Schools of Magic

There are 9 schools of magic, each with their own unique powers and abilities based on how the spells within that school manipulate quintessence. It is not uncommon for a Mage to learn spells from multiple schools of magic, however the more schools a Mage practices the more difficult it is to become a master.

Tiers
There are six stages that a Mage can fall under within their school, depending on their knowledge of that school and the spells that they can perform. Though a Mage may belong to a certain tier, they may still be able to use spells belonging to higher tiers if they either have the required ingrediants to perform the spell without having the potential to actually cast it without assistance.

Abjuration
The art of protection and warding, Abjuration allows a Mage to cast spells to create barriers for various effects and to utilize protection spells efficiently. Abjuration also contains spells of suppression to suppress the presence of a person and even being able to suppress the magic of others.

Protection
Personal Shield

Shield Other

Shield Bubble

Containment Shield

Repulsion Bolt

Repulsion Bomb

Suppression
Sight Ward

Sensor Ward

Power Ward

Energy Ward

Quintessence Ward

Life Ward

Conjuration
The art of summoning, Conjuration allows a Mage to cast spells for bending the rules of space and time to move something from one place to another. Whether this is to summon a creature and bend it to the users will or to use Conjuration to be a true master of space and time, being able to appear instantly in another place.

Summoning
Summon Minor Contract (Up to 3)

Allows you to form a contract with a small spirit, this gives you the ability to summon them into the physical realm to act as your subordinate. Each type of spirit has their own unique traits and abilities, as you advance in this ability you are also able to summon more spirits making a maximum of three contracts.

Conjure

Conjure allows you to pull someone you have met and know well enough to your location, wherever they may be. Though they can choose to refuse the calling, there is a trait belonging to the spell allowing you to bypass that.

Conjure Swarm

Conjure Swarm allows you to temporarily summon a mass of tiny spirits to act as either an offensive or defensive tool, it's a simple ability but the only direct damage ability available to a Summoner.

Summon Moderate Contract (Up to 2)

Allows you to form a contract with a regular spirit, this gives you the ability to summon them into the physical realm to act as your subordinate. Each type of spirit has their own unique traits and abilities, as you advance in this ability you are also able to summon more spirits making a maximum of two contracts.

Conjure Horde

Conjure Horde allows you to temporarily summon a mass of small spirits which will attempt to devour your target, however because you do not have a contract with any of them and they are unbound they will roam around attacking their instructed targets and each other until they are defeated or their time in the physical realm is depleted.

Summon Greater Contract (Only 1)

Allows you to form a contract with a powerful spirit, this gives you the ability to summon them into the physical realm to act as your subordinate. Each type of spirit has their own unique traits and abilities.

Teleporting
Apparation

Allows the user to ignore the laws of physics to displace their body and reappear somewhere in the same area, moving through the Spirit Realm to transport their physical self.

Untouchable

By temporarily shifting their physical body into the Spirit Realm the user is able to become out of sync with the physical realm, allowing their body to pass through solid walls and causing projectiles to pass through them. However because their body has been moved to the Spirit Realm they become more vulnerable to Spirits.

Teleportation

Teleportation is a much longer version of Apparation, allowing the user to move from one place to another - as far as they like so long as they have the Quintessence to carry their body there in the Spirit Realm. By purchasing traits in this ability, the user can further its potential allowing them to transport across realms making it much more powerful and its user much more deadly.

Group Teleportation

The same as teleportation, however the user takes those next to them who are also in their party/team along with them.

Phased Strike

Teleports the user, instantly appearing behind their target ready to strike in the same instant.

Pocket Realm

Allows the user to create their own tiny world that only they can access via Teleportation, also allowing them to bring people with Group Teleportation. This world can act as either a prison or a safe haven, depending on how the user chooses to utilize it.

Divination
The art of sight, Divination allows a Mage to cast spells to view the world differently. Allowing them to find people in their surrounding area who would otherwise be hidden or even using it to foresee events before they happen, giving them a higher chance to dodge.

Sensor
Echolocate

Scrying

Tracking

Sense

Remote Viewing

Interpose

Foresight
Fortune's Protection

Evasion

Temporal Dodge

Farsight

Mirror Image

Temporal Stutter

Enchantment
The art of telepathy, Enhancement allows a Mage to cast spells to manipulate others. Giving them the power to influence others easier, allowing the Mage to throw their target into an uncontrollable frenzy or even persuading them that their allies are now their enemies and that they work for you.

Charm
Mesmerize

Hypnosis

Influence

Confusion

Telepathic Probe

Mental Domination

Compulsion
Subdue

Terrify

Compel

Hallucination

Telepathic Projection

Mental Invasion

Evocation
The art of the elements, Evocation allows a Mage to specialize in an element which they can manipulate or generate according to their desires. Evocation is one of the more offensive schools, however each element can be used for it's own individual purpose.

Illusion
The art of deception, Illusion allows a Mage to cast spells to trick and decieve. Whether it's making them think that an item is something else or that they are not who they seem, to being able to decieve their target into thinking that they're heavily wounded causing illusionary damage which heals over time.

Phantasm
Spectral Wounds

Decieve

Horrid Reality

Torture

Phantom Bindings

Phantasm

Figment
Apparition

Magic Wall

Illusionary Weapon

Forge Creature

Forge Identity

Fantasy World

Necromancy
The art of death, Necromancy allows a Mage to summon the deceased. Whether it's using the lifeforce left on the physical plane or harnessing the power of the Spirit world to manipulate the spirits. Necromancy allows a user to manipulate corpses and souls for various effects.

Raise Skeleton
Allows the caster to mark the ground with a rune and summon a Skeleton from the abyss, depending on the strength of the spell the Skeleton may be summoned with equipment and the stronger the spell is the stronger their equipment will be. A basic Skeleton for example will have nothing but the bones which make up it's body, compared to a more advanced Skeleton which may be summoned with rusted armor and an old iron greatsword.

Decay
Allows the caster to wither their target and slowly sap them of their life force.

Raise Zombie
Allows the caster to mark the ground with a rune and summon a Zombie from the abyss, depending on the strength of the spell the Zombie may be summoned with equipment and the stronger the spell is the stronger their equipment will be. A basic Zombie for example will have nothing but basic clothes and its claws, compared to a more advanced Zombie which may be summoned with armor and an old iron greatsword. It also also worth noting that Zombies have intelligence compared to their Skeletal predecessors.

Subdue the Undead
Allows the caster to harness their control of the Undead to force an Undead creature into submission.

Raise Lich
Allows the caster to mark the ground with a rune and summon an Undead Mage to do their bidding, the strength of the spell will determine the schools and abilities of the Lich. For example a basic Lich will only have one or two spells whilst a more advanced Lich may be a Master of several schools.

Create Revenant
Allows the caster to turn a living creature including themself into an Undead being, this offers all of the advantages of being a Revenant and fully converts them into such a creature. If the caster is using this spell on another being, then they gain a certain amount control over them as it was their Quintessence which converted them.

Spirit Summon
Allows the caster to summon a ghost from the Spirit Realm.

Spirit Weapon
Allows the caster to summon a weapon made from Quintessence which has ghostly properties.

Spirit Gate
Allows the caster to create a doorway to the Spirit Realm.

Spirit Flesh
Allows the caster to become intangible.

Quintessence Drain
Allows the caster to drain Quintessence from their target.

Spirit Manifestation
An advanced version of both Spirit Summon and Spirit Weapon, Spirit Manifestation turns the casters aura into that of a Spirit. Allowing it to interact with the environment under the control of the caster. The Spirit is equipped with different weapons, armor and abilities depending on the Spirit that the user has a contract with.

Restoration
The art of life, Restoration allows a Mage to cast spells to restore life and empower others. Much more of a support role amongst Mage's however if the Mage was talented enough to harness their powers solely amongst themself then they'd have access to accelerated healing and boosted skills making them a difficult adversary.

Healing
Player based area of effect Heal

Targetted area of effect Heal

Single target Heal

Ressurection

Self Ressurection

Empowerment
Clarity

Fortitude

Regeneration

Recovery

Overdrive

Transcendence

Transmutation
The art of manipulation, Transmutation allows a Mage to cast spells to alter the properties of items. Allowing them to enhance items with various effects and abilities or morphing them to make them stronger, to repair them or even to change them completely.

Enhancement
Armor Piercing

Alter Efficiency

Enhance

Repair Object

Alter Integrity

Manufacture

Shapechange
Alter Weapon

Strone Servitor

Transmogrification

Duplication

Forge Thaumium

Create Homunculus