School
In Mystimon Saga, your school is your colour, chosen through the
Mystia Casting Feature. You gain additional spells and spell slots for your chosen colour.
Spirit
As a Spirit wizard, you master the arts of abjuration, divination, enchantment, and illusion. You hold great power over the mind and over the spiritual side of the magical world. It is said that telepaths are an evolution of Spirit casters. You add one 1st level Spirit colour spell to your spellbook. Choose one of the following: Protective Ward, Warped Terrain, Force Bolt, or Diviner's Sight as your School Spell.
Darkness
As a Darkness Wizard, you hold power over the dark and the shadows, and over death. Some say that Darkness magic is Black Magic, but they don't know the real intricate differences between them. You add one 1st level Darkness colour spell to your spell book, and learn the Call of the Grave School Spell.
Element
As an Element Wizard, you revel in the raw power of magic and of the primal forces of the earth itself, using it to create and destroy with ease. You can call forth the primal forces of fire and electricity to devastate your foes or to assist you in other ways. You understand that the most direct approach is the most elegant, even if the messiest. You don't have time to think it through. You must act now. Choose one of the following: Element-Flame or Element-Storm. You add one 1st level spell of the chosen school to your spellbook, and gain either Primal Bolt or Primal Flame as a School Spell.
Water
As a Water Wizard, you call upon the primal forces of the tides, the oceans, and the cold. You are versatile and adaptable. You are able to do things other wizards can not. You can heal or you can protect. You have a calm mind and think under pressure, and prefer to think through the situation before acting. Choose one of the following: Water-Hydro or Water-Frost. You add one 1st level spell of the chosen school to your spellbook, and gain either Depth Charge or Winter Blast as a school spell.
Light
You are a Light Wizard. You harness the divine magics of the light itself, and through it heal and protect your allies, or sear your enemies with the burning light. You are protective and have a selfless caring for others. You add one 1st level Light colour spell to your spell book. You learn one of the following school spells: Augment Summoning or Charming Words.
Earth
You are an Earth Wizard. You have power over the very earth and plants and trees. You can harness the restorative powers of the earth to heal and regenerate others, as well as to protect them. Nature is your calling and your ward. You add one 1st level Earth colour spell to your spellbook. You learn either Physical Boost or Hand of the Apprentice as a school spell.
Wind
As a Wind Wizard, you control the winds around you with great ease. You may even be able to fly. You aspire to the skies above. You control the battlefield with your wind powers to knock back and create invisible walls of air. You add one 1st level Wind colour spell to your spellbook. You learn the Air Cloak school spell.
Universalist Wizards (Not Available)
These are the most legendary and mythical of all casters. Wizards with power over all seven colours. But even further, they have unlocked the secrets of the mythical eighth colour: Rainbow. Many have tried. All have failed. It is impossible to truly master all of the colours because no wizard can even access more than two or three colours. Most can only master one. It is said in prophecy that when the world is in desperate need, one will arise with the power to control the eight colours and bring balance back to the Flow. But you doubt you will ever see this. Certainly not in your lifetime.
This option is hence unavailable in this setting.
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