Paladin Magic
Description: The light benders that uses a variety of magic to slay hellborn creatures and dark magic users who commit crimes. They use a summon spell to carry multiple amours on their person and use light magic in their weapons or bodies. Most Paladin rely on their weapons so if their blades were destroyed then they would be weakened. Paladin find it easier to learn white magic as both have similarities in mana nature required to use the magic. Paladin and Necromancers hate eachother and usually fight to the death.
Known Spells:
-Purge: A blast of solar light that does burn damage and can be fatal to dark magic bound creatures
-Armour Summon: Using a magic circle, a paladin can summon a set of armour he holds to wear. A normal paladin can hold up to 4 sets.
-Solace Barrage: A wide array of solar lances fired at a high speed that can peirce metals and some magical stones.
-Invisible: The caster bends light around his body to become invisible to the naked eye. However this can not hide magical signitures or body heat.
Necromancer
Description: These are usually quiet by nature and use magic for study and stay in seclusion. They use shadow mass magic that creates constructs like weapons, clothes and Armour. They also can summon shadow creatures into battle and were one of the first mages to create motion magic I.E Teleportation and the flicker ability. Although they are powerful, Necromancers are prone to light magic if they are weaker than the light wielder or sometimes they are vulnerable to their own magic if they can not control it.
Known Spells:
- Body Flicker: The caster sends magical currents to the feet and moves at high speeds. this looks like a teleportation spell when cast.
-Blade: The user gathers shadow mass to the dominant arm and forms it into a blade that they can hold or they bind the shadow to the arm and the blade is their arm.
-Wraith Claws: Like Blade, but the shadows do bind to the forearm and hands. It is shaped into long dark metalic-like claws.
-Shadow Summon: The caster can summon a creature that absorbed shadow mass into their soul. Now they serve their masters in battle.
Titan
Description: Titan magic is purely melee based attacks and spells, they also harden their own skin so they carry one of the most powerful defence style abilities known to magi. Some of them are known to be able to grow their whole bodies in a battle, during the last war they were the advance soldiers and played a HUGE part in winning the war. They are a proud race of warrior and take pride in every battle.
Known Spells:
-Elbow focus: The user focuses their magika into their arms and use their elbow to execute powerful blows.
-Recall: The caster can mimic an opponents melee moves and use them for their own. although the movement is the same, the power behind it is not.
-Astroid Thunder: The user will cast this spell in the air, gathering all their power into their dominant fist and come down onto their opponent like an asteroid.
-Enlarge: The caster can enlarge a body part to increase melee power but this might make movements slower unless the caster is skilled at Titan magic.
Cybus
Description: One of the only technological magics out there and a rare trade for now, Cybus magic allows the user to create automated systems that can fight for them and to process information like student details or current world affairs. They are naturally clever and are talented strategists.
Known Spells:
-Animus Hack: The caster sends a grey digital cloud at the opponent, if the opponent is weaker then they will given a fatal blow to the body, if the opponent is stronger or equal to the caster then a minor injury is made.
-Mecha Make: The caster created a bionic fighter out of surrounding materials. The Mecha will copy the casters movements and act like a puppet. The spell that holds the mecha together is as powerful as the user.
-Syncro-Face: The caster can create a computer screen in-front of them and use it to collect and analyse data. they can also scan allies stats and track them.
-Abala: A simple lightning strike that paralyses a target.
Azarian
Description: A lost magic which channels magic energy into special objects like a sword made from a fallen star, this certain sword glows white when Azarian magic is channeled through it. Originally the art was only known to one clan, but now over 30 users use Azarian magic.
Known Spells:
-Augmentate: The caster makes an animal construct out of their magika that fights for/with them. the size indicates its strength. The bigger it is, the harder it will be to take down.
-Flash fare: The caster waves their blade in an acr shape and enegy is shot outward in a cresent shape.
-Ugala Feikon: The caster channels their magika into a special object made for Azarian magic. It is possible to use normal items but it is not as effective.
Shade Magic
Description: A dark magic that branched off Necromancy and became a globally known evil magic. This magic involves possessing of other souls and altering them to become stronger. The downside to using this magic is the corruption of your own soul as this magic will kill the user at the approximated age of 47. For those who live longer than this are by far the stronger and choose to abandon their own bodies. this means that they are dead but alive within this reality. Only a secret circle of Magi can use Shade magic and they do not teach outsiders without a price to be paid.
Known Spells :
-Soul Reversal: The caster steals a soul from the target and over the period of a mounth, the soul becomes twisted and more powerful. It obeys the caster 100%.
-Body Flicker: The caster sends magical currents to the feet and moves at high speeds. this looks like a teleportation spell when cast.
-Blood Dagger: The caster creates a dagger out og his own blood that burns those who it touches.
-Avaugnate: The caster fires a red beam of light that causes all living things to ignite.
Blaster Magic
Description: A common magic used in the magic community. It is mostly offensive based magic that uses a casters hand or staff to project energy in different styles. The first to use this magic (Avi mercum) was able to destroy a mountain in one go.
Known Spells:
- FireBall: The user fires a fireball 2 meters in radius.
-Enkin: The user fires a blue beam of magic energy from the hand or from a staff.
-Haisu: The caster sends a green wave of energy that wounds the target
-Verilium Danku: The caster shoots a twisting balls of wind that explodes on impact. It then sends all objects and the target flying.
Beast Tamer
Description: Mages that use animals and beasts in combat. They will tend to bond with their creatures and use magical spells to enhance them and if needed summon them in and out of a temporal holding space. Another use of the magic is sacrificing a creature and to absorb it into your own soul. After doing so you can augment your aura and either re-created the animals using your aura or take on weaker traits of the animals. The known maximum number of souls a tamer can use are 8 but that is what a master tamer can achieve.
Known Spells:
-Beast Summon: The user creates a gateway from the chaos realm where their best will live. No harm can be done to them inside it and its waters have healing abilities. The beast's power is based on the bond between it and the Tamer.
Augment Beast Construct: The Tamer will create a living construct of a beasts soul he has absorbed. The constructs durability is based on the original and the Tamer. The Tamer can command it by thought or spoken words.
Augment Beast Mode: The Tamer augments the absorbed beast's traits for his own and can use them how he/she wishes. The traits they gain will be weaker to the original (not applicable with some beasts) but the Tamers own magic can strengthen them if the Tamer is powerful enough to.
Anamarian Magic

Description: Anamarian magic is when a caster creates an Armour out of his own aura, elemental magic and other magic energies. When a mage is training to use a certain Armour then they will only be able to create certain parts, until they can create a full set. Once a full set is complete, the armour can then be evolved into a crest which means it is mastered. An aura-based armour is an anamarian's ace in the hole sometimes as it can be the most powerful armour they have. However using the armour can kill them. A mage can only learn the magic through another anamarian or it run in the family. The Himura family are the only ones known to be able to have the power genetically so far.

Known Spells:
-Flame Armour: The user engulfs his body in flames, as the flames spread a physical Armour forms. The user magically enchants any normal weapon he/she touches with a flame enchantment.
-Crest of the Knight: Blue tattoos form on the users body when the spell is active that make fancy/gothic markings. This increases skin density and the user can use project a blue beam of energy from his hand or weapon.
-Animus cloak: A master spell that is invisible unless it is touched by an object or attack. The aura around the user hardens making them un-touchable. this Armour is as powerful as dragon hide.
Elemental Magic
Description: One of the most Powerful and famous mainstream magic. Elemental magic or Red magic uses either the surrounding elements or internal elements generated by mana. The caster can manipulate an element into a construct, fuse it into another object, fire it at an opponent and use them in many other ways. Any elemental mage can potentially use all 4 but it is usually the case that a mage will specialize on 1 or 2.
Known Spells:
-Firebolt: The basic fire attack that is simple and effective in battle. it can even be used to cook meat and light up a few enemies.
-Icy veil: The surrounding area is covered in a sheet of ice and the caster may create ice pillars anywhere in the area. This is an expert level spell and lasts as long as the caster has ice mana reserves (special ice mana).
-Elemental cloak: The ace in a master elemental's arsenal. the cloak spell applies to each of the 4 elements and a few other elements. When active, the element fuses to the user and takes on a form. Each element cloak is different in looks but all have the same effect. As an example the air cloak looks like a hood with 4 tails. The cloak acts like a catalyst and increases spell power. Therefore making master level spells easier to cast.
Healing Magic
Description: Known mainly as white magic, this is used to heal wounds and illness. Users use their own mana to restore another's mana reserve and use that to speed up the natural healing process. Only rarely can a healer directly heal another as this is often referred to as a holy light. It will be more powerful than normal healing methods and act faster. Healers tend to learn paladin magic or vice versa as both types are similar in the type of mana required to use the magic.
Known Spells:
-Healeos: The basic healing spell that heals minor injuries. The user places one hand over the injury and fills it with a small amount of their own mana which causes the wounds to close. The speed depends on the caster.
Abura: The caster creates an area bathed in a white light that speeds up all healing spells cast within it. It can easily be destroyed if the spell braking it is two ranks higher (novice,apprentice ,adept ect).
Vaalhar: The user creates a bright light from the hands that makes any undead creature to flee.
Druid Magic
Description: The ultimate rune magic users, they are few in number and reclusive people that practice their art in secrecy developing new magic for the sake of learning. They teach no one else but eachother to keep themselves pure. They use alchemy and rune magic mostly and use planted runes for traps in battle. They have been know to combine up-to 7 runes in one seal whereas a normal mage can combine 2 or 3. They brand themselves with fused runes on their bodies so when they use one of the fused runes, that runes properties become stronger. They also specialize in summoning creatures and chaos beings so they can fight without preparation (depending on the bound creature).

3 runes fused together which are branded on the druid "Alkeir the wise".
Known Spells:
-Beast summon: The user makes a contract with a creature and stores them in the chaos realm where all summon beasts live. They can transport the creature using a summon spell and materialize them infront of the caster. These creatures will serve the caster until the caster dies or that creature is a chaos being and a special contract is made.
-Universal canon: The caster draws five rune circles in the air and fires a huge concentrated beam of mana energy. This spell takes five minutes to prepare but the damage dealt is worth the risk in some cases. This is a master spell only a druid will know.

-Seven sage seal: One of the ultimate sealing spells, this takes seven members to perform the ritual. The target is places in the center of a complicated rune circle with seven smaller circles drawn on the edge of the bigger circle equally spaced apart. The seven are almost killed (some might die if they are too weak) and the target is sealed in a black crystal pillar stone that can not be destroyed by magic of another. Only a person who originally cast it or someone who has the same blood can release the target who does not age but will have no mana left in him nor can he normally regenerate more.
Sage Magic
Description: One of the oldest and legendary magics known to man. It exists in every universe in some form and only few know of it. This is sage magic. This is the source magic for elemental magic as it uses the first elements and augments them to synchronize with ones surroundings. One sage may exist for each element at a time. Elements include air/wind, fire, water, earth, ice, metal, lightning, aether, shadow, space and time.
Known Spells:
- Elemental cloak: When the spell activates, the chossen element will bond with the casters body to make a cloak (this can be in the form of tendrils, wings, an actual cloak with a hood) which amplifies elemental magic for that element. Depending on the user, the cloak can be held active for a long time but the potency will wear down.
- Halo Beam: The caster draws in all surrounding elements into a high pressure energy beam that is fired from a 3 layered rune circle (cast with the hands or sometimes the mind)
-Special summon: A sage may summon a guardian that is an embodiment of a certain element. Kujo the iron mallet (metallic golem) is one example of this and can be enhanced using metal magic.
Dark Eclipse Magic
Description: A twisted magic that is powered by moonlight. The caster charges their body with lunar light, this is what they infuse with their magic energy to use this magic. Once charged the caster can use twisted spells that made this magic infamous within Red Shield and its associating organizations.
Known Spells:
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Energy zap: The caster pulls on the energy of the target and absorbs it into their own magic energy. This takes time and the target (if skilled enough in magic control) can resist and break the spell. If the target is drained (after 3 posts roughly) then they will collapse and pass out.
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Lunar beam: The caster concentrates their lunar energy into a beam of light that can pierce holes in most materials. Ca not pierce through a few magic materials and it will struggle with magical barriers. Depends on the power of the caster
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Prism beam: The caster can create a magical transparent sphere around them which allies or targets can fire any type of magic at. The magic will fly into the sphere and the caster can use that magic, convert it into lunar magic and fire a powerful Lunar beam that is twice the size (usually) then it would be normally. The sphere can break if too many attacks are absorbed.
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Soul drip: A slow and painful spell. The caster draws a magic circle and places as many targets as needed for specific rituals. he caster will activate the circle and it will slowly drain the life force of the targets. The targets will feel a wave of pain wash over them slowly, it will build up for a while and continue until the spell is complete.
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Summon lunar entity: The caster must have drained thee life force of 3 targets for each entity. The caster draws a 15 meter diameter magic circle on the floor. Once the circle is active the life force will be sucked in and a lunar entity will come out of the circle. A lunar entity is atleast 20 stories high and has tough hide that only powerful magic and magic weapons can pierce. These entities are a mix between apes. wolves and have the roar of a jungle cat. Their hide is pearly white and they can fire Lunar beams from their mouths. The caster can give the creatures commands telepathically.
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Influence of the moon: The caster places a magic circle on the targets body and the targets magic will not wwork properly. Infact it will disobey its master and will either miss its target each time or backfire on its master. This spell can be broken if the caster gets damaged quite a bit, a druid can de-code the magic circles or the caster deactivates the spell.