The Six Schools of Sorcery

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The Six Schools are the organizations around which the principal magic-using traditions of the Merge Dimension are formed. They were founded in ancient times, when the Merge Dimension was one world rather than two, and suffered a decline when the worlds were split apart in order to keep the evil Enuo bound. The Schools were re-organized following the defeat of ExDeath, and became the basis for the magocratic government that now rules the Merge League under the leadership of Alkar the Black.

The Schools

Each of the Six Schools is a specialized field of magical discipline, dealing with a specific employment of mana-weavings. There is much that Merger magic shares in common with the spellcasting traditions of Crystal and Esper, though neither of those two dimensions' magical traditions are as strictly regimented and hierarchically categorized as Merge's Six Schools.

Black Magic

One of the largest and most prominent schools. As with Mysidian black magic, Merge black magic focuses on combat-oriented destructive spells, especially those which manipulate the Three Destructive Elements: Fire, Ice and Lightning. Black Mages also command some power over venoms and poisons, both magical and mundane, and are sometimes known to dabble in necromancy. On the Merge League's flag, the Black school is represented by a 12-pointed black star.

White Magic

Masters of the healing arts, White Mages focus on spells which heal wounds, cure illnesses and create defensive barriers. They also command holy energies in combat, and have a special suite of spells which harm the undead. In ages past, White Mages had unlocked the secrets of Life Magic -- spells which had the power to restore life to the dead -- but such magic has been forbidden by the Archmagi of this School for countless generations. It was, at one point, stolen by Black Mages, whose misuse of such magic spawned the dark necromancies now sometimes practiced by their destructive order. On the Merge League's flag, the White school is represented by a 12-pointed white star.

Red Magic

Red Mages are best known for their gaudy, bright crimson attire -- often consisting of a long red cape and a wide-brimmed, plumed hat. Red Mages are known to be able to cast many of the same spells as their Black and White Mage peers, but the Red Magic tradition is more than a simple expanded repertoire. The true talent of the Red Mage lies in the art of fast-casting. Red Mages learn, very early in their studies, to practice weaving the threads of mana at a pace much greater than is normal for most magical disciplines in the Web, and a Red Mage who is good at what he does can often chain two or even three spells together in the time it takes a normal wizard to throw out a single spell. In addition, most Red Mages take time to study basic combat training, which includes a regimen of fencing that has long been a traditional staple of the Red school. It should be noted that while the Red Mage can lob spells (both offensive and defensive) with great speed, and is generally hardier than the average Black or White Mage, Red Mages usually are not able to master the more powerful magics of either the Black or White schools -- such powers are only available to those who are dedicated to study within a singular school, and the Red Mages seldom have the patience to devote to anything outside of exercises to hone their fast-casting abilities. On the Merge League's flag, the Red school is represented by a 12-pointed red star.

Time Magic

The school of Time Magic is, perhaps, one of the most misunderstood and popularly misrepresented schools of magic in the Web of Worlds. Contrary to the accounts of certain OmniNet fiction writers, and other various sources, Time Mages cannot, in fact, travel through time. This school is perhaps more properly (though not as often) described as a school of dimensional or warp magic. Time Mages study the physical forces of the universe, and build their magical tradition upon the creation of methods to cheat the natural laws of physics. Forces of gravity and inertia, light and soundwaves, and limited manipulation of time-flow (such as by Haste or Slow effects) are the tools used by Time Mages in their spells. Their approach to magic and almost anything else is much more scientific than wizards of the other Schools. Ancient Time Magic legend holds that the very first and greatest Time Mage in the Merge Dimension actually developed spells which allowed for teleportation -- but such forbidden (and clearly impossible) magics are unknown to the modern Time Mage. Efforts to uncover these supposedly lost secrets have yielded devices like the Serpent Gate and the Merge League Time Magic Portals, but a non-artifact-based teleportation spell is still beyond the grasp of even the most talented Time Archmages. Likely, such magic is impossible and will never, ever be uncovered. Ever. On the Merge League's flag, the Time school is represented by a 12-pointed violet star.

Blue Magic

Blue Mages are also sometimes called Loremasters or Monster Hunters. They do not "study" spells in the same way that other wizards do. Rather, Blue Mages are naturalists whose spells are derived from the naturally-occurring, innate spell-like powers of certain animals and monstrous creatures. In the course of mastering their art, half of a Blue Mage's time is spent in the library, researching and cataloguing various creatures and their natural spells, with the rest of that time being spent in the field seeking out specific creatures to learn their magic. Blue Mages have always championed the cause of preserving local ecologies, for if nothing else the balance of nature and the environments where magical creatures thrive is the ultimate source of a Blue Mage's power. It must be noted that not just any spell can be learned and duplicated by a Blue Mage in this manner: Blue Mages can only learn natural magic, possessed innately by creatures who are naturally magical. So a Blue Mage could, theoretically, immitate a Baneling's ability to meld with shadows, but could not mimic a Black Mage hurling spears of ice at him. On the Merge League's flag, the Blue school is represented by a 12-pointed blue star.

Summoning Magic

One of the more difficult schools to follow, the Summoners (or Callers, as they are sometimes called) are specialized in the art of summoning Espers to do their bidding. The art requires patience and discipline, and of all the Six Schools of Merge has the most ritual and reverence associated with its practices. (although the Blue Mage's reverence for natural ecologies does sometimes come close) A fledgling Summoner will often begin his or her studies by crafting the Summoner's Horn: a piece of ritual headgear made by attaching a horn (or sharpened length of bone) to a crown or circlet. The horn segment must be procured by the prospective Summoner, on his own, with simple tools (most often a knife, a bow, a rope-net, a small hatchet and a quiver of arrows). It must be taken live; a dead horn or bone will not suffice. Once harvested, the bone is attached to the headgear and then bonded to the Summoner through the rite of initiation. From that moment forward, the Horn is the Summoner's channel through which he calls forth his Espers. Once the Summoner and the Horn are bound, so begins the Summoner's journey to aquire True Names. This quest will occupy the balance of the Summoner's career, and involves the seeking out of Espers (both on the mortal plane and in the Esper World) and requesting their service. Often such a request initiates a trial by combat; many Summoners perish in this way before learning to command their first Esper. But once an Esper is defeated (or suitably impressed) by a Summoner, he gives the Summoner his True Name (which is different from the name an Esper usually gives when interacting with mortals). Thereafter, the Summoner is able to call forth an Esper through invoking its True Name. On the Merge League's flag, the Caller school is represented by a 12-pointed green star.

Hierarchies

As with the wizards of Aryth, the Six Schools have a hierarchy with tiered-ranks (four, in this case).

  • Initiate/Apprentice: Mages of this rank have only just begun their study.
    • Black Apprentices are only beginning to learn command over the Three Elements
    • White Apprentices know basic wound-closing magics
    • Red Apprentices have not yet mastered fast-casting, but know a few apprentice-level Black and White magic effects
    • Time Apprentices are developing command over Haste and Slow spells
    • Blue Apprentices at this level are confined to researching the catalogues and bestiaries kept by their teachers
    • Initiate Summoners are embarking on the quest and ritual to create a Summoner's Horn
  • Mage: At this rank, a Mage has come into his own, and his mastery over his chosen school is more or less complete -- he is no longer considered a mere learner (though, at this stage, he is not yet permitted to take on apprentices of his own)
    • Black Mages are proficient, at this stage, with Fire, Ice and Lightning, and are free to pursue their continued studies as they choose. More erudite and exotic Black Magic effects, such as poison or sleep spells (or the taboo arts of necromancy) are pursued at this rank.
    • White Mages are learned in both healing and defensive magics at this stage. They are required to continue developing these abilities, but are generally free to pursue their studies as they choose from this point onward. At this stage, most White Mages develop their undead-harming magics, but are not yet powerful enough to command bending Holy-elemental energies to an offensive application.
    • Red Mages have begun to learn the art of the fast-cast. Their career from here on in will be a balance of researching and learning new spells and drilling constantly in improving their casting speed. "Quickdraw" contests between young Red Mages are common, and competition between individuals has historically cultivated some ridiculously fast Red Magi.
    • Time Mages at this rank have mastered basic time-manipulation effects, and are permitted to branch out however they please. Offensive gravity spells, as well as Regeneration magics, are commonly taken up right away by these wizards, though spells of invisibility, levitation and others become available to wizards at this stage.
    • Blue Mages at this level have likely gone out on their first monster hunt, and have aquired one or two Blue Magic spells. The kinds of spells retained by wizards at this level usually depends on the creatures native to the local environment, how strong they are and what magics they naturally possess.
    • Summoners of this rank usually have gained at least one True Name, if not two or even three. The pursuit of more Esper servants will dominate the Summoner's time from here on out.
  • Archmage: These wizards are considered true masters of their chosen schools. They have basically learned almost all there is to know about a given school, and for the first time are permitted (almost obliged) to take on apprentices.
    • Black Archmages must embark on a quest for "Meteo" in order to attain this rank. While not necessarily the most powerful spell a wizard can learn (spells like Ultima, Luminaire, Dark Matter and Balefire by far outstrip Meteo in terms of damage capacity), it is somewhat rare and difficult to aquire. There are several places in Merge where this spell can be learned, but they are obscured and the getting there is always quest-worthy in itself -- to say nothing of what guardians or traps await a prospective Archmage once he reaches the spell itself.
    • White Archmages, as with Black Archmages, must quest in order to attain this rank. The objective of the White Archmage's quest is the spell Holy, which turns holy energies into a powerful offensive weapon. Unlike Meteo, the spell is not hidden; rather, it is handed down from Archmage to Archmage upon completion of the quest. The quest itself is always specifically designed by a prospective Archmage's former teacher (or immediate superior) to test the White Mage's readiness for promotion. If the White Mage satisfies his Archmage superior, Holy is taught and the wizard is considered promoted.
    • Red Archmages must pass a "Trial by Duel" in order to ascend in rank. The duels are non-lethal, and are conducted tournament style among a class of anywhere from 30 to 100 prospective Archmagi. The top three duelists are promoted; the rest remain at Mage rank (but are free to vie for promotion again). The Red Archmages' Trial by Duel is held once every 12 years, though it may be called off or postponed by the Red Grandmaster if he believes the School requires no more Archmagi.
    • Time Archmages do not quest or duel for promotion. Rather, those seeking to rise to the rank of Archmage must demonstrate their understanding of Time Magic by preparing and defending a thesis dissertation. This dissertation must involve some compelling and insightful display and application of the science of Time Magic, and is judged by a panel of four Archmagi and the Grand Master of Time Magic.
    • Blue Archmages quest for their promotions, like Black and White Mages. The spell they seek is called "Grand Train," a lightning-elemental effect that is so rare that only a few species of creature in the entire Web of Worlds are known to possess this magic. Most creatures which have this spell are very powerful, and very dangerous. As with anything involving Blue Magic, this quest is inevitably equal parts research and fieldwork (perhaps with a slight bias toward research).
    • Arch Summoners duel for rank, as with Red Mages. The tournament pool of prospective Arch Summoners tends to be somewhat smaller than for Red Archmagi (generally no more than 40 per trial), and the duels are sometimes lethal (though quarter must be granted if it is asked for). At the end of the Trial by Duel, only one Arch Summoner is selected -- and that Summoner must go on to battle and tame Bahamut, the Platinum Dragon himself. The Trial by Duel for Arch Summoners is held once every 8 years, though this cycle can be adjusted as desired by the High Summoner.
  • Grand Master: These wizards are the leaders of their chosen schools, and as such there can be only one Grand Master of a given school at a given time. Prior to the rise of the Merge League, each school had its own method of choosing a Grand Master, but now the Grand Masters are always selected from among the pools of Archmagi by the Chairman of the Council of Sorcery.
    • Black Grand Master - the current Grand Master of Black Magic is Alkar the Black, founder of the Merge League and Chairman of the Council of Sorcery.
    • White Grand Master - Kellsig the White, brother of King Meldin Hasami of Surgate.
    • Red Grand Master - Sheevis the Red. Replaced Stantalias the Red at the close of the Leviathan War.
    • Grand Master of Time - Listener of the Clock. Replaced Tempis of the Clock after the failed Dornar's Coup.
    • Blue Grand Master - Tohm the Blue. A veteran Blue Mage; lead Merge League forces at the Battle of Atlantis, where he lost an arm to OmniSent Balefire weapons. He now has a Guardian-made cybernetic prosthetic.
    • High Summoner - Sendak the Caller. Replaced Dornar the Caller, after Dornar tried (and failed) to oust Alkar from power.