A note from Wutosama

With previous character summaries, there was the problem of the page not showing the "next chapter" button which was very strange indeed. Anyway, hopefully this time it works. I have included the Magic section this time too. Next time, I will add Elemental section as well.

Schools of Magic

Evocation is a school that manipulate energy. It was also the most commonly awakened school of Spellcraft. These mages become the mainstay of the citizen-soldiers, wielding spells of fire, earth, water, and more exotic elements such as lightning or radiance. As Evokers grow, they become more specialise in their elemental affinity, taking up specialist equipment and enchantments, attunement and contracts. In the popular eye, the Evoker is the archetype Mage, the spell slinging, fireball blasting Sorcerer of yore, tapping into and drawing limitless power from the elemental planes.

Abjuration casters weaved spells that protected, blocked or banished. An Abjurer is a common but highly sought after profession. They were the mainstay of the protective barrier shells that shielded Human cities. An Abjurer possesses the special ability to also utilises restoration spells and a number of AOE combat buffs. Specialists in this field typically contracted elementals of earth, ice, and water, with exceptional individuals possessing more exotic quasi-elementals.

Conjuration is a school that materialises creatures or materials for the caster. A Conjurer is a one man army when trained to a sufficeint tier of proficiency. Through contracting magical creatures Conjurers gain life-long companions that grow with the Mage in power. Due to this advantage, it is not uncommon for Summoners to become several magnitudes more powerful than Mages of equal tier. The disadvantage of Conjuration is the persistent mana drain caused by most of its sustained effect spells. Certain Conjurers choose to focus upon the summoning of items or beings. These valuable individuals are responsible for the Teleportation Circles around the cities.

Divination is a school that reveals information, highly prized for their cognisant abilities in detection and foretelling. Many diviners go on to become telecommunication specialists, becoming key intelligence and strategist operatives that served a number of roles. Other schools of Divination focused on disaster deterrence, by reading the threads of time and fate. Despite their lack of offensive capabilities, it is said that the most influential Magi on the U.N Security Council is the Oracle of the Acropolis. Though the Divination school has no preference for elemental afflictions, it is a school that synnergies well with subsequent studies of other schools. Many Diviners go on to become Magus or Magister.

The school of Enchantment remains the most difficult and expensive to train of all schools. Capable of imbuing items and buildings with protection, strengthening items and imbuing persist phenomena - enchanters are essential to humanity’s existence. The world's most successful manufatoriums are all operated by skilled Enchanters. Unlike regular Mages, enchanters seeks specifically the mastering of additional schools such as Transmutation or Abjuration for the creation of magical items. A dangerous school within-a-school of Enchanters are those whose abilities allow them to control, manipulate, and glamour the minds of others. These Mages are closely watched by government forces, and the misuse of mind-altering effects on others could lead to life-time imprisonment or banishment.

Illusion is the school of Mirage, the altering of perceptions to create false visions. Many Illusionists go on to become involved in espionage if they choose the path of the militant. Many others however, have chosen to be involved in the media, creating spectacles for adoring audiences, crafting impossible scenarios, and even becoming superstars in their own right for their creativity and passion. Illusion spells which deal damage attack the mind directly, creating what is known as psychic attacks. Likewise, aftereffects vary by spell and intent.

Transmutation is an unusual school in that it changes the caster and the objects they touch, manipulating the properties in powerful ways. In the greater world, Transmuters become builders, architects and creators, working hand in glove with Enchanters. In combat, some transmuters choose to specialise in manipulating life itself, changing plants, creatures, and even themselves to become deadly and proficient in the art of war. It is said that Transmuters posses the most versatile school of all , and enjoyed the most lauded status after that of Evokers.

The dreaded School of Necromancy was banned after WWI following the Geneva Convention. Currently, the school is studied only by sects that are authorised by the U.N, having proven that the study of souls and the afterlife is intimately connected to beliefs of faith, culture, and religion. The irony of the matter is that Necromancy is most likely the most ancient school of magic that exist. Dating back to the Egyptian Pharaohs, in an age when man first uncovered magic. As such, it is more specific to say that the summoning, raising, and animation of the death is strictly forbidden, as much of the world was turned into ash and cinder following The Great War with the No-Life Kings of Middle Europe.

Finally, other schools of magic likely exist, but lay out of reach of the common man. These include various forms of item deification, ancestral worship, old world shamanism, naturalism, animalism, and so forth. By the same measure, rumours about of humans learning the magic of monsters, magical beings, and demi-humanoids. These are seldom taught or learned in Frontier Human cities though.

Character Summary


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Bio: I write on the phone and edit at home. Times are tough!

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