The Wizard Council is an order of wizards that protect Anodia. They are the only wizards that have reached the 12th stage. There are only 7 wizards.
White
Description: The White Wizard is the head of the wizard council.
Class: 1st
Type: All types of magic
Name: Merimin Lightcaster
Class: 1st
Type: All types of magic
Name: Merimin Lightcaster
Red
Description: The Red Wizard is very, very powerful.
Class: 2nd
Type: All types of magic (mostly fire)
Name: Herenor Spellbane
Class: 2nd
Type: All types of magic (mostly fire)
Name: Herenor Spellbane
Blue
Description: The Blue Wizard can communicate with sea animals.
Class: 2nd
Type: Summoning, Healing, Elements (Water)
Name: Erendur Rainwielder
Class: 2nd
Type: Summoning, Healing, Elements (Water)
Name: Erendur Rainwielder
Grey
Description: The Grey Wizard knows much more than the other members, due to long hours in their library every day.
Class: 3rd
Type: Elemental (Air)
Name: Rolomir Ravenrider
Class: 3rd
Type: Elemental (Air)
Name: Rolomir Ravenrider
Brown
Description: The Brown Wizard can talk to animals.
Class: 3rd
Type: All types of magic
Name: Ruthlen Stormforge
Class: 3rd
Type: All types of magic
Name: Ruthlen Stormforge
Black
Description: The Black Wizard can summon the spirits of the dead.
Class: 3rd
Type: Necromancy, Healing, Summoning
Name: Sodrud Darkheart
Class: 3rd
Type: Necromancy, Healing, Summoning
Name: Sodrud Darkheart
Purple
Description: The Purple Wizard travels by becoming lightning.
Class: 4th
Type: Element (Lightning)
Name Lepher Riverfist
Class: 4th
Type: Element (Lightning)
Name Lepher Riverfist
The Spire of Carathalion
The Spire of Carathalion is the tower in which the Wizard Council rest in. It has 5 floors (the 3rd, 4th, and 5th all have charms placed on them to make them look bigger on the inside).
Here is a list of rooms:
1st Floor
Main Hall
2nd Floor
Library
Brown Wizard's Quarters
Blue Wizard's Quarters
3rd Floor
Training Hall
Purple Wizard's Quarters
Grey Wizard's Quarters
4th Floor
Black Wizard's Quarters
Weapons Room
Red Wizard's Quarters
5th Floor
White Wizard's Quarters
1st Floor
Main Hall
2nd Floor
Library
Brown Wizard's Quarters
Blue Wizard's Quarters
3rd Floor
Training Hall
Purple Wizard's Quarters
Grey Wizard's Quarters
4th Floor
Black Wizard's Quarters
Weapons Room
Red Wizard's Quarters
5th Floor
White Wizard's Quarters
Types of Magic
There are two types of magic: mortal magic and celestial magic. Mortal magic is the manipulation of the physical world. Celestial magic is the manipulation
Magic
Mortal magic has different branches. There is Elemental, Necromancy, Healing, Summoning (Illusions are a subcategory), Enchanting (Charms and Channeling are subcategories of this), and Compound (the mixing together of different magical energies to make a supercharged spell; also called Bending)
Elemental Magic
Elemental magic is, simply put, the manipulation of nature and its branches (Fire, Water, Earth, Air, Light, Lightning, Shadow). It is common for one to say that someone was born with a specific element, which is not true, but a person is born with strong potential for a certain element. One must master an element, but there is also a reason why all elements cannot be mastered: Magic changes all the time. Magical energies that flow through everything adapt and are warped until there is not much left of the original. The same core energy is there, but many things are different. This is what happened with Fiateth wizards.
Fiateth wizards are people who have mastered all the elements. There are only a few alive today because of the Great Purge, when Laecrone of Amara ordered the mass execution of all magic-users in the realm. Not many were of Fiateth then, as well, because it takes much effort to master one element, let alone seven. A few years after the purge, the few all-elementals left started to lose control of their powers because of the magical energy of the universe changing. Most died, but some managed to handle it before it consumed them.
It's been heavily debated what the most powerful element. Lightning and Earth are the most powerful, but some still argue that others are better. Unfortunately, Lightning is the most dangerous element. Young apprentices who do not yet have a handle on their powers sometimes wake up in bed, being shocked to the point of near-death. It takes great willpower to master it. Shadow is another rare element, as many people view this as the weakest element. If you learn to control it and use it to your advantage, you'll find it can actually be quite strong.
There are things called the Seven Virtues, each one belonging to an element:
Fire-Restrain
Water-Grace
Earth-Strength
Air-Intelligence
Light-Patience
Shadow-Humility
Lightning-Willpower
It is very, very hard to master an element without first mastering its virtue.
Fiateth wizards are people who have mastered all the elements. There are only a few alive today because of the Great Purge, when Laecrone of Amara ordered the mass execution of all magic-users in the realm. Not many were of Fiateth then, as well, because it takes much effort to master one element, let alone seven. A few years after the purge, the few all-elementals left started to lose control of their powers because of the magical energy of the universe changing. Most died, but some managed to handle it before it consumed them.
It's been heavily debated what the most powerful element. Lightning and Earth are the most powerful, but some still argue that others are better. Unfortunately, Lightning is the most dangerous element. Young apprentices who do not yet have a handle on their powers sometimes wake up in bed, being shocked to the point of near-death. It takes great willpower to master it. Shadow is another rare element, as many people view this as the weakest element. If you learn to control it and use it to your advantage, you'll find it can actually be quite strong.
There are things called the Seven Virtues, each one belonging to an element:
Fire-Restrain
Water-Grace
Earth-Strength
Air-Intelligence
Light-Patience
Shadow-Humility
Lightning-Willpower
It is very, very hard to master an element without first mastering its virtue.
Personality/Opposites
For a Fiateth wizard, the hardest and/or most difficult to use element is the one that is opposite to your personality (the virtue). For Iweth, it was earth. For Ocade, it was air. For Rashadax, it was shadow. For Rowena, it was Lightning
Also, sometimes, the hardest element was the one opposite to their element. The opposite of water is fire, the opposite of earth is air, the opposite of shadow is light, and lightning has no opposite.
Also, sometimes, the hardest element was the one opposite to their element. The opposite of water is fire, the opposite of earth is air, the opposite of shadow is light, and lightning has no opposite.
Stages of Wizardry
There are 12 stages of wizardry. Most wizards don't make it past 10.
Beginner
-1st stage
-2nd stage
Apprentice
-3rd stage
-4th stage
Practiced
-5th stage
-6th stage
Adept
-7th stage
-8th stage
Powerful
-9th stage
-10th stage
Master
-11th stage
-12th stage
Beginner
-1st stage
-2nd stage
Apprentice
-3rd stage
-4th stage
Practiced
-5th stage
-6th stage
Adept
-7th stage
-8th stage
Powerful
-9th stage
-10th stage
Master
-11th stage
-12th stage
Shadowdancing
Shadowdancing is a form of transportation exclusive to experienced shadow mages. It involves turning oneself into smoky shadows and flying in the form. It is world-renowned as the creation of Sodrud.
Realms
In Anodia, there are realms. They are listed here:
Ericia
Realm of: Magic
Population: 3,000,000
Races: Sorcerers
(Can only be accessed by sorcerers)
Population: 3,000,000
Races: Sorcerers
(Can only be accessed by sorcerers)
L'torum
Realm of: Luck
Population: 700,000
Races: Humans, Elves, Sorcerers
(In this land, luck varies all the time. Every day, someone has a different type of luck)
Population: 700,000
Races: Humans, Elves, Sorcerers
(In this land, luck varies all the time. Every day, someone has a different type of luck)
Fiaterreth
Realm of: Fiateth
Population: 900,000
Races: Sorcerers
(Only wizards live here. Opening a portal to Fiaterreth is the hardest portal-creating experience. Only extremely skilled wizards can)
Population: 900,000
Races: Sorcerers
(Only wizards live here. Opening a portal to Fiaterreth is the hardest portal-creating experience. Only extremely skilled wizards can)
Dale
Realm of: Evil
Population: 1,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000
Races: Orcs, Sorcerers, Trolls, Varawulf, Goblins
(The High Orc of Dale rules this land)
Population: 1,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000
Races: Orcs, Sorcerers, Trolls, Varawulf, Goblins
(The High Orc of Dale rules this land)
Arrci-arell
Realm of: Weapons
Population: 9,000,000
Races: Sorcerers, Dwarves
(This is the only known realm that dwarves and another race live together)
Population: 9,000,000
Races: Sorcerers, Dwarves
(This is the only known realm that dwarves and another race live together)
Osorad
Realm of: Forest
Population: 50,000
Races: Elves
(Known only to Elves, this sacred forest goes on and on forever)
Population: 50,000
Races: Elves
(Known only to Elves, this sacred forest goes on and on forever)
Aquan
Realm of: Oceans
Population: 2,000,000,000
Races: Sorcerers, Merpeople
(Only those who have the power to breathe underwater can live here)
Population: 2,000,000,000
Races: Sorcerers, Merpeople
(Only those who have the power to breathe underwater can live here)
Solaria
Realm of: Sun
Population: 700,000,000
Races: Sorcerers, Faries
(In Solaria there are no nights)
Population: 700,000,000
Races: Sorcerers, Faries
(In Solaria there are no nights)
Lunaria
Realm of: Moon
Population: 700,000,000
Races: Sorcerers, Fairies
(In Lunaria there are no days)
Population: 700,000,000
Races: Sorcerers, Fairies
(In Lunaria there are no days)
Elvenesse
Realm of: Elves
Population: 4,000,000
Races: Elves
( The City in Elvenesse is called the White City)
Population: 4,000,000
Races: Elves
( The City in Elvenesse is called the White City)
Traepakum
Realm of: Protection
Population: 12,000,000
Races: Humans, Dwarves
(At the end of the bridge, there is a portal back to Anodia)
Population: 12,000,000
Races: Humans, Dwarves
(At the end of the bridge, there is a portal back to Anodia)
Libero
Realm of: Knowledge
Population: 1 (The Spirit of Knowledge rests here)
Races: Nymph
(Libero has every single book or scroll in existence)
Population: 1 (The Spirit of Knowledge rests here)
Races: Nymph
(Libero has every single book or scroll in existence)
Caligon
Realm of: Sky
Population: 1,000,000
Races: Nymphs, Fairies, Humans
(Caligon's clouds are made of pure magical energy)
Population: 1,000,000
Races: Nymphs, Fairies, Humans
(Caligon's clouds are made of pure magical energy)
Arbora
Realm of: Trees
Population: 34,000,000,000,000,000,000 (34 quintillion)
Races: Elves, Humans, Nymphs, Fairy, Sorcerers
(Arbora goes on and on forever amongst the treetops, and there is no bottom of the trees. If one falls down, they get erased completely from existence)
Population: 34,000,000,000,000,000,000 (34 quintillion)
Races: Elves, Humans, Nymphs, Fairy, Sorcerers
(Arbora goes on and on forever amongst the treetops, and there is no bottom of the trees. If one falls down, they get erased completely from existence)
Aevius
Realm of: Time
Population: 1 (The Spirit of Memory)
Races: Fairy
(Aevius holds scrolls of everything and anything that has ever happened. Whether its a simple handshake between two nobodies or a war, it is recorded here)
Population: 1 (The Spirit of Memory)
Races: Fairy
(Aevius holds scrolls of everything and anything that has ever happened. Whether its a simple handshake between two nobodies or a war, it is recorded here)
Crystonia
Realm of: Ice and Snow
Population: 30,000
Races: Nymphs, Humans, Trolls
(Crystonia is known for their rare gems and minerals that rest in caverns)
Population: 30,000
Races: Nymphs, Humans, Trolls
(Crystonia is known for their rare gems and minerals that rest in caverns)
Hilaswat
Realm of: Sand
Population: 2,000,000,000
Races: Humans, Nymphs
(Hilaswat has the largest amount of sand magic-users in all of the realms and Anodia)
Population: 2,000,000,000
Races: Humans, Nymphs
(Hilaswat has the largest amount of sand magic-users in all of the realms and Anodia)
Drakon
Realm of: Dragons
Population: 4,000,000
Races: Humans, Elves, Fairies, Sorcerers
(The Realm of Drakon is filled with billions of dragons. It goes on forever)
Population: 4,000,000
Races: Humans, Elves, Fairies, Sorcerers
(The Realm of Drakon is filled with billions of dragons. It goes on forever)
Illithien
Tacatrell (First Wizard), Rashadall (Second Wizardess), Eokon (Third Wizard), Pillar of Balance
Realm of: Creation
Population: 28,000,000
Races: Elves, Humans, Dwarves, Nymphs, Merpeople, Fairies, Sorcerers, Orcs, Sorcerers, Trolls, Varawulf, Goblins
( In Illithien there is a temple, and inside is the Pillar of Balance, which keeps all of the realms and Anodia together. If the Pillar were to lost some of its power, the realms would break apart and all transport to and from them would cease. It would also affect millions of people. This hypothetical event is called Also, there are three wizards who keep the sky aloft with their powers and are cursed to do it for all of eternity)
Population: 28,000,000
Races: Elves, Humans, Dwarves, Nymphs, Merpeople, Fairies, Sorcerers, Orcs, Sorcerers, Trolls, Varawulf, Goblins
( In Illithien there is a temple, and inside is the Pillar of Balance, which keeps all of the realms and Anodia together. If the Pillar were to lost some of its power, the realms would break apart and all transport to and from them would cease. It would also affect millions of people. This hypothetical event is called Also, there are three wizards who keep the sky aloft with their powers and are cursed to do it for all of eternity)
All the twenty realms have a system. The system is like a clock.
All the realms go in order. Travelling counter-clock wise is impossible, and the further away your destination is down the clock, the longer it takes to get there. To get to Illithien it would take a half hour
The Charm of Power
Powers: Gifts the user with extraordinary magical power
No one knows where it came from, but that it teleports every minute or so
No one knows where it came from, but that it teleports every minute or so
The Lost Element
There is one power which only a few people have. Fiateth. It was modelled after the ancient Serelic word 'fya tyth' which means 'great elemental'. The 'element' is essentially just the power to hold all the elements at once. Someone can give their own Fiateth power to another person, but at the expense of their magic, as well.
Gwalieth Academy of Magic
Gwalieth is the most diverse academy ever. It is neck in neck with Ravenwood for being the most famous school in the world. It is in Amara. Wizards from the age of 13 can go (then schooling goes until 16). It has a total of 12 floors, 8,305 rooms, and 7,946 hallways.
Subjects:
(Subjects are dependent on what the person chooses to study. So, if they chose Healing, they would go to Standard Healing, or, if they were better, they would go to Advanced Healing)
Defence
Offense
Charms
History
Alchemy
Special Tactics
Technique and Style
Care of Magical Creatures
Optional:
Transportation
Apparation
Runes
Telepathic Magic
Telepathy
Advanced Means of Telekinesis
Standard Chronology
Advanced Chronology
Telekinetic Chronology
Divination
Crystal-Gazing
Advanced Alchemic Methods
Investigative Nature Studies
Demonology
Dragonology
Magical Bird Studies
Healing Magic
Undead Studies
Philosophic Flame Methods
Understanding Magical Energy
Experimental Sorcery
Magic Abjuration
Common Writings
Rare Texts
Flame-Based Divination
Water-Based Divination
Philosophy of Illusionism
Evolutionary Chronology
Standard Transfiguration
Advanced Transfiguration
Illusionistic Studies
Recent Discoveries in Magic
Alchemic Texts
Necromantic Studies
Advanced Magical Creature Studies
Dark Arts Defense
Flying
Arphenon
Diverse Studies of Races
Moon Magic Studies
Sun Magic Studies
Negative Energy Studies
Positive Energy Studies
Magical Object Studies
Natural Magic
Duelling
Modern Fashion
Ancient Fashion
Surface World Studies
High Energy Elementalism
Stealth Practices
Chameleonology
Inadvisable Duelling Spells
Study of Necromancy
Other-Worldly Studies
Study of Cursed Objects
Hermetic Spells
Curses
Blessings
Study of Other Magical Beings and their Properties
Study of Temporal Magic
Taxonomy of Aquatic Creatures
Taxonomic Studies of Plants
Low-Energy Blessings
Analytical Magic
Philosophy of Theoretical Magic
Study of Recent History
Philosophy of Time
Fashion Studies
(Subjects are dependent on what the person chooses to study. So, if they chose Healing, they would go to Standard Healing, or, if they were better, they would go to Advanced Healing)
Defence
Offense
Charms
History
Alchemy
Special Tactics
Technique and Style
Care of Magical Creatures
Optional:
Transportation
Apparation
Runes
Telepathic Magic
Telepathy
Advanced Means of Telekinesis
Standard Chronology
Advanced Chronology
Telekinetic Chronology
Divination
Crystal-Gazing
Advanced Alchemic Methods
Investigative Nature Studies
Demonology
Dragonology
Magical Bird Studies
Healing Magic
Undead Studies
Philosophic Flame Methods
Understanding Magical Energy
Experimental Sorcery
Magic Abjuration
Common Writings
Rare Texts
Flame-Based Divination
Water-Based Divination
Philosophy of Illusionism
Evolutionary Chronology
Standard Transfiguration
Advanced Transfiguration
Illusionistic Studies
Recent Discoveries in Magic
Alchemic Texts
Necromantic Studies
Advanced Magical Creature Studies
Dark Arts Defense
Flying
Arphenon
Diverse Studies of Races
Moon Magic Studies
Sun Magic Studies
Negative Energy Studies
Positive Energy Studies
Magical Object Studies
Natural Magic
Duelling
Modern Fashion
Ancient Fashion
Surface World Studies
High Energy Elementalism
Stealth Practices
Chameleonology
Inadvisable Duelling Spells
Study of Necromancy
Other-Worldly Studies
Study of Cursed Objects
Hermetic Spells
Curses
Blessings
Study of Other Magical Beings and their Properties
Study of Temporal Magic
Taxonomy of Aquatic Creatures
Taxonomic Studies of Plants
Low-Energy Blessings
Analytical Magic
Philosophy of Theoretical Magic
Study of Recent History
Philosophy of Time
Fashion Studies
Ravenwood Academy for Young Wizards
In Anodia, there is a school for wizards and witches called the Ravenwood Academy for Young Wizards.
Below is a list of classes:
Fire Sorcery
History
Light Sorcery
Advanced Charm Training
Standard Charm Training
Water Sorcery
Air Sorcery
Advanced Technique
Standard Technique
Earth Sorcery
Lightning Sorcery
Shadow Sorcery
Magic Channeling
Advanced Element
Defensive Charms
Offensive Charms
Alchemy
Fashion
Magical Creatures
Magical Plants
Flying
Magical Music
Apparation
Healing
Summoning
Enchanting
Fire Sorcery
History
Light Sorcery
Advanced Charm Training
Standard Charm Training
Water Sorcery
Air Sorcery
Advanced Technique
Standard Technique
Earth Sorcery
Lightning Sorcery
Shadow Sorcery
Magic Channeling
Advanced Element
Defensive Charms
Offensive Charms
Alchemy
Fashion
Magical Creatures
Magical Plants
Flying
Magical Music
Apparation
Healing
Summoning
Enchanting
The rooms inside are as follows: (there are 9 floors in total + 4 towers)
Main Hall (1st floor)
Light Wing (4th floor)
Water Wing (2nd floor)
Fire Wing (3rd floor)
Air Wing (1st tower)
Earth Wing (1st floor)
Shadow Wing (7th floor)
Lightning Wing (1st floor)
Courtyard (1st floor)
Training Hall (2nd floor)
Gardens (1st floor)
Light Defence Class (1st floor)
Water Defence Class (2nd floor)
Fire Defence Class (3rd floor)
Air Defence Class (7th floor)
Earth Defence Class (1st floor)
Shadow Defence Class (2nd floor)
Lightning Defence Class (7th floor)
Light Offence Class (7th floor)
Water Offence Class (4th tower)
Fashion Club (9th floor)
Library (4th floor)
Bathrooms (3rd tower)
Horse Keep (Under 3rd tower)
Dragon Keep (Under 2nd Tower)
2nd Arena (9th floor)
Fire Offence Class (9th floor)
Air Offence Class (2nd tower)
Earth Offence Class (1st floor)
Shadow Offence Class (8th floor)
Lightning Offence Class (4th floor)
Hall of History (4th floor) (hall with statues of famous historical figures and information)
Lookout Tower (3rd tower)
Magic Channeling Class (6th floor) (optional class that teaches wizards how to channel their magic through weapons)
Advanced Defence Class (5th floor) (optional class that teaches students how to better defend themselves)
Advanced Offence Class (6th floor) (optional class that teaches wizards more advanced offence against opponents)
Advanced Element Class (5th floor) (optional class that students how to control other aspects of their element (earth=metal, water=nature+body control))
Charms Class (5th floor)
History Class (5th floor)
Magical Creatures Class (1st floor(gardens))
Flying Club (1st floor(courtyard))
Magical Plant Class (1st floor(gardens))
Magical Music Club (4th tower)
Apparation Class (9th floor(for 15 and older))
Theatre (8th floor)
Grand Staircase (All floors)
Main Hall (1st floor)
Light Wing (4th floor)
Water Wing (2nd floor)
Fire Wing (3rd floor)
Air Wing (1st tower)
Earth Wing (1st floor)
Shadow Wing (7th floor)
Lightning Wing (1st floor)
Courtyard (1st floor)
Training Hall (2nd floor)
Gardens (1st floor)
Light Defence Class (1st floor)
Water Defence Class (2nd floor)
Fire Defence Class (3rd floor)
Air Defence Class (7th floor)
Earth Defence Class (1st floor)
Shadow Defence Class (2nd floor)
Lightning Defence Class (7th floor)
Light Offence Class (7th floor)
Water Offence Class (4th tower)
Fashion Club (9th floor)
Library (4th floor)
Bathrooms (3rd tower)
Horse Keep (Under 3rd tower)
Dragon Keep (Under 2nd Tower)
2nd Arena (9th floor)
Fire Offence Class (9th floor)
Air Offence Class (2nd tower)
Earth Offence Class (1st floor)
Shadow Offence Class (8th floor)
Lightning Offence Class (4th floor)
Hall of History (4th floor) (hall with statues of famous historical figures and information)
Lookout Tower (3rd tower)
Magic Channeling Class (6th floor) (optional class that teaches wizards how to channel their magic through weapons)
Advanced Defence Class (5th floor) (optional class that teaches students how to better defend themselves)
Advanced Offence Class (6th floor) (optional class that teaches wizards more advanced offence against opponents)
Advanced Element Class (5th floor) (optional class that students how to control other aspects of their element (earth=metal, water=nature+body control))
Charms Class (5th floor)
History Class (5th floor)
Magical Creatures Class (1st floor(gardens))
Flying Club (1st floor(courtyard))
Magical Plant Class (1st floor(gardens))
Magical Music Club (4th tower)
Apparation Class (9th floor(for 15 and older))
Theatre (8th floor)
Grand Staircase (All floors)
Galadrael Academy
The Galadrael Academy is one of the four schools of magic in Nothras.
List of Classes:
Fire Sorcery
Light Sorcery
Water Sorcery
Air Sorcery
Earth Sorcery
Lightning Sorcery
Shadow Sorcery
Alchemy
Charms
History
Standard Healing
Advanced Healing
Bending
Summoning
Enchanting
Fire Sorcery
Light Sorcery
Water Sorcery
Air Sorcery
Earth Sorcery
Lightning Sorcery
Shadow Sorcery
Alchemy
Charms
History
Standard Healing
Advanced Healing
Bending
Summoning
Enchanting
Winterblaze School of Battlemages
The Winterblaze School for Battlemages is one of the most prestigious schools in the world. It is situated in Amara, and is buried in the side of Winterblaze Mountain, which is where it got its name. Battlemages are confusing to many, as nobody knows quite what they are, but a Battlemage can differ in many things.
The Winterblaze School lets its students (which are only from ages 13-16) choose what type of Battlemage they want to be, and the classes are listed below:
Fire Sorcery
Water Sorcery
Earth Sorcery
Air Sorcery
Shadow Sorcery
Light Sorcery
Lightning Sorcery
Summoning Magic
Healing Magic
Necromancy
Enchanting
Compound Magic
Illusion Magic
Charms
Channeling
Use of Daggers
Use of Blunt Weaponry
Use of Swords
Use of Small Weapons
Use of Bows
Use of War Weaponry
Use of Ranged Weapons
Use of Heavy Weaponry (Battleaxes, longhammers, etc)
Use of Wenara
Flexibility and Movement Style
A student must choose three core subjects, one being their field of magic, the others being a weapon they want to use (or Wenara), and the only essential class is Flexibility and Movement Style.
There are 5 periods in a day, and the school week is from Monday to Friday. Each class has 3 periods a week in it.
In their 1st degree (13), a wizard will have their core classes and an elective, with each class having 3 periods in a typical week, which makes 12 periods in a week.
In their 2nd degree (14), a wizard will choose a second elective to go along with their core classes and other elective, making their typical week 15 periods long.
In their 3rd degree (15), a wizard can drop an elective, keep the two electives, change them, or even add more. Their week will vary from 12 to 25 periods.
In their 4th degree (16), a wizard can drop all electives or add more if they haven't already. A 4th degree wizard's week will differ from 9 to 25 periods.
The Winterblaze School lets its students (which are only from ages 13-16) choose what type of Battlemage they want to be, and the classes are listed below:
Fire Sorcery
Water Sorcery
Earth Sorcery
Air Sorcery
Shadow Sorcery
Light Sorcery
Lightning Sorcery
Summoning Magic
Healing Magic
Necromancy
Enchanting
Compound Magic
Illusion Magic
Charms
Channeling
Use of Daggers
Use of Blunt Weaponry
Use of Swords
Use of Small Weapons
Use of Bows
Use of War Weaponry
Use of Ranged Weapons
Use of Heavy Weaponry (Battleaxes, longhammers, etc)
Use of Wenara
Flexibility and Movement Style
A student must choose three core subjects, one being their field of magic, the others being a weapon they want to use (or Wenara), and the only essential class is Flexibility and Movement Style.
There are 5 periods in a day, and the school week is from Monday to Friday. Each class has 3 periods a week in it.
In their 1st degree (13), a wizard will have their core classes and an elective, with each class having 3 periods in a typical week, which makes 12 periods in a week.
In their 2nd degree (14), a wizard will choose a second elective to go along with their core classes and other elective, making their typical week 15 periods long.
In their 3rd degree (15), a wizard can drop an elective, keep the two electives, change them, or even add more. Their week will vary from 12 to 25 periods.
In their 4th degree (16), a wizard can drop all electives or add more if they haven't already. A 4th degree wizard's week will differ from 9 to 25 periods.
What a first degree schedule might look like:
What a second degree schedule might look like:
What a third degree schedule might look like:
What a fourth degree schedule might look like:
Other Elemental Aspects
Some elements have other aspects to them. They are listed here:
air-none
earth- sand, lava, wood
fire- heat, lava
water- nature
lightning- none
light-none
shadow-none
air-none
earth- sand, lava, wood
fire- heat, lava
water- nature
lightning- none
light-none
shadow-none
Flight
It is very rare, but sometimes, people are born with the power of flight. These are known as Sky Grazers, or in Draconic, Children of the Clouds.
Magic Energy
Magic energy is the thing that all spells and magical items are made out of. Normally spells come across as an element, but if you strip it down to the very core, the power of one weak spell is magnified tenfold and can be used as an almost nuclear bomb.
Books
Every wizard when first learning how to control their powers needs a spellbook. The Beginners Guide to Magic is used in most schools to teach students. Here is a list of only some (42 out of many more books) of all the spellbooks in Anodia (the rare and powerful ones are highlighted blue):
The Beginners Guide to Magic
A Standard Guide to Magic: Level 1
A Standard Guide to Magic: Level 2
A Standard Guide to Magic: Level 3
A Standard Guide to Magic: Level 4
A Standard Guide to Magic: Level 5
A Standard Guide to Magic: Level 6
A Standard Guide to Magic: Level 7
A Standard Guide to Magic: Level 8
An Advanced Guide to Magic: Level 9
An Advanced Guide to Magic: Level 10
A Master Guide to Magic: Level 11
A Master Guide to Magic: Level 12
A Manual of Light Magic
Water Magic and its Properties
The Red Book of Flame
The Shadow Magic Manual
Lightning Magic and More
The Book of Earth
Enchanting Spells, Charms, and More
The Powerful Magic of Lightning
A How To of Magic
Different Magics
Fire Manipulation
Water Manipulation
Fiateth: How to Become Proficient in Water when You're Better in Fire, Or Vice Versa
How To Enchant Objects: Level 1
How To Enchant Objects: Level 5
How to Enchant Objects: Master Level
Rock Hard: Earth Magic
Gusts of Magic: A Guide to Air
Memory Charms: A Guide
The Superspeed Manual for Beginners
The Air Guide
The Guide to the Wind Around Us
The Flight Manual
The Arcanarda Book of Magic (ark-an-arr-da) (most powerful book of magic ever!)
The Ultimate Spells for Level 10 and Above
The Silver Charms of the Wizard
The Power State: A Guide
The Supreme Book of Charms
A How To of the Element of Fiateth
The Beginners Guide to Magic
A Standard Guide to Magic: Level 1
A Standard Guide to Magic: Level 2
A Standard Guide to Magic: Level 3
A Standard Guide to Magic: Level 4
A Standard Guide to Magic: Level 5
A Standard Guide to Magic: Level 6
A Standard Guide to Magic: Level 7
A Standard Guide to Magic: Level 8
An Advanced Guide to Magic: Level 9
An Advanced Guide to Magic: Level 10
A Master Guide to Magic: Level 11
A Master Guide to Magic: Level 12
A Manual of Light Magic
Water Magic and its Properties
The Red Book of Flame
The Shadow Magic Manual
Lightning Magic and More
The Book of Earth
Enchanting Spells, Charms, and More
The Powerful Magic of Lightning
A How To of Magic
Different Magics
Fire Manipulation
Water Manipulation
Fiateth: How to Become Proficient in Water when You're Better in Fire, Or Vice Versa
How To Enchant Objects: Level 1
How To Enchant Objects: Level 5
How to Enchant Objects: Master Level
Rock Hard: Earth Magic
Gusts of Magic: A Guide to Air
Memory Charms: A Guide
The Superspeed Manual for Beginners
The Air Guide
The Guide to the Wind Around Us
The Flight Manual
The Arcanarda Book of Magic (ark-an-arr-da) (most powerful book of magic ever!)
The Ultimate Spells for Level 10 and Above
The Silver Charms of the Wizard
The Power State: A Guide
The Supreme Book of Charms
A How To of the Element of Fiateth
The Secret Library
The Secret Library is a library in Ryveen that holds some of the most ancient and precious books ever, including the Arcanarda Book of Magic. It remained hidden until Iweth, Andrilleth, and Eorling found it in the fourth era.
The Arcanarda Book of Magic
The Arcanarda Book of Magic is the most powerful book on the properties of magic ever found. The first would be the Compendium of the Arcane, written by Ocade. (it was written by Arborite Starshine and has 1272 pages) Here is a list of contents:
Foreword
Table of Contents
Shadow Section
-Offensive
-Defensive
Lightning Section
-Offensive
-Defensive
Earth Section
-Offensive
-Defensive
Air Section
-Offensive
-Defensive
Water Section
-Offensive
-Defensive
Fire Section
-Offensive
-Defensive
Light Section
-Offensive
-Defensive
Levitation
-History
-How to
Charms
-Offensive
-Defensive
Healing
-Properties
-Types
Summoning
-Creatures
-Objects
-People
-Illusion
Enchanting
-Channeling
-Charms
-How to
-Properties
Necromancy
-History
-Warning
-Life
-Death
Bending
-Manipulation
-What Not To Do
-Spells
Defensive Section
-Beginner
-Intermediate
-Advanced
-Expert
-Maximal
Offensive Section
-Beginner
-Intermediate
-Advanced
-Expert
-Maximal
Conclusion
Foreword
Table of Contents
Shadow Section
-Offensive
-Defensive
Lightning Section
-Offensive
-Defensive
Earth Section
-Offensive
-Defensive
Air Section
-Offensive
-Defensive
Water Section
-Offensive
-Defensive
Fire Section
-Offensive
-Defensive
Light Section
-Offensive
-Defensive
Levitation
-History
-How to
Charms
-Offensive
-Defensive
Healing
-Properties
-Types
Summoning
-Creatures
-Objects
-People
-Illusion
Enchanting
-Channeling
-Charms
-How to
-Properties
Necromancy
-History
-Warning
-Life
-Death
Bending
-Manipulation
-What Not To Do
-Spells
Defensive Section
-Beginner
-Intermediate
-Advanced
-Expert
-Maximal
Offensive Section
-Beginner
-Intermediate
-Advanced
-Expert
-Maximal
Conclusion
Spells
Spells are magical things that cause other things to happen. The caster can will them to do whatever they please.
The Temple of Omnipotence
The Temple of Omnipotence is a secret temple that holds the Light of Omnipotence, a source of power that will make one unstoppable.
Blood
In Sorcerer's, there is their blood. People who were born as two races (i.e. Iweth-Elf and Sorcerer) are called Red-Bloods, while people who were born as just a sorcerer (i.e. the White Wizard, Ocade), are referred to as Blue-Bloods. Blue-Bloods often have stronger magical abilities than Red-Bloods.
Runes
Runes create things. They are magic symbols that, when drawn, make magic things happen. They can also be recognized as words and letters, and can be read. Here are only some of the symbols: