resulting in the possible loss of the original, the new copy, or both.
2) Ritual books work only for 1 source. A ritualist may have a book for each source they can perform rituals with.
3) The Ritual Caster feat must be taken for each source, arcane, divine, or primal.
4) Rituals performed by classes that do not start with ritual casting (including hybrids) suffer a +2 per tier DC penalty to all rolls with rituals. Rituals performed by classes that are out-of-source for that class suffer a +2 per tier DC penalty to all rolls with rituals. These penalties stack so a hybrid druid for instance who took 2 feats to get primal and arcane ritual casting would be -4 with arcane rituals.
5) Ritual Books cost 100 sp per page if purchased retail. Crafters that make them can do so for a fraction of that cost. The bindings are variable in expense but the base cost is 300sp.
6) Mastering a Ritual involves casting it 3 times successfully. The first cast is at 33% success until that is acheived. The second at 66% and the last at 90%. Casters that fail their 90% casting usually have some terrible issue that simply prevents their learning that ritual. After the third successful cast a ritual is mastered.
7) Even mastered rituals fail 5% of the time. Failed rituals expose the caster to events.
8) Ritual Scrolls are often not personal and can be attempted by anyone.
9) Assisting with a ritual exposes the assistant to the penalties for ritual failure. As with any skill no matter how many people aid the caster the bonus is only -2 on the DC. Assistants must beat the full DC of the task to aid.
10) Any attempted ritual expends all components no matter what.
11) Aborted rituals expose casters to events 50% of the time.
12) There exists a copying ritual for each source (Amanuensis). This ritual is used to copy scrolls to scrolls and book pages to book pages. The formula for success is 75% +5% per level of ritual below characters level -15% per level above character's level. Each failure destoys the target materials and has a 30% cumulative chance to destroy the original capping at 90% after 3 failures. Each ritual failure is treated as a ritual casting failure and exposes the caster to an event.
13) All rituals cost temporary hits from the mage. The temporary hits cannot be healed and return only when the duration of the ritual expires. Rituals usually cost 1 temporary hit per level at which the ritual was cast.
14) Rituals of the same kind kind cannot be cast simultaneously (at different levels) on the same caster. This means detection rituals within a source can only be cast at 1 level. As an example, you cannot have multiple arcane dispels running.