

The different types of magic are based on different magical paradigms. Spells from one type - e.g., spells of effect - cannot be understood by mages of another type - e.g., mages of thaumaturgic schools. Special professions that use spells have also developed their own types of magic.
The arcane backlash of the Manifest Revelation and the Night Sun has caused all mage spells to have sensory effects. See the Samru House Rules for a description of these effects. See also The Effect of the Theophany on Magic for a brief theory about why the Manifest Revelation affected magic on Samru the way it did.
All mages start with 52 character points.
Schools of effect are the most common for humans in post-Revelation Cognoterre. They are centered around a mentor system and taught in most of the major universities. See the DM for a list of effect spells - they differ from the list in S&M. Access to a school of effect on Samru costs 10 class points each. Note that the ability to cast cantrips can now be bought as a nonweapon proficiency (see the "Samru House Rules").
Schools of effect spells are divided into "provinces" for wizards. The provinces are: Universal, Fire, Earth, Water, Air, Illusion, and Metamagic. The province of Death can only be taken by a Warlock, Witch (S&M p. 83) or Alienist (S&M p. 87), who has made a pact with some evil spirit in return for this forbidden and corrupting knowledge. Spells in brackets cannot be taken without the DM's permission. Intelligence bonuses to spell points should be used.
Non-mages may learn how to cast 1 first-level spell once a day as a 1st-level mage (that is, they learn one 1st-level fixed spell slot) by spending 9 weeks learning from a willing mentor. After this training, they must roll versus Int or fail to learn the spell. The spell is a 6 CP nonweapon proficiency, with a score based on base Intelligence. The character may only cast the spell once per day and must roll a successful proficiency check to do so. The character must spend time each morning to relearn the spell, just as a spellcaster. Only spells from the Universal school can be taught this way.
Clerics who have the wizardly priest ability usually buy their spells from the S&M schools listed in Appendix 3 (pp. 180-185). Clerics must consult with the DM before choosing this class ability to make sure the school chosen is appropriate to the deity.
Multiclassed mages can take spells from only the Universal province, unless they are thieves or assassins, in which they may choose to take spells from only the Universal province or from only the Shadow (S&M p. 184) school. Typically, guilds will specialize in one or the other, in which case the DM may determine the applicable school. Keep in mind the armor limitations for muticlassed mages (S&M p. 46).
Mages in Sacred Order Realms may either choose to be any sort of normal mage listed here (multiclassed, sorceror, specialist) or may be a witch, warlock, or alienist who worships and gains power from Shaitan. Most who worship Shaitan specialize in the school of Death, but may also choose to specialize in any single school listed in S&M Appendix 3 (i.e., such a mage will have access only to the Universal school on p. 180 and to one of the other schools in that appendix.)
Sorcerors may choose to specialize in any two provinces. They can use spells from those two provinces and the Universal province, but no others. One province must be considered "primary" and the other "secondary." Spells from the secondary school cost twice as many spell points to purchase as in the primary.
Specialists may only specialize in one province. They may use spells from that province and the Universal province, but no others. Specialists in Fire, Earth, Water, or Air have the elemental skills listed in DSE. Metamagic specialists have the high-level skills of diviners in S&M p. 17, Illusion specialists of illusionists, listed on S&M p. 17, and Death specialists of necromancers, listed on S&M p. 7-18.
Registered Mages in the Iron Autocracy have their faces tatooed in "clan sigils" that indicate what line of mageworking they descend from. These tatoos may be taken as "distinctive features," a disadvantage. Otherwise they may choose to be sorcerors or specialists as listed here.
Schools of thaumaturgy are splinter schools often derived from schools of effect. These skills tend to be confined to certain professions or peoples, who guard their spell lists assiduously. Access to these schools costs 10 character points each.
Astrologers (NPC) are usually found among humans in the Cognoterre, and tend to be private, sedentary sorts. They are played as in AQS (p. 40). They may be considered specialists whose specialist points must be hung; and free spells cannot be hung. Astrologers only have access to the Universal effect school.
Most Bards can only learn spells from Universal (S&M p. 80), Song (S&M p. 185), and Divination (S&M p. 181) schools. Bards from shamanistic societies can take spells only from Enchantment/Charm (S&M p. 181) and any one Element (S&M p. 183). Yuanu-ti bards can take spells only from Enchantment/Charm (S&M p. 181) and Illusion (S&M p. 182). Note the rules for bards in S&M p. 43, too. Bardic spells are taught them by their mentors.
Wild mages can only take spells from Universal (S&M p. 180), Invocation/Evocation (S&M p. 182), and Wild (S&M p. 185). Wild magic is taught by a furtive cult, and detested by most sane individuals. Wild mages are always Defilers (S&M p. 86).
Technarch (NPC) mages from the Iron Autocracy can only use spells from Dimension (S&M p. 184), Force (S&M p. 184), Mentalism (S&M p. 184), Alchemy (S&M p. 184), Artifice (S&M p. 185) or Geometry (S&M p. 185), and also have access to Universal. Technarchs are Channellers (S&M p. 80), making up in flexibility what they lose in spell selection. They may use the Clockwork Mage or Digitalogist kits from AQS. Technarchists are taught their spells by their caste-guild.
Thaumatarch mages are specialists in a school of thaumaturgy (philosophy, S&M pp. 16-18). Thaumatarchs must choose the Universal school and may buy other schools thereafter (only as schools of philosophythey may not choose schools of effect). However, because thaumatarchs are "the old guard," they must take the following disadvantage:-1 to 15 Thaumaturge: Unwilling to adapt to the new laws of magic, the persistent thaumaturges insist on using their old magical skills even after the Theophany. The magic is accessible, but at a cost. All spell points are doubled.
- 5 pts. for 1.5 times as many spell points.
- 10 pts. for 2 x as many spell points.
- 15 pts. for 3 x as many spell points.
Sha'irs may request any spell from the 1st- and 2nd-level lists of all provinces; any spell of higher level can only be requested if the sha'ir has personally seen the spell being cast by another (including priest spells). Sha'irs are only found on Moha, and use normal 2nd-edition AD&D and Al-Qadim rules for spell acquisition. Sha'irs pay 40 character points for access to spells.
Jackals are normally found only among Sati Rakasta, Sati Tabaxi, Tari and the NPC Abberant races. They are played as in the AQS (p. 63), able to steal only 1 fixed spell slot per level. Jackals cannot steal free slots. There are rumors that a type of Jackal has arisen among humans in Geronfrey, perhaps as a new mutation of the Contagion.
Mageweavers (NPC) are normally found only among Hutaakan, although there is a form of this class that weaves feathers which is found among the Aarakocra. They are played as in the AQS (p. 65) and can only weave spells from the Abjuration (S&M p. 180), Conjuration/Summoning (S&M p. 181), and Invocation/Evocation (S&M p. 182) schools. The spells are released if the weave is torn, after which it is useless (as scrolls). Mageweavers are born with their talent. There is some indication that Portraitists are a form of mageweavers who access the school of Dimension.
Mystics are normally found among bade'in, although some aseku and members of other races have also learned these skills. They are played as in the AQS (p. 66) except they can only learn their 1st-5th level spells from the School of Alteration (S&M p. 180), and no other. Sasiru Kian has several types of Mystics: Ascetics access spells from the school of Mentalism (SYM p. 184), Shadowbinders from Shadow (S&M p. 184) and Bloodcallers from Dimension (S&M p. 184).
Spellslayers (NPC) are only found in Sasiru Kian. They are played as in the AQS.
All spells are available from the DM. They are keyed as follows: T=Tome, AQ=Al-Qadim Handbook, AQS=Sha'ir's Handbook, GH=Golden Huzuz, SL=Secrets of the Lamp, SM = Spells and Magic, WH=Wizard's Handbook, NH=Necromancer's Handbook, FR=Forgotten Realms, DSH=Dark Sun Handbook (Dragon Kings), DSE=Dark Sun Elemental Handbook, D89=Dragon August 1989, D90=Dragon Oct 1990, D91=Dragon March 1991, D92=Dragon November 1992, UH=Unearthed Arcana, OA=Oriental Adventures, Wu Jen.







