Magics

Magic is split into school of magic which defines the actions and type of effects the user can conjure.

Inside the school of magic are tiers which are known as circles. These circles range from nine to one, with one being the most powerful type of user and magics available to them and nine being the lowest.

There are many minor schools for barely useful if at all types of magic, this is the most comprehensive and canon list but there will be many still missing or outdated with the recent changes to magic.

Ranges, AoE, Cast Time, Duration, Mana Drain are based around a Level 1 version of the spell, used by a normal circle mage of average strength. Through levelling it and having mutations of the spell at 10 will change these values.

Schools of Magic

 * Abjuration - Dispelling Energy
 * Acoustic - Noise and Music
 * Aeromancy - Air
 * Arcanum - Arcane
 * Aquamancy - Water
 * Chaos - Hellfire and Demonic Manipulation
 * Clairvoyance - Vision of the Unkown
 * Glaciusmancy - Ice
 * Concovation - Environmental Energy
 * Continuum - Repairing the Past
 * Divination - Vision of the Future
 * Dreamscape - Dream Walking
 * Druidism - Nature
 * Electromancy - Lightning
 * Empathy - Emotional
 * Geomancy - Earth
 * Gravital - Manipulation of Gravity
 * Hemomancy - Blood
 * Hexomancy - Curses
 * Holy - Light and Divine Manipulation
 * Illusion - Illusion
 * Magmus - Magma
 * Mana Infusion - Manipulation of Pure Mana
 * Metallumancy - Metal
 * Mystic - Magic of the Eternal
 * Necromancy - Undeath
 * Luck Evocation - Luck
 * Pyromancy - Fire
 * Reinforcement - Protection and Barriers
 * Retroactivity - Tampering with the Past
 * Runic - Use of Runes
 * Scale Transformation - Size Changing
 * Spiritmancy - Manipulation of Spirits
 * Telekinesis - Object Manipulation
 * Teleportation - Instant Movement
 * Terra Constructus - Creating terrain
 * Time Dilation - Manipulation of Present Time
 * Umbramancy - Shadow
 * Vapormancy - Steam
 * Venenumancy - Illnesses and Poisons