Magic of the Druid:
Healing of wounds in humans, creatures, nature and the cleansing of dark magic from the land.
Manipulation and control of non-sentient plants, trees and other nature.
Ability to change the form of your body outwith the human species.
Ability to change the form of your body within the human species.
Creation of sentient plants and trees from non-sentient life.
Ability to feel emotions from creatures, humans and earth.
Affinity for using runes in rituals and on objects.
Manipulation of life at a biological level.
Affinity for elemental spells of all kinds.
Rituals of Nature.
Magic of the Battle Mage:
Affinity for spells that manipulate a small area of the earth of the battlefield.
Ability to manipulate the strength of the body and reinforce it with magic.
Ability to use blood to bind enchantments and even use it to lay them.
Affinity for spells to allow weather manipulation over a small area.
Affinity for using Norse Fire to write runes to utilise runic spells.
Affinity for creating offensive wards and magical defences.
Affinity for curses, hexes, jinxes and other combat spells.
Magic of the War Mage:
Ability to utilise siege spells to slight physical fortifications and obliterate wards and magical defences.
Ability to utilise battlefield spells to cause immense damage to formations of human fighters.
Creation of natural disasters over a small area, such as localised earthquakes.
Ability to manipulate the very form of the earth of a battlefield.
Affinity for curses, hexes, jinxes and other combat spells.
Magic of the Combat Mage:
Affinity for transfiguring inanimate objects to different inanimate and animate sentient forms.
Ability to manipulate the strength of the body and reinforce it with magic.
Affinity for curses, hexes, jinxes and other combat spells.
Affinity for 'dark' combat spells to maim and kill.
Affinity for elemental spells for combat.
Magic of the Enchanter:
This type of magical has evolved into the technomage who enchants non-magical technology.
Ability to give sentience to inanimate objects without changing their form.
Ability to imbue characteristics through magic into inanimate objects.
Affinity for using runes on non-sentient objects to add characteristics.
Affinity for creating wards and other magical defences.
Affinity for magically reinforcing physical defences.
Affinity for long-lasting curses held on a person.
Affinity for crafting artefacts and magical foci.
Necromancy of the Necromancer:
Risk of corruption to darkness and addiction to dark magic.
Ability to manipulate the physical remains of the dead.
Empathy with the dead and the ghosts of the dead.
Ability to physically interact with the spirits.
Magic of the Sorcerer:
Ability to completely take control of a human mind and the human.
Ability to implant subconscious suggestions in a human mind.
Ability to watch the memories stored in a human mind.
Ability to read the intentions of a human mind.
Affinity for wandless magic such as curses.
