[@Mr Allen J] Alright, there are two types of general magics: Primaries and Secondaries. You're born with your Primary, and you're stuck with whatever magic it is that you're born with. It's impossible to teach yourself out of it and into another one. Secondaries, on the other hand, you can learn, although they're inherently weaker than Primaries. You can have two Secondaries, and only one Primary. The Primaries are: Aquamancy: Control of water, ice, and, if you're skilled enough, blood. Aeromancy: Control of air. Pairs well with Levitation, as it allows you to fly. Pyromancy: Control of fire. Terramancy: Control of earth, plants, and wildlife. Trickery: The power of illusions and sleight of hand. Defense: The power of nullification and shielding. Runes: The power of runes/trap setting. Necromancy: Power over the dead, corpses and ghosts alike. [hr] The Secondaries are: Tracking: Find whatever you want, object and person alike. Levitation: The ability to levitate objects on a minor scale (no more than what you can logically lift), as well as yourself. Pairs well with Aeromancy. Illumination: The power to create a flashbang, light up rooms, and blind people temporarily. Magical Weapon Infusement: The ability to infuse magic into weapons, enchanting them. The ability given to the weapon depends on your Primary (i.e. a sword made by a Pyromancer would burn on touch). Blood Magic: Summon demons, safeguard against supernatural beings, bind creatures, and create wards. Familiar Conjuration: The power to draw a familiar out of a supernatural plane, taming it for your own use. You can have several set familiars, but only one out at a time. The largest familiars are usually the size of a large dog. Toxin Production: Produce various poisons and toxins from your pores. Shadow Step: Minor teleportation from one shadow to the next. Healing: The ability to enhance the natural healing of the body to supernaturally fast rates.