"We have classified human magic into different types - it isn't quite like the magic people write about in the world you're familiar with. For most types, we've found it easier to...augment our magic with technology. In some cases, it's even impossible to manifest magic without technology." The man seems to conjure paper - or something like it - out of thin air, though in reality you know it's just your weak eyes missing him pulling it from outside your line of sight. A long, pale finger traces its way across the sheet but - disconcertingly - the man's mirror-like eyes remain anywhere but. He smiles as his touch reaches the end of the paper. "Ah, yes. This is the list of 'tech magic,' as it is called here. No, no, I will recite it - it's only a list of words, they will likely be meaningless to you without some explanation."
Generals [?/?] - "Generals, like me, are particularly potent with our magic. I like to think of myself as a jack of all trades, and master of none - although I am rather proficient in a few types. We are characterized by our unusual eyes and our tall stature. Generals are very few in number...there are only one or two of us to a city. A blessing and a curse, that it is so...we are powerful, but dangerous when untrained - our magic is rougher than most tech magic - in fact, we do not need technology to use it. We tend to be the leaders here - like many of us were in the shared dream - with our confident personalities and experience with most aspects of magic, those of us in the waking world have decided that it is best for Generals to lead."
Seers [0/5] - "Ah, Seers. As their name suggests, they can See into the future...or, in rare cases, the past. Their sight only comes in glimpses and pieces - and usually unbidden. This magic is wild and hard to control, but using technology with a connection to time helps a Seer hone his or her talents. A great gift indeed, but with its own curse: as Seers age, they seem to become confused in time, not knowing what is a vision and what is real."
Spirits [0/?] - "Mm, Spirits are difficult to describe - one of the few types that do not use technology. An exceedingly rare ability, usually exclusive to Generals - but one that helps us track down people like you before you wake up here. They can move through objects - though it is by no means a pleasant feeling - and even separate from their physical body to travel as the spirit from which they get their name. They can't contact anyone but other spirits in this state, and it leaves their physical body utterly defenseless...but they can travel into the shared dream and help wake the sleepers who are already close to waking."
Shadows [0/5] - "Shadows are as enigmatic as their name suggests. Their magic is entirely passive - they have the ability to hide themselves - potent Shadows can protect a few others from tracking, as well. Shadows wear nano-enhanced clothes that work off their ability to enhance physical cloaking as well as their mental cloaking. The Shadows I've seen prefer to remain mysterious, with darker natures - they often get into trouble even without their physical cloaking technology."
Medics [0/5] - "Medics are, well healers...they can detect physical ailments and wounds, and know exactly how to heal them. Though only the most powerful can fully heal an ailment, most can speed along the process of healing with the help of medicine and other medical technology. Medics, however, carry a heavy burden - their ability to detect physical ailments is not a pleasant ability, and their magic takes quite a bit of energy to use. Still, Medics are kind and patient in nature, despite having to share in their patients' pain."
Spellweaver [0/?] - "And then we have Spellweavers - a special kind of magic-user. Another type of magic that doesn't require technology, but cannot be manifested outside of the object of their spellweaving. They pull the energy of an object and weave spells into it - such as the walls of our city, so that they do not cave in on us. They are our engineers, and, though they are uncommon, it is by their efforts that we have the technology that we do - such as the timepieces the Seers use, or the cloaking technology for the Shadows."
Pyrotechs [0/5] - "Pyrotechs are the first of four of the more...active types of magic, and arguably the most destructive of all of them. They can manipulate fire, and their technology mostly consists of explosives and flammable chemical compounds that they carry with them - they can't simply conjure fire unless they are a master of their craft. Their personalities tend to be as explosive as their magic - quick to anger, but they are righteous in their beliefs."
Hydrotechs [0/5] - "Hydrotechs don't need technology, but they do need water to use their magic, and usually carry water with them at all times. Powerful hydrotechs can draw water from elsewhere (or create it from natural chemicals around them) and work the weather. Hydrotechs are generally calm and intelligent people...but I speak from personal experience when I say they can also be cold-hearted, and hold long, silent grudges when angered."
Electrotechs [0/5] - "Unlike Hydrotechs, Electrotechs rely entirely on technology to wield their magic. They have to draw energy from somewhere, and often carry batteries - sometimes entire magazines of them - to siphon energy from, storing it in their bodies for later use. I've seen them team up with experienced Hydrotechs to siphon energy from lightning storms on the surface - though I warn you now, this is a dangerous practice which is strongly discouraged. Electrotechs are spontaneous and flamboyant, witty and quick-thinking, but they tend to have trouble being serious when the situation calls for it."
Terratechs [0/5] - "Terratechs, the last of the four elemental magics, are the complete opposite of Electrotechs. They work with the earth, shaping it to their will - in fact, along with Spellweavers, Terratechs are why we have these subterranean networks we call cities. Their magic is powerful, but slower than other tech magic, and very difficult to use - Terratech magic is limited by the strength of the wielder. Strength-enhancing implants - as well as nano-enhanced body armour lends Terratechs the strength they need to use their magic effectively. This particular brand of magic-user tends to be down-to-earth and work well with planning, but have a hard time with spontaneity - so they are particularly at odds with Electrotechs."
Many of us - though not the majority, by far - are naturally talented at more than one of these types of magic...though I usually only see paired magics. Be prepared for a much longer training session if it's discovered you can use more than one type, as all of them take years to master, and paired magic is not simply black-and-white. Paired magic tends to blend together into one...meta-magic, if you will - for instance, a Hydrotech/Medic hybrid might be able to channel their healing better through water than other mediums. By that same token, I have never seen paired magics such as Pyrotech and Hydrotech in one person - likely, that would be impossible."