Magic

Explanation of Concept
Magic is an all rounder term used to describe the energy used for spells, as well as the spells itself. The accurate terms are as follows:

Magicka is the energy used to fire spells.

Spells are the defensive, offensive, or utility expenses of magicka used by wizards.

Magicka is generated by the Grand Obscurial. Planets without one lack magic.

Magicka is an invisible particle in the air that is absorbed by people as they go about their lives. Channeling it into spells requires constant practice, although some are able to do it without being taught.

Magicka reserves refer to the amount of magicka a person is able to store in their body at any given time. These reserves increase with the growth of the physical form, as well as maturity of the mind. The easiest way to increase one's magicka reserves is by letting one's hair or beard grow out.

Fire
Spells with this element all deal with fire and the ability to summon huge bursts of flame. Despite being such a dangerous element, pyromancy is the easiest to grasp and a majority of novice and apprentice destruction spells are fire based.

Hell-fire
This particular variety of heat based magic is exclusive to demons and Nether liches. It is an all consuming flame that cannot be put out until it does its job. That is, unless you can also control hell-fire.

Demonic Summoning
Technically is both space and death magic, in addition to utilizing fire, summoning a demon is nonetheless a fire based ritual. Just be sure you can control the darn thing before summoning it.

Water
The second easiest element to grasp. This particular element creates great waves from the moisture in the air. One can also use sound magic to create a resonation field using water that allows for it to heal others. This is the most common way a person versed in destruction magic can support their teammates and peers. Hydromancy is commonly resisted by undead and similar beings.

Spirit Water
This version of water magic is nearly the same in terms of damaging spells, but has much more potent restoration spells. Is a direct counter to Hell-Fire, and is a weakness of undead and demons.

Steam
A variant of water magic that manipulates fire to produce destructive blasts of hot air. Is a lesser used destruction element, but is nonetheless powerful. In reality, you should probably just use fire magic.

Ice
The third easiest element to grasp. Once you've studied water magic enough, you'll eventual turn to its more powerful relative; ice. These spells range from apprentice level, to master level, are the counterpart to fire in terms of destructive power. Cryomancy is commonly resisted by undead and similar beings.

Electric
The power of lightning has always been marveled at, and this magical element is no exception. There are no lightning spells below adept level, and even then there is only one adept level lightning spell. Widely considered the most dangerous element, lightning magic has other uses besides combat. Doctors who have studied briefly in the non magical world have come back with information on a device known as a defibrillator and have been able to replicate with lightning magic. Electromancy is widely considered to be the most powerful magic, a wizard that has mastered it is one to be feared.

Poison
Exactly as advertised. Poison magic encompasses poisons, toxins, and acids. It is technically a more advanced version of water magic, but is classified as its own element. The only real use for this element is to dump acid on armored opponents, but it can be used to improve alchemically made poisons. Rule of thumb: A wizard using venomancy has water magic up their sleeve, and a wizard capable of poison magic should also know ice magic.

Nature
Nature magic deals with both earthen things, and diseases. A geomancy wizard can bend the very ground to their will, as well as any plant life. A nature magic wielder is also capable of influencing animals to assist them, and are the most common wizards to have real animals as their familiar. These wizards are also capable of creating and controlling the spread of disease. Dryads and Hamadryads are the most powerful nature wielders that exist, followed closely by Sylphids.

Wind
Is quite self explanatory. Lets the wielder control wind currents. Those who know and utilize wind magic are most likely the same that use steam magic. Can be useful, but otherwise a niche. One note that should be made: flying via wind magic is possible, a terrible idea, but possible.

Holy
Magic that is used exclusively against the undead and demons or to heal another. Radiamancy is used by priests and paladins to combat their dark adversaries. Most clerics are extensively versed in healing magic that utilize this element. A note to be made is that holy healing spells have the opposite effect on undead. If one has an undead companion, most commonly a Vampire, it is best to use water magic to do the healing. A restorationist must know their team and adapt to suit it.

Death
Death magic is the opposite of holy magic. Instead of giving life to the living, it gives life to the dead. Necromancy is commonly associated with bringing the dead back to life, and that's because this is the primary use for it. Death magic is also capable of killing, however, and uses death themed objects to do it, be it a skeletal spear or a field of grasping arms. Necromantic power is also capable of healing the undead, but not demons. A summoner who uses necromancy should keep that in mind when summoning lesser demons.

Blood
Hemomancy is a magic type exclusive to Vampires and similar beings. It uses the casters recent consumption of blood to fuel powerful, and sometimes necromantic, spells. A Vampire is the most widely known hemomancer, and for good reason. From an early age they learn this element, and true masters of blood magic are a thing to be feared. These masters are capable of controlling the flow of blood in their victim's body, use the blood as a physical weapon, or drain it to fuel their spells even further. Vampires, specifically, are capable of of using a unique spell that drains lifeforce, healing the Vampire.

Sound
This magic has two components: Using one's voice to cast spells, and using sound in various previously mentioned ways. Sound is a powerful magical element, but is very rarely practiced due to its difficulty for young spell slingers to grasp. Bats are the only true vibromancers, as they use sound to do pretty much everything. Dragons are not vibromancers, as they utilize a specific organ to produce their elemental breath. A notable example of vibromancy, albeit a copyrighted one, is the Thu'um. Shouting, as it's also known, is a thing on Seeden Prime. Just no one calls it that. Because that's copyrighted.

Space
Space magic encompasses telekinesis, teleportation, and portal creation. Volumancy is primarily used as a tool, rather than a weapon, and has no actual destruction spells attributed to it. Telekinesis and portals can be used offensively, however. Every magic school teaches basic portal making and teleportation as part of a required course. You should assume all wizards know at least one movement spell, the ones that don't have been self taught and these wizards are incredibly weak because of it.

Time
If it involves editing, controlling, or the stopping of time; then this is the element. Chronomancy was created by the Time Lords, and is the most difficult magic to learn. Even the most powerful mortal wizards are only able to slow time for a little while. Complete control over time is reserved by the Time Lords, although Reginald Ivory is able to reach similar heights, and is the most powerful non-Time Lord chronomancer.

Void
Originally, Void magic was exclusive to the Klise. That was until Reginald Ivory became Master of the Void and learned it as well. Since then, basic Void magic has been taught to the Void Acolytes. Void magic is a rogue element, that uses the very essence of the Void to eviscerate its targets. Spells range from an all consuming orb of suffering, to dark tentacles of pain and destruction. Void magic is the least known element, but certainly the most powerful.

Schools of Magic
Each school has different spells attributed to it, and each spell utilizes one of the magical elements. They are:


 * Destruction - Spells that do damage. Destruction is true to its name. It dishes out unrivalled amounts of pain. Destruction has at least one spell of each element besides volumancy.
 * Restoration - Healing magic. A restoration spell is capable of powerful regeneration, often more powerful than healing potions. Restoration magic is mostly exclusive to the water, holy, death, blood, and sound elements.
 * Alteration - Bending reality to one's will. Alteration is entirely utility, and no good wizard doesn't know at least one alteration spell. The only school of magic that includes all elements.
 * Illusion - Alteration's lesser sibling. Illusion is typical grouped into alteration as it is so similar there doesn't need to be a separate school. Illusion is nevertheless different, as it does not have spells with the fire, water, ice, electric, poison, or space elements.
 * Conjuration - The power of creation. Conjuration can create weapons from nothing, and can summon creatures from the abyssal realms. Has all elements besides sound magic under its proverbial wing.

Others:


 * Enchanting - While not technically a school of magic, enchanters use the other schools and all the elements to imbue weapons and armor with great power. Most items worn and wielded by wizards are enchanted.
 * Alchemy - In the same boat with enchanting, but to a lesser extent. Alchemy deals with potion making, which utilizes the magic in the ingredients to create unique effects when consumed. The only magic that technically is used in alchemy is venomancy, but others can also be used. For instance: pyromancy can be used to create a controlled flame, while volumancy can be used to properly measure out the ingredients.

Levels of Magical Skill
Novice - Typically the first four years of schooling. The lowest level, obviously. Ends at the "2nd grade" level.

Apprentice - The next four years. Ends at the "6th grade" level.

Adept - The next four years. Ends at the "10th grade" level.

Expert - Split between the final two years of "high-school" and first four years of "college."

Master - The last four years, encompassing a "master's degree."