Categories of Magic

There are three major categories of magic: Artificery, Channeling, and Magery. Although these three categories are themselves extremely diverse, virtually all magic can be loosely fitted into one of them.

Artificery

From the creation of the simple globe of light, to the Great Vorpal blade of Gadzooks, Artificery deals with the creation of magic artifacts. Artificers are experts in the creation of magic items, and can make virtually anything they sets their minds on as long as they have the time, materials, and drive to complete the project.

However, they cast no spells. Artificers focus solely on channeling their energies into the creation of magic items. They do not use items as a focus; they create items that are self-functioning. These items can be used by anyone who can figure out their use, unless of course the artificer builds in restrictions.

Artificers are NOT the same as technomancers. Artificers enchant an item. Technomancers enchant a machine. Technomancy involves mixing magic with a functional device to enhance its capabilities far beyond the limits of its purely mechanical properties. The key difference in the function of a technomancy device and an artifact is that the magic of the artifact performs a function directly, while the magic of a technomancy device enhances existing mechanical function. The easiest way to tell the difference is that technomancy devices will have multiple, complex moving parts while artifacts will have none to at most a few simple moving parts. A flying carriage is an artifact; a winged mechanical horse animated and propelled by magic is a technomancy device. While Technomancy is a specialized subcategory of Artificery, a mage is categorized with the title referring to the devices he most often creates. This works well, as the two methods of utilizing magic and item require different modes of thinking, so few Artificers have the desire or mechanical knowledge to create technomancy while most Technomancers are too wrapped up in the wonderful complexities of their mechanical creations to bother with such trivial basics as simple artifacts.

Channeling

Channelers have no power on their own. Instead, they draw power and magic from another source. Sometimes this represents a natural affinity on their part for the source of their power. Examples of this include elementalists who manage to form a mystical link to one of the primordial planes and channel its energies. This is known as affinity-based channeling. Sometimes this represents a link forged with a mystical being. The most famous of these is the witch, who offers their services as a bound servant to a greater being of darkness in exchange for being granted the ability to manipulate a small portion of its power. This is known as pact-based channeling. The clerics of Helvetica Class deities are another example of pact-based channeling.

Channelers are often at odds with mages who view them as people who have taken shortcuts, and distrust the beings from which they draw power. While affinity channelers are mostly tolerated and lumped in with sorcerers, this attitude is very acrimonious towards pact-based channelers. Any statement that implies pact-based channeling as the source of a wizard’s power is often considered a mortal insult, and worthy of a duel to the death. Unfortunately for the rest of the channeling community, witches very much live up to this reputation, and are responsible for giving this whole class of magic users a bad name.

Magery

Also know as primary spell casters, mages are what most people think of when they think of magic. Mages manipulate magic energies through the use of incantations, or spells. This makes them the most diverse of all magic users, although the trade off is that they must expend a significant amount of personal effort for every scrap if magic they wield. Artificers require significant amounts of time and effort to create their items, but once made they can be used nearly effortlessly at will. Channelers have very limited sets of abilities, but they are almost always very potent, and can be accessed with minimal effort on the part of the channeler. Mages however, must expend energy and effort every time they cast a spell, plus all of the effort that it takes them to develop and master each individual spell. The upside is that with the right spell a mage can do virtually anything they want in a reasonably short amount of time.

There are two major classes of Mages: Sorcerers and Wizards.

Sorcery

Sorcerers channel and cast spells naturally, without the necessity of learning mantras and spell formulae. They rarely have to chant, and their spells are literally part of them, so they’re often extremely fast. For a sorcerer, it’s simply focus and release.

Many Wizards consider sorcerers to simply be environmental channelers, but this reasoning is erroneous. All magic users require background magical energy in the environment for their magic to function. Channelers have a specific thing or entity from which they draw their power. A true environmental channeler would draw their power from a specific part of the environment, say a particular forest. If that forest were lade to waste by fire or over logging then the channeler would lose all power. A sorcerer’s talents are their own. The upside to this is of course that they are often much faster casters than their learned wizard brethren are, but they rarely have a lot of diversity in their spells. Indeed, evolving new spells is a major undertaking for a sorcerer. Sorcery also cannot be taught. Either you have the abilities, or you don’t. A mentor can of course help guide one’s development, but no amount of instruction will allow one to develop the basic abilities if they’re not already present.

Wizardry

Wizardry is the most diverse and most famous of all of the magical disciplines, and is the one most think of in association with magical power. It is also the most learned of all of the disciplines, and embodies the idea that knowledge is power. Wizardry is learned magic. The advantage of wizardry is that anyone with a strong enough will, and the proper frame of mind can use it. The down side is that it is an incredible amount of work. It usually takes years of study and learning before a novice wizard is capable of casting even the most basic off spells. However, veteran wizards are beings of great power and knowledge. Of all the other disciplines, only Artificery comes close to the level of mystical education achieved by wizards. However, in the end artificers are often more intuitive, and technomancers must divide their focus between the arcane and the technological. Nothing is as knowledgeable about the realm of the arcane as a wizard.

There are two main ways wizards cast their spells. The first is by channeling through a conduit, or focus, and the second and most common is through direct manipulation. Conduit casters create a focus that holds the essence of their spells, and serves as a conduit that helps draw in and shape the energies into their proper shape for the spell being cast. Many wizards who use this technique use their own spell books for this purpose. A spell book so transformed is called a grimoire. The advantage to this method is that it makes the actual casting of a spell much easier, and drastically increases the amount of energy a single mage can handle. A conduit castor can cast as spells magic that a direct manipulator of equivalent skill would need to ritualize in order to be able to handle. The downside is, of course, that without their grimoire, a conduit castor is virtually powerless. Another disadvantage is that in order to cast a new spell, the wizard must not only learn it, but bind it into their focus as well. Also, because the grimoire holds power in its own right, it can be used by others, even against its own maker. Some grimoires are so powerful, that they can be tapped by anyone who can read them. A grimoire that falls into the wrong hands can cause unending amounts of trouble.

Direct manipulation evolves the mage directly manipulating the currents of magic with their own mind using the spell cadence as a guide to shape their thoughts and will into the proper format for each individual spell, and using their own bodies as the mystical conduit through which the energies are channeled. This takes incredible disciple, strength of mind, attunement of body, and is one of the most challenging methods of harnessing magic available. Despite this, it is a more common technique than conduit casting for the very simple reason that the mage needs nothing else beyond themselves to utilize their magic. A direct castor can use almost any bit of magic they know within a matter of seconds without any outside assistance. While it takes them more time to master spells and to train their bodies to handle the energy flow, no one can take their power from them without destroying their mind, and their ability to learn and developed new spells gives them an almost limitless potential range of capabilities that can be unleashed in a relatively short amount of time. A grand master direct casting wizard is literally one of the most individually powerful beings in the world.

Regardless of the method used to manipulate their spells, virtually all wizards follow specific magical traditions. In order for a wizard to cast a spell, or to bind it to their grimoire, they must have absolute certainty that it will work. The easiest way to have this certainty, is to have seen the spell function and to learn it from that caster. Thus wizard teaches wizard, and over time magical traditions, often known as schools of magic, develop. Magical Schools are like political parties. They evolve arbitrarily based on shared philosophies, and they always emerge and a few of them always become dominant. The reason for this is quite simple. A structured magical tradition with a shared underlying philosophy provides a basis for confidence in all spells created within that tradition. This process of institutionalization is a natural development of human interaction, and has its advantages even in magic. Mainly it creates institutional faith that spells that follow the accepted forms will work. This makes it easy for mages to develop and learn spells from each other, and through research. Another effect of these schools of magic is that they often develop some manner of specialization. This loses some diversity, but increases the efficiency and potency of spells that draw on the specialist tendencies that develop within the system. Note that unlike sorcery or channeling, these specialties are tendencies, and not absolutes. One of the strait disadvantages of this system is that it is very difficult for mages to learn spells from other traditions, which have different philosophies and techniques at their core. Some of the more specialized traditions have very strict philosophies behind them that make it impossible to learn magic from schools that contradict those philosophies.

Wizardry is so diverse, that very few individuals and schools can embrace the whole of it. There’s simply too much. This diversity, mixed with the development of schools of magic and general social and personal philosophies has allowed the cataloging of wizardry under certain “flavors” often identified by colors. Note: These “flavors” can be applied to artificery as well.

Red Wizards are the penultimate generalists in spell casting. These wizards summon a fireball, call a bolt of lightning, heal a wound, or call forth an elemental being to their service all with equal ease. However, even red wizardry has some specialist tendencies. Red magic philosophies tend to be really good at the direct manipulation of energy, and using magic to directly alter the environment. Red Wizards are also some of the most overtly scholarly of the wizarding world. Since they can master virtually anything, they tend to study virtually everything. Most structured mystical knowledge and history (such as that which this own article is based off of) has been created or compiled by red wizards. If you wish to focus on channeling magic into various forms of energy, such as fireballs or lightning bolts, or you wish to defy the laws of physics, such as fly or teleport, then you should look into schools of red magic.

The downside is that red wizards rarely develop much in the way of specialty spells, and are not known for much finesse in their spell casting. However, while learning specialty magic is difficult for red wizards, since their own philosophical base is so generalized there is rarely a fundamental contradiction to a specialty school that would outright prevent a spell from it being learned.

The two most prevalent schools of red magic available are the Greco-Roman tradition and the Nordic Tradition. With the spread and triumph of the Roman empire Greco-Roman based red wizardry has become the most common form of magic in the Western Hemisphere. The Norse traditions have all but died out; however they remain extremely potent among the few that keep them alive.

Most Red Wizards are direct manipulators, but there is a significant minority that does utilize conduit casting.

White Wizards focus on the manipulation of vital energies for the purpose of healing. A living, breathing biological being has several types of energies, some mystical some physical, that are vital for its living existence. White magic focuses on manipulating these energies together in order to efficiently repair, protect, and/or bolster living bodies. Because they concentrate so much on manipulating this entire sweet of energy along with their magic, they tend to be pretty terrible at manipulating magic by itself. They have almost no talent in environmental manipulation unless it is designed specifically to interact with living beings (such as protective spells). As causing harm to someone is often fundamentally contradicting to the underlying philosophies of white magic schools, combat magic is generally out for these mages unless it is stuff that is temporarily disabling and designed solely for minimal trauma pacification. The energies and philosophies of white magic are directly opposed to the philosophies and energies evolved in black magic and undeath. Since black magic and undeath are already hostile to all things living, white magic rarely has any special vulnerability to them. However, the reverse is not true. There is nothing as disruptive or dangerous to black magic or undeath as white magic. And unlike their prohibitions against harming the living and the innocent, most white magic philosophies demand the destruction of undeath and the counteraction of black magic influences.

While several schools of magic are capable of casting white magic spells, schools and mages truly dedicated to white magic are rare. The fault of this lies with the Romans. The Greeks had a strong white magic tradition, however the more aggressive Romans favored the combat power they could extract from Greece’s red magic traditions, and allowed much of the Greeks medical and white magic traditions to languish once they conquered the Greek City States. Greek white magic has survived, but just barely. The other major source of white magic schools was the Celtic culture prevalent through most of Northern Europe and the British Isles, which produced strong white traditions as subsets of the green magic they favored. However, the magical traditions of the Celtic culture were often strongly attached to their pagan religions, and were virtually whipped out together when Charlemagne sought to unite all of Europe under the Holy Roman Empire. Only a few small pockets of these traditions have survived into the modern age in isolated areas of Ireland, Scotland, and Whales and even then often only because its practitioners managed to divorce it from the pagan religions that were such magnets for persecution.

White magic schools are one of the few that tend to encourage conduit casting. This allows the mage to perform greater acts of healing, and makes it easier for others to access these curative powers. Both of these aspects are favored by the underlying philosophies of white magic. There are still a significant amount of direct manipulators as this technique assures that they are always capable of providing some significant “on the spot” treatment.

Black Wizards are among the most feared and reviled of all magic users, sometimes even more so than witches. While it is important to note that Black Wizardry is not inherently evil, it is a very slippery slope to stand on. There are two main classes of black magic: Necromancy, and Diablerie. Necromancy is the least morally corrupt to start with of the two, however it is usually very repugnant to the mainstream of most societies. Necromancy is the study of the ebb and flow of life energies. In this it is similar to white magic; however, unlike white magic necromancy includes what happens when life energy ebbs to null or even negative levels. Necromancy is capable of healing; however, instead of using magic to increase the flow of the subject’s natural energies like white magic, necromancy takes energy from someone else. This does not have to be an unwilling or fatal process for the donor, but it can. And because it can be both unwilling and extremely harmful, it introduces a dangerous element of temptation to place one’s needs and desires above the welfare of one’s fellow man. Also, because necromancy deals with the exiting of life, it makes it very easy to kill with it without leaving much of a trace. This makes it very popular with magical assassins, and just one more greased skid on the slide off of the moral slope.

Then of course, there’s the whole mucking about with undeath issue. Since undeath is not a natural state of existence in a living world, most of its forms are actively detrimental to the world and things that live in it. Necromancers who explore too deeply into the realms of the undead are doomed to be corrupted into evil. Ironically, those rare few necromancers who manage to keep their principles make some of the most effective undead hunters. This is because they have extensive knowledge about the secrets of their quarry, and it’s very easy for their magics to affect such creatures, even if it’s not as devastating as white magic.

Not counting the moral and social problems, the biggest downside to necromancy is that it requires extreme specialization. Necromancers spend so much time delving into the realm of death, that they have little time to study the ways of the living world around them. As a result, they have difficulty casting non-necromantic spells. While they can learn them, it’s just so much more difficult that they rarely bother. As well, the most potent of necromantic spells operate on philosophies so alien (and often repugnant) to most other wizards, that few outside of necromancers have the drive to master them.

The greatest school of necromancy ever to have existed in the world is believed to have been The Egyptian Tradition. For centuries, necromancy was a recognized and valued form of magic that predominated the casters of that empire. The truly amazing thing about Egypt was that despite their fascination with death magic, the ancient Egyptian empires were vibrant and living kingdoms that controlled their necromantic traditions rather than being controlled by them. The morals of ancient Egypt were far different from today’s enlightened standards to be sure, but still the average Egyptian necromancer managed to avoid outright evil in the practice of his magics. This is a feat that has never been successfully performed by any society before or since. Fortunately or unfortunately, take your pick, the magic of ancient Egypt has been lost to time. Much of Egypt’s culture, magic and original language (Hieroglyphics) was lost in a slow decline over time. The final blow came with the Roman sacking of Egypt resulting from Cleopatra’s disastrous affair with Mark Anthony. After that, nothing was left of ancient Egypt but ruins and collectors trinkets. Who knows how many bits of ancient necromantic knowledge lie buried away in museums across Europe, pored over by archeologists who have no idea of the value of what they hold. For good or ill, it is possible that the recent unlocking of the Rosetta Stone may allow some of this knowledge to be gradually reclaimed.

Because of the loss of Egypt, unlike most of the other traditions there is no group of dominant schools for necromancy. However, despite the destruction of the necromantic haven in Egypt, necromancy has survived. Necromantic traditions are passed on from master to student, in small cadres or cabals of necromancers that keep the art alive until their membership wanes away, only to be revived when some terminally curious soul unearths one of their tomes to start the process again. The current compartmentalization of necromancy is less of a burden to this form of magic as it would be to most others. Although often coupled with elaborate life after death religions, necromancy itself deals with the fundamentals inherent in life and death specifically without any religious connotations or worries about what may or may not exist in the afterlife. Since it speaks in a language of fundamentals, spells are often relatively easy to translate between schools. Special Note: This also tends to be true of White Magic.

Since their form of magic is so unpopular, most necromancers learn to operate in and with extreme secrecy. As a result, most of them distain having to have a physical tome that might betray them, and prefer direct manipulation so they can keep it all in their head. However, there are a significant minority that values the increased channeling capacity that comes with conduit casting and are willing to risk creating a grimoire.

Diablerie is the use of magic to bind demonic forces to one’s own will. Unlike the witch who draws their power directly from demonic creatures, diabolists use their own powers to bind these creatures to wield their powers on their controller’s behalf. The dangers of this are twofold. First and foremost, is that these creatures are despicably evil, and are masters at twisting the will of their controllers into virtually whatever they want it to mean. Therefore, regardless of the diabolist’s intentions, evil often flows from the creatures manipulated by their magic. Because of this, many mages reject the argument that Diablerie is not inherently evil. After all they say, if using this magic at all requires one to accept the potential that nasty things might slip out of control with every use, one is already accepting that the means justify the ends, and therefore one is already on the path to evil. Of course, one must believe that the ends do not justify the means to accept this argument… The second danger of this form of magic, is that it requires that the wizard communicate with these beings, who are masters at corrupting the unwary. The whispers of a demon often seem the height of reason, but those who are foolish enough to follow them often find themselves traveling to the depths of insanity and depravity.

Although demon summoning is the most common and well-known form of diablerie, it is not the only aspect of diablerie. Some diabolists also use their spells to steal power from greater demonic beings. This is even more dangerous than summoning for two very critical reasons. The first and most obvious of these is the wrath of the demon itself. They do NOT like having their power stolen from them by upstart mortal insects. While the spells of acquisition are well designed to baffle any creature’s attempts to track them back to their source, one slip in that area can lead to more trouble than the foolish diabolist can possibly imagine. The second danger is far more subtle and insidious. With the stolen power comes a small portion of the demons essence. This is unavoidable, as it is the nature of demons that their magic and their being are one in the same. This essence works to subtly influence and corrupt the wizard foolish enough to draw off its power. For this reason, a diabolist who uses this trick must be very careful how much power he holds at any one time. A diabolist who takes too much power at once can easily end up possessed. Little amounts can also be dangerous. Even a small amount of demonic essence can come to corrupt the wizard if held for too long. Some of the more devious demons actually propagate spells that draw off their power in order to corrupt such fools. Their implanted essence constantly whispering to the diabolist’s subconscious, egging him on to pull in more and more power, until they become the puppet of their former “victim.” Almost all those who practice diablerie for any length of time end up becoming witches or possessed monsters.

There is only one school of Diablerie. It uses its own symbology, but adapts to the wizards native language for casting. The fact that the core symbology of diablerie is identical no matter where it crops up has lead many scholars of magic to conclude that this branch of black magic was created and is propagated by demons themselves as a tool to snare unwary mortals. Most of those who accept this origin also point to it as proof that this is one form of magic that is inherently evil. Still, there are a few dangerously adventurous wizards who insist that one can use the tools of these creatures against them without themselves being made evil as long as they are careful. So far, all of these wizards have eventual been destroyed as monstrous villains…

Diabolists are preferred users of conduit casting. It helps them keep the demons at arm’s length and allows them more power with which to hold the monsters to their will. This is perfectly fine for the demons as well, as the resulting grimoire is a semi-permanent item that can very well go on to corrupt other souls even after its maker has passed or is destroyed. However, there are still a few individuals throughout history who have been depraved and/or reckless enough to use direct manipulation and dare to bring the corrupting influence of these creatures directly into their own body.

As a further note, the philosophical tenants of white magic are so at odds with the paths of black magic, that black mages cannot use them. In this it’s not so much the black philosophies exclude the white, it’s that the white philosophies exclude the black. Therefore no one who holds black philosophies as their primary can distance their minds from it sufficiently to delve into the methods of thought necessary to form white magic spells.

Green Wizards focus their attention and magic on interacting with nature and the living environment. The philosophy of interaction rather than manipulation of the living realm forms the core of green magic. Many other wizards claim that interaction verses manipulation is a matter of semantics. This kind of attitude only serves to prove that they are not green mages. Green magic spells prompt the natural world and its creatures to respond favorably to the wizards will, and to grant them favors, sometimes empowering said creatures to perform beyond their normal capabilities. One of the crucial tenants of green magic is that no creature or setting with which their magic interacts can be harmed or damaged. While some magic allows for permanent change to the environment around it, it is always minimally invasive, non-problematic to the inhabitants, and of so insignificant consequence that only the most detail oriented of beings might even notice it. Green Magic can be used to summon and interact with some creatures that would normally react negatively to contact with humans. The fae are an example of such a group of races. Most fae decry the use of magic that manipulates the natural world and its denizens, including them. However, the harmonious philosophies of green wizards tend to strike a chord with these enigmatic beings, and thus make green wizards one of the few mortal beings that can interact peaceable with the fae on equal terms. Green Magic works very poorly in urban areas, where there is little concentration of nature to come to the wizard’s aid. However, in rural settings every tree, animal, and blade of grass is the mage’s ally, waiting to be called upon in time of need.

Green Wizardry used to be the most common form of wizardry in existence. It was the preferred tradition of the Celtic cultures that dominated most of Europe and the British Isles. Green magic took its first serious blow with the Roman conquests. The Greco-Roman tradition emphasizes red magic, and although the captured populations were permitted to retain their religions and philosophies, the expression of their magic was as closely regulated as their arms. As a result, green magic was significantly marginalized. The death knell for green wizardry was the switch over to the Holy Roman Empire. The Holy Roman Empire sought to eliminate strife within its borders by standardizing religion and philosophy for its subjects. This, Emperor Charlemagne reasoned, would eliminate the primary sources of internal conflict from the people of his empire. Since the vast majority of green wizards subscribed to Celtic philosophies and religions, they were gradually stamped out in favor of Christianity and Greco-Roman Red Wizardry. Green magic was totally wiped from Continental Europe within two generations of the institution of The Holy Roman Empire, and Red Wizardry replaced Green Wizardry as the most dominant magical school. However, the Romans had never fully pacified Whales or Scotland, and they had left Ireland virtually untouched. The Holy Roman Empire’s influence over those areas was correspondingly weak, and it took many generations for Christianity and red magic to achieve dominance in these areas. As a result, a significant minority of green magic traditions managed to survive and adapt into the modern age in these areas.

Since Green Wizardry focuses on attuning oneself to the natural environment, and emphasizes intuition over scholarship, almost all green wizards utilize direct manipulation. There are a rare few, however, that occasionally gravitate towards using a focus as a conduit for their castings. There are no green magic grimoires. Instead, green wizard conduit castors chose a natural object, such as a stick or a stone, as their focus for binding spells. It is believed that the concept of magic wands originated with green wizards, although red wizards and artificers have since adopted these as well on occasion.

Blue Wizards are the wiz-kids of the magical world. Unlike the rest of the “colors” Blue represents a level and scope of talent rather than a philosophical and spell capacity affinity. Blue wizards are wizards with a knack for artifact creation. Normally, artifact creation requires a significant amount of time, resources, and specialized knowledge. Usually, only an Artificer has the time and expertise to devote to the creation of artifacts on a regular basis. A few wizards may construct an artifact or two to help with an important quest or critical event, but most Wizards never bother to make an artifact at all outside of those that chose to create a grimoire. Blue wizards, however, turn them out with ease. Since their main focus is on casting spells, they’re not as proliferate with them as Artificers are, but they could be. This is just one of the many examples of how blue wizards are naturally gifted in the magical arts. They learn new spells very easily, often in half the time as a normal wizard. They also tend to sail through their initial training, completing it in just a few short years as opposed to a half to a full decade. However, it should be noted that blue wizards a very rare. There probably aren’t more than a dozen worldwide at any given time. Simply because of their broad capabilities, blue wizards tend to be attracted to the broad base of red wizardry as their base school. However, they can be found in virtually any tradition if you look hard enough. Unfortunately, this does include black magic as well. Fortunately, since black magic is comparatively rare and blue mages themselves are very rare, black-blue wizards are almost unheard-of. They are, however, not unknown.

As is the case when combining most forms of magic, the results tend to be more spectacular than just the base components. What this means, is that the blue wizard’s command of spells gives them an insight into the greater workings of magic than artificers generally have. So when a blue wizard truly puts his mind to making an artifact, it’s almost always far more potent than what all but the greatest of artificers can accomplish. These are often referred to as True Artifacts, and are a cut above even the most potent of “normal” magic items. As most normal wizards rarely bother to invest the effort to create a magic item, most blue wizards never do bother to take the time to forge a True Artifact. Only a few ever delve this deep into item creation, and even then the one or two True Artifacts that they end up creating often represent the pinnacle of their magical career.

Most blue wizards tend to be very good at, and therefore favor, direct manipulation regardless of their school of magic. Hover, due to their skill at making magic items, it is not uncommon when they get near the end of their lives for them to make a grimoire as a means of preserving the magical knowledge that they have acquired and developed over the course of their career. Some of these are even fully independent grimoires, and as such are some of the most coveted and sought after magical artifacts in the world.

Purple Wizards are the true prodigies of the wizarding world. Purple wizards make blue wizards look normal and normal wizards look like rank armatures in comparison. Like blue wizards, purple wizards have a knack for artifact creation. Their forays into this art are pretty much exactly as they are for blue mages. Where purple wizards truly excel is in the flexibility of their thinking, and their ability to adapt to the different philosophies of magic. This almost always coincides with incredible linguistic abilities. Purple Wizards are masters at absorbing and learning new and complex cultures, and this extends into magical cultures as well. Where most wizards take five to ten years to finish their basic training, (and blue wizards take two to three) purple wizards often learn magic in months to a year. Often they can pick up new spells in only a day or two, and sometimes in a matter of hours if the spell is particularly simple. With these abilities, Purple Wizards have the ability to virtually absorb any school of magic with which they come into contact. Once they absorb the basic tenants of the new school, they can cast magic from it as easily as if they had been raised in it. As a result, purple wizards can learn almost any spell with relative ease. Because of this, Purple Wizards are sometimes referred to a True Red Wizards, as they truly can learn and cast any magic. Regardless of what type of magic they start out with, Purple Wizards eventually run the entire gauntlet. The only type of magic that they almost never become involved in is diabolism. Even the most ruthless and megalomaniacal purple wizards don’t use it, because for them it’s easier to create their own loyal minions than worry about keeping some demon whelp in line. Their interest is not in “barrowing” the power of greater demons, but in surpassing it.

If Blue Wizards are rare, Purple Wizards are almost unheard of. There may be only one in a generation across the entire world if that many. Purple wizards are always direct manipulators, as they can learn to channel a new spell faster than they can bind it to a grimoire.

Categories of Magic

Reichstag of Solace Genesplicer