Black Magic covers a large variety of spells. The 4 unique magics under it are Ice, Darkness, Curses, and Necromancy. It shares Spatial-Time and Alchemy with other schools. The basic principle of Black Magic is to improve and prepare one's self enough so that one can handle any situation that comes their way. They strive to be as strong as possible so they never lose, even when they are outnumbered.
Darkness: Acid, Darkness, and Psychic-type spells
Ice: Ice, Snow, and Frost-type spells
Curses: Debuff and Binding-type spells
Necromancy: Necrotic, Spiritual Undead, and Physical Undead-type spells
Space-Time: Spatial, Temporal, and Gravity-type spells
Alchemy: Familiar, Transmutation, and Poison-type spells
Red Magic has Fire and Lightning Magic unique to it while sharing Earth Magic with Green Magic. The basic principle of Red Magic is adaptation to one's circumstances after the fact. They are survivors who learn from their losses and improve based on them.
Blue Magic has Water and Wind unique to it while sharing the sub-school of Space-Time with White and Black. Their basic principle is to adapt to their circumstances ahead of time. They are planners who figure out how they need to operate ahead of time and move accordingly.
Green Magic has Plant and Animacy unique to it while sharing the sub-school of Earth with Red Magic. The basic principle of Green Magic is adaptation to one's circumstances in the moment. They are constantly changing and impossible to predict due to how their magic works.
White Magic has Light, Holy, and Blessings unique to it while sharing the sub-schools of Alchemy and Space-Time. The basic principle of White Magic is to prepare one's group enough so that they may defeat any foe together. Their goal is to be strong enough as a group so that they can take on any enemy, regardless of strength and numbers.
- Light: Light magic is a special type of magic that resembles traditional elemental magic but it is tacked on with the light element, making most of these spells have two elements, if not being pure light elements
- Holy: Magic that is commonly used for Enchantments. This is based on the concept of things such as holy relics, holy water, holy ground, etc
- Blessings: Magic that mostly concerns support spells. These spells cover powerful barriers, healing, and enhancement spells
Arcane Magic which is general Magic that does not need affinity such as Magic Missles and Mana Shield. The study of Arcane Magic also includes runes(glyphs) which are used to enhance spells