Specialization: Forge master, War Mage, Alchemy, Battle mage, Warden, Healer, Crystal smithing, Mage Knight, and Necromancer
Hide Specialization: Light Master, Darkness Master, Creation Magic, Mage Assassin, and Rune smithing
Crystal smithing
Crystal Smithing is the art of refining mana crystals and harnessing their power, turning them into all-purpose tools. No specialization is needed to become a Crystalsmith, as any mage can become one as long as they have patience, precision, and steady hands. Crystalsmiths earn a good living, since mana crystals are highly volatile and the more powerful the crystal, the higher the risks.
Forge master
Forge Mastering is the art of enchanting items with magic. Forge Mastering is the specialization (along with War Mage) that requires the greatest mana capacity, and also requires proficiency in all 6 elements. Forge Mastered items can be imprinted by a user so that only they can use it, and a spell exists that can make apparent the link between the magic object and the person it's imprinted with.
Rune smithing
Rune Smithing is the art of creating and manipulating runes. Runes mithing is part of the preparatory phase in Forge Mastering and is performed either before or after the Bonding process. Normal Forgemastery is akin to fake magic, giving an object a spell that can only be turned on and off. Rune Smithing, instead, makes the enchantments work like true magic, giving their master the ability to activate, shape, and amplify the imbued spells at will. The runes also allow the wielder of the artifact to alternate between consuming their own mana, that of the pseudo core, or both, whereas regular artifacts can only feed off a fixed power source.
Creation Magic
Creation Magic is the apex of Forge Mastering, involving light and darkness. Creation Magic allows one to take apart an artifact without damaging any of its components. Just like light and darkness are two sides of the same coin, Creation Magic has its own counterpart in Chaos Magic.
War Mage
Sign in to edit War Mages specialize in the battlefield, particularly for sieges. Their spells typically use the air and fire elements to affect a large area at once and are known for their destructive potential.
Alchemy
Alchemy is the art of creating magic consumables. It is similar to Forge Mastering, but unlike Forge Mastering, Alchemy products are not meant to last, but prepared quickly and in large batches for an affordable price. Alchemic products are also one-use and cannot be recharged, but alchemical spells require relatively low mana. The main advantage of Alchemy over Forgemastering is that anyone, even non-magicians, can use Alchemy products, and for lower prices. A common example of Alchemy products are healing potions and magic wands for frontline soldiers, and physical/magical enhancement potions for mages.
Battle mage
Battle Mages are the typical mage and a jack-of-all-trades, able to hold their ground alone and support any teammate without needing help.
Warden
Warden Magic is a specialization involving the creation of arrays/magic formations. Wardens can conjure several kinds of arrays with any element, and can even alter the landscape. Wardens use runes to hold their energy and create extraordinary effects, though these runes are akin to ancient runes - ones visible to the naked eye and placed on the surface as opposed to the inside. Warden magic's greatest disadvantage is the long casting time for a single spell.
Healer
Healing magic is the practice of recovering injuries, lost limbs, lost organs, and revitalization. Tiers 1-3 mends broken bones and heals injuries, Tier 4 replaces lost limbs and organs, and Tier 5 deals with the study of life force. Becoming a fully fledged healer requires at least triple casting
Mage Knight
Mage Knights specialize in defense, their main role to buy their allies time to cast spells. Unlike Wardens, their skills are oriented towards covering a small area or a single target. Mage Knights are also trained in weapons such as estocs, rapiers, and swords. Most Mage Knights' spells are short ranged, but they only require one hand to cast, making their casting speed exceptionally fast. After Lochra Silverwing had spread her legacy, Juria Ernas' personal spells became the foundation of the Mage Knight specialization.
Necromancer
Necromancy is the art of creating Undead. Undead have a blood core instead of a mana core (the purer red/less black, the stronger the undead). A Necromancer's mark or the imprinting process is necessary as a safety measure but also as a way to feed the Undead through the caster's mana.
Light Master
Light Mastery is the secret art of using light magic on light magic to create hard-light constructs and is the only known method of allowing light magic to be used offensively. Light Mastery is achieved differently by each mage. A Light Master can achieve with elemental magic almost the same results of Spirit Magic by consuming a lot less mana. Light constructs aren't as studied as earth magic and require some time to fully form.
Darkness Master
Darkness Master is the secret art of using darkness magic to create shows and removing the destructive part of darkness magic by using light magic.
Mage Assassin
Mage Assassin is a hidden specialization derived from recreating Oghrom Gernoff-Myrok's personal spells with Silver Wings Legacy. While Mage Assassins and Battle Magic follow the same principles, a Battle Mage is flashy and fights on the battlefield whereas an Assassin is inconspicuous and their work takes place mostly inside opulent households.