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Wizardry/Sorcery

There are several different, relatively unique, and highly contested schools of thought in the known realms with regards to the sagely topic of magic; the scope of its powers, it mystical source, and the method by which its forces are shaped and utilized. 
 
While the terms "spellcaster" or "magic-user" are used in generic terms to descrive a wielder of magical powers, most mages confer themselves special titles (see examples below: i.e. Abjuror, Enchanter, etc...) more apt to speak of the nature of their prowess.
 
Within the common lands of the realms there are many distinct schools of thought on the subject of magical prowess and properties; though countless other tales and thesis works also exist from far away lands, adding a chaotic mixture of affirmations and disparities between the works herein and the works of other sages.
 
The typical trademarks of a wizard's spellcasting ability are three distinct and counter-reliant features of their spells: Components, Vocalizations, Somatic Gestures.

The ideology of wizards,  is that there are mystical energies in every object surrounding us, living and dead, animate and inanimate. Through the use of specialized vocalizations, and somatic gestures these energies can be released from their respective objects and channeled through the caster. This method of spell casting requires large degrees of concentration, and an ample supply of various materials from which energies are to be released.
 
The objects that casters carry for the use of their spells are known as 'spell components'. In nearly every case the components is drained in the course of the spell casting, becoming a hollow husk of its former self, or disappearing all together during the culmination of the spell. In addition most all casters will use components that personify the desired effect of the spell, or embody a desired trait that the caster seeks to imbue upon himself or others. The caster will draw the energies from the object and use the somatic gestures to shape the effect of the spell to his or her will.
 
This form of casting, and school of study is perhaps the most difficult to maintain in adventuring circles due to the nature of a finite amount of components that can be carried, and the necessary concentrations in casting. Despite its drawbacks, however, this school remains one of the most popular due to the adaptable nature of the spells that can be channeled through the caster for a nearly inexhaustible variety of effects.
Many scholars have categorized mages from this school into further subcategories dependant upon their particular specialty or field of expertise. Such groups include: Diviners, Enchanters, Necromancers, Illusionists, Invokers, Transmuters, Abjurers, and Conjurers.
 
While bearing in mind that no stereotype is ever wholly correct, or true in all cases. These groups can be, in general, summarized as follows. Remember that these are general summaries and to assume that these traits are all inclusive within these groups is almost certain death as you underestimate the strength and cunning of these mages.
 
*other groups not listed below are rumored to exist. Though in the eyes of most scholars these rumors are considered folly or wild speculation at best.
 

 
Abjurers: These mages are a group specializing in protective spells. Spells used to prevent or banish some arcane or mundane effect or creature. They are often called upon to provide safety and solace in times of great danger. Other practitioners of magic who might be attempting particularly dangerous spells also call upon skilled abjurers to aid them.
 
Transmuters: These spell casters channel their energies to bring about changes in the properties of some already existing item, creature, or condition.
 
Conjurers/Summoners: These are mage's that bring something to themselves from elsewhere. Conjuration normally produces matter or items from some other place. Summoning enables the caster to compel living creatures and powers to appear or to channel extra planar energies through the wizard.
 
Enchanters: These spells cause a change in the quality of an item or the attitude of a person or creature. Enchantments can bestow magical properties on ordinary items, while charms can unduly influence the behavior of beings.
 
Diviners: These spells enable the wizard to learn secrets long forgotten, to predict the future, and to uncover things hidden or cloaked by spells.
 
Illusionists: These spells to deceive the senses or minds of others. Spells that cause people to see things that are not there, hear noises not made, or remember things that never happened are all illusions.
 
Invokers: These spells channel magical energy to create specific effects and materials. Invocation normally relies on the intervention of some higher agency (to whom the spell is addressed), while evocation enables the caster to directly shape the energy.
 
Necromancers: These spells deal with the dead; the restoration of life, limbs, or vitality to living creatures, or the rending asunder in numerous ways none of which are overly pleasant. While Necromancy is a small school, its spells tend to be powerful. Given the risks of the adventuring world, necromantic spells are considered quite useful. The harshest drawbacks to Necromancy are the social stigmas and the superstitious beliefs about its practices by those whom are without knowledge into the workings of arcana; while necromancers are very powerful few are any match for a mob of torch wielding villages driven mad with superstitious fear.
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