Knowledge Lessons

Below are the guidelines for teachers to follow when leading a class and instructing characters on how to master a new ability, with the goal of maintaining a semblance of lore-accuracy and consistent methodology.

## Ability Stones

Ability stones are modified echo crystals, imbued with the knowledge of another person's expertise. These stones allow characters to cast specific spells without having or needing the acquired knowledge from that magick school.

Certain Stones are unlocked via progression with specific groups.

 Explosion

## Magick Knowledge

Magick knowledge typically has 1 self-study or tutoring session, followed by 6 classes to master each school of knowledge.

### Abjuration

(Special Thanks: Shouka)
Practical Application Exam:
1. Form a small one-use shield to protect yourself from a directed attack
2. Form a small one-use shield that protects another from a direct attack
3. Dissolve a level 1 enchantment or hex
4. Dismiss or banish a level 1 entity back to its realm
 **Class 2: Abjuration*** Abjuration is protective magick to ward against attacks, to dispel magickal effects such as enchantments and hexes, to prevent the casting of magickal effects, and forcibly dismissing demonics/elementals from this realm back to their own.
* Abjuration first and foremost is about speed. You need to cast faster than the attack strikes. You need to dismiss effects before they spread, and counter hostile mages before they finish their incantations.
* Such rapid thinking requires intense focus and attentiveness not only to your own aether, but to the aether of those around you and the environment.
* Abjuration requires you to keep your reserves of aether high, and be conservative with your casting. You are reactionary, because if you have no aether to form barriers or counterspell, and nowhere to draw it from, you've already lost the battle the moment it starts.
* Abjuration is used by city, royal, and military guards to protect citizens and VIP's. One of the main draws of this school is its ability to protect not just you, but those around you, and to prevent access to restricted areas, or ward off the presence of dangerous targets.
* Abjuration can sever the ties that allow a demonic/elemental to freely roam our realm, and force it back to their own realm.

Practical Application Exam:
1. Form a medium barrier to protect yourself or another from a series of attacks
2. Dissolve a level 2 enchantment or hex
3. Dismiss or banish a level 2 entity back to its realm
4. Form a medium barrier that protects a valuable object from a series of attacks
5. Form a medium barrier that prevents entry into a room by an intruder.
 **Class 3: Abjuration*** The nature of persistent magickal effects, and the method of using abjuration to disperse boons from hostiles and banes from afflicted allies.
* With more time and reinforcement, shields can become long-standing barriers, and structures and vessels themselves can be warded to bolster defenses.
* Those who rush into a situation without a level head are likely to trigger deadly traps upon themselves and allies alike. It is imperative to act swiftly during acts of rescue and infiltration, while always maintaining cautionary practices.
* Mages will want to be alert in regards to magickal effects that might trigger alarms, conjure projectiles, emit poison, release powders, summon restraints, erupt in explosions, or endless other possibilities.
* How to recognize signs of a hostile incantation.
* Methods to interject quickly to interrupt an incantation in progress.
* How to form and interrupt a hostile's forming aether with your own, disrupting a spell's flow and causing it to fall apart before it forms, or engulfing a spell as it takes shape with opposing aether to stifle its effect and cause the gathered and formed aether to disperse safely.

Practical Application Exam:
1. Form a large barrier to protect a group from a series of attacks
2. Form a large barrier to protect a structure from a series of attacks
3. Form a large barrier to protect a vessel from a series of attacks
4. Form a large barrier to protect several valuable items from a series of attacks
5. Dissolve a level 3 enchantment or hex
6. Dismiss or banish a level 3 entity back to its realm
7. Form a large barrier that prevents entry into a room from a group of intruders.
8. Dissolve the aether formation of an opposing caster before they can finish their spell
9. Dissolve the aether of a destructive spell before it reaches its target
 **Class 4: Abjuration*** Lesson to broaden one's wards into larger, more durable domes and barriers, that persist without the caster actively fueling them.
* Such barriers serve to protect structures and vessels from assault and siege.
* Such barriers serve to protect large areas where allies and civilians populate from sudden ambushes, falling debris, crash landings, mobile hostile entities, and so on.
* The most powerful wards will stand the test of time, and exist without the presence of their caster.
* Many of these barriers are created to keep something out, to sustain a structure's integrity over time, or to keep something in.
* The most heroic wards are those that save innumerable lives from catastrophic events and natural disasters.
* To endure the most unstoppable force, you must create the most immovable object.
* Even if your strongest ward crumbles and sustains damage and becomes destroyed, if it saves time for reinforcements to arrive, or for individuals to evacuate, then it was worth its investment and creation.

Practical Application Exam:
1. Form a huge permanent barrier to protect a group from an assault
2. Form a huge permanent barrier to protect a structure from an assault or entry
3. Form a huge permanent barrier to protect a vessel from an assault
4. Form a huge permanent barrier to protect a cache of valuables from an assault or theft
5. Dissolve a level 4 enchantment or hex
6. Dismiss or banish a level 4 entity back to its realm
7. Dissolve the aether formation of an opposing caster before they can finish their spell
8. Dissolve the aether of a destructive spell before it reaches its target
9. Form a huge permanent barrier to detain a monster

### Conjuration

Practical Application Exam:
1. You form your aether to manifest a small fragile critter (ex: mouse or crow)
2. You form your aether to manifest a small rudimentary weapon or tool (ex: knife or hammer)
 **Class 2: Conjuration*** Study of materials to understand their composition.
* Summoning objects without an understanding of its structure and components will result in weakness, malfunctions
* Summoning creatures without an understanding of anatomy can result in malformed parts and failing organs
* Spreading aether amongst several unique summons, instead of just one.
* Anchors are ritualistic coordinates formed by summoning circles, typically composed of numerous catalysts and components.
* Summoning beings from other realms is possible by creating a temporary anchor to the mortal realm, and inviting them through, or reaching out to such a being by name. Such anchors typically use components corresponding to the elemental plane being contacted (fire salts, ocean salts, mulched wood, fairy dust)
* Summoning can be used to beckon and manifest lost spirits made of soul aether, utilizing anchors typically comprised of bones, blood, feathers and other material with themes between life and death.
* Summoning can form aether constructs, homunculus or false creatures that mimic the real thing.

Practical Application Exam:
1. Manifest several small critters (a swarm of rats)
2. Manifest several small weapons or toolset
3. Manifest a more durable medium sized animal (ex: dog or black bear)
4. Manifest a more durable intricate weapon (ex: sword or gun)
5. Manifest a medium sized item (ex: a table or chair)
6. Familiar Crafting Event to summon a tiny to medium elemental familiar, and command it
7. Familiar Crafting Event to summon a tiny to medium spirit familiar, and command it
8. Familiar Crafting Event to summon a tiny to medium aether construct, and command it
 **Class 3: Conjuration*** Advancing into creating small structures, such as a cage or hut, or an impromptu wall, as a convenient way to rest and avoid the elements or danger.
* Reserving larger amounts of aether to expend on larger creations
* Reserving larger amounts of aether to expend on several creations at once

Practical Application Exam:
1. Manifest a small structure that stands on its own
2. Manifest several medium sized animals (a pack of dogs)
3. Manifest several weapons (a row of floating swords or a firing squad of rifles)
4. Manifest a large animal (ex: a brown bear or dire wolf)
5. Manifest a large item (ex: a bed or bathtub)
6. Familiar Crafting Event to summon a large elemental familiar, and command it
7. Familiar Crafting Event to summon a large spirit familiar, and command it
8. Familiar Crafting Event to summon a large aether construct, and command it
 **Class 4: Conjuration*** Expanding aether reserves to invest in medium structures, such as a house or tower.
* Likewise expanding scope of summoned items or creatures to be huge.

Practical Application Exam:
1. Manifest a medium structure that stands on its own
2. Manifest several large sized animals (pack of dire wolves)
3. Manifest a huge animal (a mammoth)
4. Manifest several large items (a row of cannons)
5. Manifest a huge item (a trebuchet)
6. Familiar Crafting Event to summon a huge elemental familiar, and command it
7. Familiar Crafting Event to summon a huge spirit familiar, and command it
8. Familiar Crafting Event to summon a huge aether construct, and command it

### Divination

(Special Thanks: Theo)
Practical Application Exam:
1. Perceive the lingering emotions within a room and vaguely interpret the last interaction that took place in that room. (ex: a crime scene or break-in)
2. Perceive the lingering emotions from an object and vaguely interpret the last interaction that took place with that object. (ex a murder weapon or abandoned item with unknown owner)
 **Class 2: Divination*** Introducing one or more basic divination methods, such as tarot cards, tea leaves, pendulums, dowsing, scrying.
* How to interpret symbolism and omens depending on the methodology.
* Interpreting predictions from tarot reading.
* Reading signs and symbols in everyday occurrences, such as those found in the leaves of a teacup.
* Discerning answers of a map utilizing pendulums.
* Locating valuables through the use of dowsing,
* Using reflective surfaces, water, or other mediums for scrying.
* Focusing the scope of your divination to a specific group of people.

Practical Application Exam:
1. Sense ill intent from a specific individual amongst a group, and prevent them from acting upon it
2. Locate a lost item
3. Locate a lost person
4. Chart a course to escape a maze or some similar puzzle room
5. Determine which path of many will avoid hazards
6. Decipher omen to determine event happening in an adjacent room
7. Decipher omen to determine event that will happen soon
 **Class 3: Divination*** Accessing the realm of thoughts and emotions for divination.
* Developing telepathic abilities or empathic connections.
* Exploring palmistry, the practice of fortune-telling through the study of the palm.
* Exploring physiognomy, the practice of assessing a person's character or personality from their outer appearance—especially the face.
* Reading into the signs and omens surrounding a specific individual, how fortuitous or unfortunate instances and interactions with animals give insight to their karmic status and their inner balance.
* Interpreting a person's habits, behavior, and body language, understanding that such ticks are signs of their past, and hints to their future.
* Perceiving how the environment around a person changes with their presence or absence, hinting to their current state of being.
* Combining these to predict the intent and actions of an individual, potentially for self-defense and/or security operations.
* Connecting with natural elements and energies for divinatory insights.
* Utilizing meditation and trance states for divinatory insights.
* Utilizing nature and animals to discern broader scope of events.
* Utilizing weather patterns to interpret changes in the environment as signs to aid in predictions.
* Utilizing astrology as a practice of divining via celestial events.

Practical Application Exam:
1. Sense specific ill intentions from a hostile, and avoid their attacks
2. Locate a series of hidden items
3. Chart a course to enter a maze or puzzle, obtain a lost person, and extract them safely
4. Chart a course to enter a maze or puzzle, obtain a stolen item, and extract it safely
5. Determine which path of many will avoid hazards to reach a goal within a time limit
6. Decipher omen to pinpoint where an event is happening in a specific nearby structure out of several
7. Decipher omen to determine where a specific event will happen soon and prevent it
 **Class 4: Divination*** Getting a much broader picture of events, such as reading the events that took place upon an open field, rather than a single room.
* Reading into the fortunes of an entire populace or location, rather than a specific group of people or crowd, such as predicting landslides, floods, wildfires, and other natural disasters.
* Perceiving movements on a grander scale, such as the mobilization of armies, rather than of a single person, either that have already come or gone, or are soon to be on the move.
* Applying divination in the context of battle and conflict.
* Predicting opponents' moves and strategies through divinatory methods.
* Enhancing combat abilities with foresight and strategic insights.
* Combining divinatory efforts towards the planet itself, reading the aetheric flows of the very planet to read its health and status, as well as its intents and actions.
* Reading into the imbalances of a landscape to discern the cause or when it occurred.
* Discerning the presence of too little aether or too much aether to predict catastrophes or approaching dangers.

Practical Application Exam:
1. Sense specific ill intentions from several hostiles, and avoid their attacks
2. Locate a series of hidden items under duress and time limit
3. Chart a course to enter a maze or puzzle with hostiles, obtain a lost person, and extract them safely
4. Chart a course to enter a maze or puzzle with hostiles, obtain a stolen item, and extract it safely
5. Determine which path of many will avoid hazards and hostiles to reach a goal within a time limit
6. Decipher omen to pinpoint where a series of events will happen in a several specific nearby structures out of several
7. Decipher omen to determine where a specific series of events will happen soon and prevent them
8. Provide intel to the intentions of an opposing group to aid an allied group to gain victory in a conflict.
9. Gain insight from Malm itself, such as the location of a hole torn into another realm,
10. Gain insight from Malm itself, such as a location siphoned of all its aether
11. Gain insight from Malm itself, such as a location heavily imbalanced with too much of one kind of aether.

### Druidcraft

(Special Thanks: Pixels)
Practical Application Exam:
1. Track a specific creature or group of creatures in the wild
2. Locate a specific plantlife
3. Calm a tiny or small animal
4. Command plantlife to unblock a path
5. Command plantlife to block a path
 **Class 2: Druidcraft*** Understanding the basics of aether/mana/ley and why we relate to it
* Forming a basis for communing and empathizing with the natural world around us
* Utilizing the senses to empathize with other living things, without relying on speech alone
* Understanding the sounds and body language of the beast
* Understanding the pheromones and positioning of plantlife
* Channeling your will and emotion unto another living creature

Practical Application Exam:
1. Determine the needs or motivations of nearby animals (fleeing from danger, lost or scared, hurt or frustrated, foraging, hunting, seeking water, seeking mate, seeking offspring, building nest, patrolling and protecting, asserting dominance)
2. Calm an agitated or hostile medium sized beast
3. Communicate with a beast and have it perform a specific task
4. Command plantlife to entangle a creature or person
5. Command plantlife to untangle a creature or person
 **Class 3: Druidcraft*** Sharing your aether/mana/ley with plantlife to treat malnourished or encourage growth
* Expanding repertoire of beasts, extending to rarer or more exotic creatures, and larger more dangerous creatures
* Granting boons to plantlife to be more lively and mobile than normal
* Implanting will into golems, formed from natural material

Practical Application Exam:
1. Heal a wilted plant back to life
2. Make flowers bloom or crops ready for harvest
3. Command plantlife to entangle a medium structure
4. Command plantlife to untangle a medium structure
5. Command plantlife to entangle or untangle several creatures or persons
6. Animate a minor flora, such as a shrub or small tree, to move freely on its own
7. Calm an agitated or hostile large sized beast
8. Golem Crafting Event to summon a golem, and command it
 **Class 4: Druidcraft*** Expanding the breadth and range of your abilities to manipulate flora
* Further increasing your experience and relations with the most major fauna that can be found

Practical Application Exam:
1. Nourish a wilted field back to health
2. Command plantlife to entangle or untangle several medium structures
3. Command plantlife to entangle or untangle a huge structure
4. Command plantlife to entangle or untangle numerous creatures or persons
5. Animate a major flora, such as a huge tree, to move freely on its own
6. Calm an agitated or hostile huge beast
7. Grant a beast the ability to temporarily speak
8. Grant a plant the ability to temporarily speak
9. Golem Crafting Event to summon a golem, and command it

### Enchantment

Practical Application Exam:
1. Write a sigil with aether-infused components upon a small object. When held, the object produces a small benefit to the holder, such as dulling pain, boosting confidence, or calming emotions.
2. Write a sigil with aether-infused components upon a small object. When activated, the object produces a small benefit, such as becoming lighter and easier to carry, becoming a light source, or changing color under certain conditions. (Dependent on caster's other schools of knowledge)
3. Discern the nature of a level 1 enchantment.
4. Unravel a level 1 enchantment.
 **Class 2: Enchantment*** Enchantments are stored spells that trigger effects upon objects and creatures. These effects are often boons or beneficial, and act in tandem with the will of the recipient.
* On its own, Enchantment is used only to alter senses and emotions. However, Enchantment can be combined with other schools of knowledge for more varied effects.
* They can sometimes exist unnoticed, but are often showy and aesthetic spectacles.
* Can be attached to any aetherical structure, such as the surface of a book.
* Reading and writing individual sigils that represent conditions, feelings, emotions, states, or other variables.
* Stringing sigils to read more specific effects, conditions, or triggers, similar to unique codes or ciphers.
* Shaping an enchantment visually with aether or aether-infused components, utilizing strings of sigils in varying combinations.

Practical Application Exam:
1. Enchant a medium sized object, weapon, or armor, with an emotional trigger or compulsion.
2. Enchant a medium sized object, weapon, or armor, with an effect from another level 1 or 2 school of knowledge you possess.
3. Enchant a surface that triggers an effect from another level 1 or 2 school of knowledge you possess.
4. Discern the nature of a level 2 enchantment.
5. Bypass an enchantment without triggering it.
6. Unravel a level 2 enchantment.
 **Class 3: Enchantment*** Identifying the presence of enchantments
* Uses for various enchantments in society (security, prisons, vaults)
* Enchantments, while more upfront than hexes, can still be used in combination with other schools of magick to dissuade actions or behaviors (ex: intruders or escapees triggering evocation or conjuration)
* Enchantments are long lasting, and can still be a present threat in long abandoned ruins or dungeons.
* Enchantments upon normal hostiles can turn even harmless hoppers into a significant threat, but removing the enchantments during or before combat can sway the situation.

Practical Application Exam:
1. Enchant a large sized object or vessel, with an emotional trigger or sense-boon.
2. Enchant a surface, object, or vessel that triggers an effect from another level 3 school of knowledge you possess.
3. Enchant an animal or person (up to large sized)
4. Discern the nature of a level 3 enchantment.
5. Bypass a level 3 enchantment without triggering it.
6. Unravel a level 3 enchantment.
7. Create an enchantment that does not trigger indiscriminately or randomly, but upon a specific trigger, such as a phrase, a keyword, or the presence of a specific element, weight, or blood type.
 **Class 4: Enchantment*** Preventative measures to avoid enchantment triggers. (avoid uninvited entries or narrow halls, unnecessarily touching or handling of unfamiliar objects, consumption of unfamiliar foods or drinks, sleeping on unfamiliar furniture or in unfamiliar rooms. Acknowledge long abandoned objects or structures.)
* Precautions when attempting to unravel your own enchantments, or another's, and understanding the complications that result from failing. (undesired or premature triggering of effects, shared effects, collateral damage, unperceived effects, etc)
* Bypassing an unperceived enchantment or destroying a perceived enchantment (destruction of surface or object the enchantment is resting on, disrupting the aether sigils/symbols/iconology weaved into a creature's aether)
* The practicality of moving an existing enchantment from one to another, preserving work and aether, rather than starting anew with forming sigils, gathering aether, etc.
* Maintaining the integrity of a enchantment when it is reformed upon or within another target.
* Safely and accurately interacting with enchanted objects to move the enchantment to another object.
* Safely and accurately delving into an enchanted creature to move the hex to another creature.
* Scaling an enchantment against increasingly larger targets, pinpointing where their aether flows most heavily, and weaving your enchantment to act as a core that siphons a portion of the target's own aether to maintain its required strength, duration, and magnitude.
* Large enchantment chains, a series of interwoven enchantments that chain from one to another, much like a cogwheel machine with numerous interacting parts (difficult to weave but also difficult to unravel)
* Core-Enchanting, enchanting a central aetheric point with distant far-reaching paths, such as a tree with extending roots that carry the effects of the enchantment outward.
* Fueling an enchantment in your absence, drawing from the aether of nearby surfaces, objects, or creatures, perhaps an artificial power source, a soul, or an imprisoned immortal or monster.

Practical Application Exam:
1. Enchant a huge structure that triggers an emotion or sense-boon to those inside the structure
2. Enchant a surface or vessel that triggers an effect from another level 4 school of knowledge you possess.
3. Enchant a huge creature
4. Discern the nature of a level 4 enchantment.
5. Unravel a level 4 enchantment.
6. Bypass a level 4 enchantment without triggering it.
7. Alter an enchantment.
8. Transfer an enchantment to a different target, without triggering, altering, or destroying the enchantment.

### Evocation

(Special Thanks: Shouka)

Practical Application Exam:
1. Form a tiny ball of elemental aether that sustains its shape when thrown until impact
2. Produce a tiny elemental effect (light a candle, make an ice cube, pocket sand)
 **Class 2: Evocation*** Understanding of the basics of the element. Its nature, how it comes to be, how it affects the world once it is forced into creation. (The fluidity of wind, the destructive nature of fire, the cleansing of water).
* Understanding the applications of your element

Practical Application Exam:
1. Summon and control a medium ball of an element with both hands without losing control, then dissipate it.
2. Form a medium ball of elemental aether that sustains its shape when thrown until impact
3. Produce a medium elemental effect (light a campfire, make a floor icy)
4. Defeat an elemental that is weak to your element
 **Class 3: Evocation*** Learn your chosen element’s limitations, its strengths and weaknesses, and how other elements react to it. For example, a hydromancy class may demonstrate how it drowns fire, and how electricity conducts it.
* Alternate uses of each element. Instead of simple projectiles, the mage learns to use elements to solve puzzles or surpass obstacles. (ex: using aeromancy to propel oneself, hydromancy to douse a blaze, umbramancy to snuff light sources)

Practical Application Exam:
1. Summon and control a large ball of an element with both hands without losing control, then dissipate it.
2. Form a large ball of elemental aether that sustains its shape when thrown until impact
3. Produce a large elemental effect (light a bonfire, freeze the contents of a room)
4. Use your element to counter another element
5. Use your element to surpass an obstacle and accomplish a task
6. Use your element to suppress an issue and accomplish a task
7. Defeat an elemental that is neutral to your element
 **Class 4: Evocation*** Pushing past limits to cast spells of increasing might.
* Ramifications and dangers of the overabundance of one element being introduced into an environment at a rapid rate, causing long-term aether imbalance and destruction to that environment.
* Utilizing elements in creative ways to surpass seemingly impossible scenarios (i.e. halting a flood as a pyromancer, or surviving volcanic activity as a cryomancer, or fighting a massive earth golem as an electromancer)

Practical Application Exam:
1. Form a huge mass of your element (tower of fire, icy meteor chunk, massive tornado) without losing control, then dissipate it.
2. Form a huge ball of elemental aether that sustains its shape when thrown until impact
3. Produce a huge elemental effect (light a forest ablaze, form a blizzard)
4. Use your element to defeat another Evoker
5. Use your element to accomplish a task before another Evoker accomplishes their task.
6. Work in tandem with another Evoker to defeat another pair or group's combination.
7. Defeat an elemental that is strong against your element

### Hemomancy

(Special Thanks: Princess)
Practical Application Exam:
1. Stem the flow of your blood from an open wound.
2. Manipulate your blood to temporarily coagulate and harden into the shape of a tool, weapon, or projectile.
 **Class 2: Hemomancy*** Anatomy of circulatory system, relating to blood flow, the heart and artery systems
* Using blood as a catalyst to rapidly move, transfer, or siphon aether.
* Focusing internally to quickly identify and sense one's own blood flow, becoming more aware of injuries as they happen, and sensing changes in one's heart rate.
* Using blood to maintain health, such as filtering foreign substances, like drugs or poisons, and rapidly clotting wounds.
* Using blood to enhance physical performance by increasing blood flow.
* Using blood to empower magick, rapidly fueling a spell with aether at the cost of your blood.
* The dangers of rupturing arteries, blood vessels and internal organs.
* Blood should be fresh, as aether dissipates rapidly from spilled and dried blood.
* A direct connection should be maintained between a hemomancer and their formed objects, to ensure their creations are fueled by fresh blood to maintain form and durability.
* Forming projectiles drains blood more rapidly, risking the effects of extensive blood loss. The size and weight of formed objects should be considered when expending blood.
* Hemomancy is often a forbidden magick due as it spreads fear or disgust from its horrific aesthetic and immoral implications.

Practical Application Exam:
1. Stem the flow of blood from another's open wound.
2. Utilize another's blood to temporarily coagulate and harden into the shape of a tool, weapon, or projectile.
3. Remove a substance from an individual's bloodstream.
4. Measure your stamina limitations, then increase your blood flow to push past your limitations.
5. Maintain an object made of blood for an extended period without passing out.
6. Utilize another's blood to fuel one of your spells from another level 1 or 2 school of knowledge.
 **Class 3: Hemomancy*** Expanding bloodflow into intricate shapes and larger masses.
* Connecting to the bloodstream of others to puppet their bodies.
* Siphoning from multiple sources
* Controlling the flow of blood unto multiple sources.

Practical Application Exam:
1. Stem the flow of blood from several others' open wounds.
2. Utilize blood to coagulate and harden into several tools, weapons, or projectiles.
3. Remove a substance from several individuals' bloodstream.
4. Measure another's stamina limitations, then increase their blood flow to push past their limitations.
5. Maintain several objects made of blood for an extended period without passing out.
6. Utilize others' blood to fuel one of your spells from another level 3 school of knowledge.
7. Utilize blood to create an obstacle, such as webbing or a wall.
8. Connect strands of your blood to the limbs of a corpse, and marionette its movements to perform a task.
 **Class 4: Hemomancy*** Creating more intimate connections that allow you to puppet the living while they're incapacitated and can't resist.
* Storing grand reserves of blood to achieve far-reaching effectiveness.

Practical Application Exam:
1. Stem the flow of blood from numerous others' open wounds.
2. Utilize blood to coagulate and harden into numerous tools, weapons, or projectiles.
3. Remove a substance from numerous individuals' bloodstream.
4. Measure several individuals' stamina limitations, then increase their blood flow to push past their limitations.
5. Maintain numerous objects made of blood for an extended period without passing out.
6. Utilize others' blood to fuel one of your spells from another level 4 school of knowledge.
7. Utilize blood to create large obstacles or several obstacles, such as a large webbing or a several walls.
8. Connect strands of your blood to the limbs of an unconscious creature, and marionette its movements to perform a task.
9. Connect strands of your blood to the limbs of an unconscious person, and marionette its movements to perform a task. (use NPC, or player with consent)

### Hexcraft

(Special Thanks: Hildebrandyr)

Practical Application Exam:
1. Write a sigil with aether-infused components. When touched, the sigil is consumed and triggers a brief surface level thought or emotion in the person who triggered it (sadness, anger, guilt, fear, hunger, confusion, arousal, curiosity, confidence)
2. Write a sigil with aether-infused components upon a small object. When activated, the object produces a small detriment, such as becoming sticky, creating a noxious odor, or slowing reaction speed. (Dependent on caster's other schools of knowledge)
3. Discern the nature of a level 1 hex.
4. Unravel a level 1 hex.
 **Class 2: Hexcraft*** Hexes are stored spells that trigger effects upon objects and creatures. These effects are often banes or detrimental, and act against or bend the will of the recipient.
* On its own, Hexcraft is used only to alter senses and emotions. However, Hexcraft can be combined with other schools of knowledge for more varied effects.
* They can sometimes exist unnoticed, often against the knowledge or will of the recipient.
* Can be attached to any aetherical structure, such as the surface of a book. (ex: Malm's twin moon, Lunus, the cursed blood moon, is a huge example that affects a great many.)
* Reading and writing individual sigils that represent conditions, feelings, emotions, states, or other variables.
* Stringing sigils to read more specific effects, conditions, or triggers, similar to unique codes or ciphers.
* Shaping a hex visually with aether or aether-infused components, utilizing strings of sigils in varying combinations.
* Ethics and legal ramifications. Learning hexcraft is not inherently immoral, as the knowledge is used to combat against hexes as well.
* Cursing Karma: The tendency for reckless hexers to become cursed themselves.

Practical Application Exam:
1. Hex a medium sized object, weapon, or armor, with an emotional trigger or compulsion.
2. Hex a medium sized object, weapon, or armor, with an effect from another level 1 or 2 school of knowledge you possess.
3. Hex a surface that triggers an effect from another level 1 or 2 school of knowledge you possess.
4. Discern the nature of a level 2 hex.
5. Bypass a hex without triggering it.
6. Unravel a level 2 hex.
 **Class 3: Hexcraft*** Identify the effects of a hex and commonly recognized strings of sigils used to form traps and tricks or pranks. (nausea, sensory loss, pain, exhaustion, structural sabotage, an effect relating to another magickal school, etc)
* Identify their presence. (discolored markings on surfaces, inconsistent dust on surfaces, decorations. especially new ones, that seem out of place, such as rugs or paintings.)
* Identify their symptoms. (erratic behavior, impulsivity, sudden change in routine, loss of memory, bouts of sickness out of the blue)
* Different hex-practices: shamanistic, arcane, religious, and occult.
* Giving voice to a curse: chants, prayers, and gestures as a catalyst to strengthen a hex's longevity.
* Using fine aether-infused catalysts, such as incense or candle smoke, blood or ink, crystal or mineral granules, ash or herbs to aid a hex's influence across larger objects, or upon living creatures.
* Making use of artistry to disguise blatant sigils into art, symbols, or iconology, as decorations when viewed from a physical perspective, or as manifestations of symbolic dreams or ideas when delving into someone's mind. (a visual of chains that wrap tightly around someone's locked memory, a grotesque monster that rewrites someone's perception of an individual, a room full of paintings of one individual to represent a forced fixation or obsession.)
* The use of symbolism, for instance, religious or arcane symbols.

Practical Application Exam:
1. Hex a large sized object or vessel, with an emotional trigger or compulsion.
2. Hex a surface or vessel that triggers an effect from another level 3 school of knowledge you possess.
3. Hex an animal or person (up to large sized)
4. Discern the nature of a level 3 hex.
5. Bypass a level 3 hex without triggering it.
6. Unravel a level 3 hex.
7. Create a hex that does not trigger indiscriminately or randomly, but upon a specific trigger, such as a phrase, a keyword, or the presence of a specific element, weight, or blood type.
 **Class 4: Hexcraft*** Preventative measures to avoid hex triggers. (avoid uninvited entries or narrow halls, unnecessarily touching or handling of unfamiliar objects, consumption of unfamiliar foods or drinks, sleeping on unfamiliar furniture or in unfamiliar rooms. Acknowledge long abandoned objects or structures.)
* Precautions when attempting to unravel your own hex, or another's, and understanding the complications that result from failing. (undesired or premature triggering of effects, shared effects, collateral damage, unperceived effects, etc)
* Options for bypassing an unperceived hex or destroying a perceived hex. (destruction of surface or object the hex is resting on, disrupting the aether sigils/symbols/iconology weaved into a creature's aether.)
* The practicality of moving an existing hex from one to another, preserving work and aether, rather than starting anew with forming sigils, gathering aether, etc.
* Maintaining the integrity of a hex when it is reformed upon or within another target.
* Safely and accurately interacting with hexed objects to move the hex to another object.
* Safely and accurately delving into a hexed creature to move the hex to another creature.
* Scaling a hex against increasingly larger victims, pinpointing where their aether flows most heavily, and weaving your hex to act as a core that siphons a portion of the victim's own aether to maintain its required strength, duration, and magnitude.
* Large hex chains, a series of interwoven hexes that chain from one to another, much like a cogwheel machine with numerous interacting parts (difficult to weave but also difficult to unravel)
* Core-Hexing, hexing a central aetheric point with distant far-reaching paths, such as a tree with extending roots that carry the effects of the hex outward.
* Fueling a hex in your absence, drawing from the aether of nearby surfaces, objects, or creatures, perhaps an artificial power source, a soul, or an imprisoned immortal or monster.

Practical Application Exam:
1. Hex a huge structure that triggers an emotion or compulsion to those inside the structure
2. Hex a surface or vessel that triggers an effect from another level 4 school of knowledge you possess.
3. Hex a huge creature
4. Discern the nature of a level 4 hex.
5. Bypass a level 4 hex without triggering it.
6. Unravel a level 4 hex.
7. Alter a hex.
8. Transfer a hex to a different target, without triggering, altering, or destroying the hex

### Illusion

Practical Application Exam:
1. Manifest a false image that is tiny or small. (ex: fake graffiti or a stationary cat)
2. Manifest an illusory scent.
 **Class 2: Illusion*** Focusing on superficial creations, where aether is invested less in substance, but in repeatedly triggering effects that trick the senses. (i.e. a glamorous gift-box with nothing inside)
* Creating glamours to adorn false clothes of aether.
* An illusion will fail without familiarity in what you're creating. (incorrect anatomy, wrong coloration, strange noises, awkward movements, stiff material)
* Being aware of surroundings and utilizing props, scenery, and individuals present as resources to change the scenario to your needs. (ex: false footprints, a distracting shadow, a fake door)
* Illusions typically do not stand up to direct scrutiny, as they are not physical in nature, and can be ignored once detected, or outright dispelled.
* Because illusions lack in substance compared to other aether-intensive schools of magick, they can readily be replaced or recreated, which can make them an annoyance when attempting to pursue the 'real' criminal down some back-alley streets.

Practical Application Exam:
1. Manifest a false image that is medium sized
2. Create a illusion that moves (ex: a wandering cat, or a guard on patrol)
3. Shift your illusion to appear as something else
4. Have an illusion trick an individual into making an incorrect decision
5. Have an illusion avoid detection
6. Distract or avoid detection utilizing an illusion.
 **Class 3: Illusion*** Adding more elements to make your illusions more soundly believable
* Increasing the scale of your illusions
* Adapting with combinations of illusions.

Practical Application Exam:
1. Manifest a false image that is large sized
2. Create a illusion that makes noise (ex: footsteps, yawn, instrument, bell)
3. Shift your illusion to sound different
4. Manifest an illusion that is only perceived by a specific individual
5. Have an auditory illusion trick an individual into making an incorrect decision
6. Have an auditory illusion avoid detection
7. Distract or avoid detection utilizing an auditory illusion.
 **Class 4: Illusion*** The most powerful illusionists are able to fool most of the senses, making it near impossible to tell reality without persistent anchoring of one's will to undeniable truths.
* The scale of illusion can expand as much as the caster's mind can multi-task, creating entire scenes, involving crowds and false surroundings.
* To someone trapped within an illusionists' territory, they might even begin to feel like they're dreaming, as scenes and people change on a whim, and the rules of the world begin to not make sense.

Practical Application Exam:
1. Manifest a huge illusion that alters the terrain
2. Manifest numerous illusions simultaneously
3. Create a illusion that can be felt (ex: texture, smoothness, firmness, softness, temperature)
4. Shift your illusion to feel different
5. Manifest an illusion that is only perceived by a specific individuals
6. Have a tactile illusion trick an individual into making an incorrect decision
7. Have an tactile illusion avoid detection
8. Distract or avoid detection utilizing a terrain altering or tactile illusion.

### Necromancy

(Special Thanks: Hildebrandyr)
Practical Application Exam:
1. Grant temporary false life to a tiny skeleton or corpse.
2. Communicate with a skeleton or corpse to ask questions. (note: if a body's soul aether has moved on to the spirit realm or has been stolen, there will be no answer)
3. Bypass a hostile lesser undead.

**Note:** A permit can be obtained from Avangate to teach and practice Necromancy legally.
 **Class 2: Necromancy*** Necromancy manipulates life and death, allowing one to converse with the deceased, to reanimate, form, or control the dead, to command, turn, or lay to rest undead, and to inflict or cure deathly afflictions upon the living.
* Such magick has varying effects on the living, dead, or undead, but has little effect on targets that are never ‘living’ nor ‘dead’, such as most dolls, machina, or other constructs.
* Reading and writing individual sigils that represent death and life, with constructive symbols, such as 'repair', 'fuse', or 'move', along with simple one-word commands, such as 'guard' or 'obey'.
* Shaping a spell visually with aether, or aether-infused components, using strings of sigils in varying combinations.
* Etching symbols onto bones or flesh, to fuse or stitch a body that has been torn, mangled, or decayed, to regain mobility, fine motor functions, or even speak. This is ever more important when fusing pieces of multiple bodies into one form. Symbols may also serve to infuse guidelines, to bestow the undead with purpose, loyalty, or instructions.
* Stringing sigils in ritual circles around the subject. Without proper care, lingering soul aether may trigger an undead to oppose being disturbed, often violently. Sigils aid in anchoring a body to sever attachments from their place of death or rest, and either calm or restrict retaliation.
* Dissolving sigils, stripping away their aether to cause an undead to become inert once more.
* A discussion of ethics and legal ramifications between exploiting the dead for personal use versus aiding the dead to find peace.

Practical Application Exam:
1. Raise a medium corpse into a skeleton or zombie.
2. Construct a medium undead out of several smaller undead.
3. Dissolve a medium undead's sigils to lay it to rest.
4. Remove rigor mortis from a target.
5. Inflict rigor mortis upon a target.
 **Class 3: Necromancy*** How to identify necromantic sigils or spells.
* Symptoms of undeath. (hatred of life, damaged by healing and light, partial or total loss of presence)
* Identifying types of undead. (zombies, arisen, skeletons, mummies, vampirics, etc.)
* The various states of mindlessness or decay in undead.
* Using fine aether-infused catalysts, such as blood, specialty ink, crystals, ashes, or salts to infuse your necromancy with additional energy, or to raise different kinds of undead.
* Utilizing exceptional specimens, such as strong beasts or former champions.
* Fusing multiple smaller creatures into one larger undead.
* Commanding your raised dead from long distances.

Practical Application Exam:
1. Raise a large corpse into a skeleton or zombie.
2. Construct a large sized undead out of several smaller undead.
3. Dissolve a large undead's sigils to lay it to rest.
4. Remove infections from a target.
5. Inflict infections upon a target.
6. Correctly identify the presence of necromancy (ex: accurately locate and dispatch an undead disguised and hiding among others)
7. Command your undead to accomplish somewhere else within the same region (failure may cause the zombies to forget their task, ignore your commands, wander off, then become hostile to you or your allies)
 **Class 4: Necromancy*** Feeding self-sustaining necromancy effects (Aether crystals, draining life force, feeding aether). Mortals regain aether naturally, whereas undead do not and need to be fueled to maintain locomotion and power.
* Maintaining control of minions for an extended duration, utilizing bare minimum functions and dormancy until needed.
* “Training” or altering a minion’s patterns of behavior, via adding or altering more complex strings of sigils upon their body.
* Draining and transferring aether from the living to fuel an undead.
* Recycling damaged or diseased minions, draining their aether for yourself to dispose of them, or combining them with others to form a stronger minion.
* Transferring afflictions from dead to living, or vice versa.
* Scaling necromancy against increasingly larger victims, befouling the lands with necromantic energies.
* Controlling undead minions from entirely different regions.
* Commanding numbers of undead creatures.
* Conquer death itself, through immortality, by becoming an undead monster, such as a Lich or Vampire.

Practical Application Exam:
1. Raise a huge corpse into a skeleton or zombie.
2. Construct a huge sized undead out of several smaller undead.
3. Dissolve a huge undead's sigils to lay it to rest.
4. Remove rot or disease from a target.
5. Inflict rot or disease upon a target.
6. Command your undead to accomplish somewhere else within a different region (failure may cause the zombies to forget their task, ignore your commands, wander off, then become hostile to you or your allies)
7. Alter a hostile undead's sigils to gain control of the undead.
8. Halt the rotting process of a corpse and transfer it to a target victim. (i.e. mummy rot)

### Restoration

Practical Application Exam:
1. Produce a tiny or small, short-range healing effect (ex: expel a bullet, seal a stab wound)
2. Produce a tiny or small, short-range mending effect (ex: fix a tiny puncture, mend a tear)
 **Class 2: Restoration*** Restoration utilizes aether to fill in the gaps that are missing in something's structure.
* Aether can be used to aid in restructuring damaged mass or material that has come apart, fusing or melding pieces back together, or creating replacements to replace what was lost.
* A deep study and understanding of anatomy is required to excel at Restoration, as healing without proper knowledge is akin to performing surgery blindfolded.
* Likewise, familiarity with engineering and various crafts is essential for mending more complex structures and objects.
* One may channel their aether upon a target, even at a distance, to mend or heal.

Practical Application Exam:
1. Produce a medium healing effect (regenerating a burn, reforming minor organ damage)
2. Produce a medium mending effect (reattach broken chain-mail links, unsplinter a rowboat)
3. Heal someone at medium range (6-12m)
4. Mend an object at medium range (6-12m)
 **Class 3: Restoration*** Reaching out towards several targets at once.
* Extending the range of your healing and mending.
* Increase your knowledge of anatomy to further repair critical wounds
* Increase your knowledge of various structures to mend more complex creations

Practical Application Exam:
1. Produce a large healing effect (reattach a severed limb, reforming major organ damage)
2. Produce a large mending effect (unmelt armor, reform a shattered wall)
3. Heal someone at long range (13-19m)
4. Mend an object at long range (13-19m)
5. Heal multiple people at once
6. Mend multiple objects at once
 **Class 4: Restoration*** Expanding your aura to effect all targets around you.
* Amassing immense knowledge and focus to completely restructure mass damage
* Increasing the intensity of your healing to rejuvenate entire battlefields.

Practical Application Exam:
1. Produce a huge healing effect (regrow a missing limbs or organs)
2. Produce a huge mending effect (re-erecting a crumbled tower, restructure a collapsed bridge)
3. Heal someone at an extended range (20+m)
4. Mend an object at an extended range (20+m)
5. Heal several people at once
6. Mend several objects at once

### Transmutation

Practical Application Exam:
1. Briefly alter the weight of a tiny or small object.
2. Alter the shape of 1 ond of material
3. Alter the shape of your nails, claws, teeth, or fangs.
 **Class 2: Transmutation*** Aether in the world can be manipulated, molded like clay.
* The aether in our own bodies can be utilized to alter ourselves to safe degrees.
* The aether in objects, specifically raw materials, can be molded the easiest, to form finished products and goods.
* Altering complex materials, such as mixed metals, is akin to sorting a spilled pile of sand and sugar that mixed together.
* Alterations will revert in minutes or hours as a result of soul aether re-balancing things back to their origin and expectations.
* Most alterations will be superficial in nature, but many provide an assortment of utility, such as needing to venture underwater or defend oneself while unarmed.

Practical Application Exam:
1. Briefly alter the weight of a medium object
2. Alter the shape of 5 ond of material
3. Combine 5 ond of material to make an item
4. Form gills, webbed fingers, claws, fangs, horns, or spines
5. Harden your skin to scales or bark
 **Class 3: Transmutation*** Handling greater volumes and mass of materials
* Understanding the idea of equivalent exchange on a heftier scale
* Increasing the scope of altering size and scale of densities

Practical Application Exam:
1. Briefly alter the weight of a large object.
2. Alter the shape of 25 ond of material
3. Combine 25 ond of material to make an item
4. Harden your skin to stone or metal
5. Increase or decrease your size
 **Class 4: Transmutation*** Further expanding your manipulation of your body, the bodies of others, and pushing the limits to the amount of material and mass you can reshape.

Practical Application Exam:
1. Briefly alter the weight of a huge object.
2. Alter the shape of 100 ond of material
3. Combine 100 ond of material to make an item
4. Increase or decrease yourself two sizes
5. Increase or decrease another in size

## Unaspected Abilities

### Aether Sight

* Aether is created naturally in the body, and flows in and out, is reserved as mana pools, and makes up one's soul aether.
* Aether can be manipulated, transferred, siphoned, formed, and spent for many effects. Aether and these interactions can be perceived to a degree by our natural senses (i.e. we can see a fireball swelling in a mages palms before they cast it)
* Aether Sight is a sense that is curated to perceive the flow of aether separate from your natural senses. Even when blinded, aether sight allows you to sense your surroundings in a different way.
* Aether Sight can be used medically, to perceive the types of aether within one's body, to check for imbalances that might kill a person. Living creatures require a mixture of elemental aether to survive, and suffer varying consequences from having too much of a specific element.
* Aether Sight is used to weave incredibly intricate and meticulous designs during the construction of aethertech and dark aethertech.
* Can be used to sense the presence of soul aether, such as lingering or wandering spirits.
* Can be used to sense the presence of deposits of material, such as gold or bone, or the presence of flows of liquid, such as oil or lava, beneath the earth or through walls.
* Aether Sight can be used to better visualize enchantments or hexes placed within a person, or attached directly to their soul, so they can be discerned or unraveled safely.

Practical Application Exam:
1. Sense the flow of aether of your surrounding environment.
2. Sense the flow of aether within someone's body.

## Primal Force

Primal Force may be studied multiple times, once for each element,

### Primal Force Training

 Manifestation
 Application
 Action in Combat
 Final Test

## Engineer Knowledge

This includes knowledge of technology a character may construct, forge, build, or repair.

### Aethertech

Practical Application Exam:
 **Class 2: Aethertech***

Practical Application Exam:
 **Class 3: Aethertech***

Practical Application Exam:
 **Class 4: Aethertech***

Practical Application Exam:

### Dark Aethertech

Practical Application Exam:
 **Class 2: Dark Aethertech***

Practical Application Exam:
 **Class 3: Dark Aethertech***

Practical Application Exam:
 **Class 4: Dark Aethertech***

Practical Application Exam:

### Tinkertech

Practical Application Exam:
 **Class 2: Tinkertech***

Practical Application Exam:
 **Class 3: Tinkertech***

Practical Application Exam:
 **Class 4: Tinkertech***

Practical Application Exam:

### Machina

Practical Application Exam:
 **Class 2: Machina***

Practical Application Exam:
 **Class 3: Machina***

Practical Application Exam:
 **Class 4: Machina***

Practical Application Exam:

### Goblintech

Practical Application Exam:
 **Class 2: Goblintech***

Practical Application Exam:
 **Class 3: Goblintech***

Practical Application Exam:
 **Class 4: Goblintech***

Practical Application Exam:

### Necrotech

Practical Application Exam:
 **Class 2: Necrotech***

Practical Application Exam:
 **Class 3: Necrotech***

Practical Application Exam:
 **Class 4: Necrotech***

Practical Application Exam:

## World Knowledge

This pertains to gained insight into the world of Malm, and how to interact or exploit its fauna, wildlife, terrain, or denizens.

### Medical

Practical Application Exam:
1. Stitch a cut
2. Create and apply a bandage, tourniquet, or splint
3. Create and apply a salve or ointment
4. Collect herbs and utilize a mortar and pestle to prepare a medicine
 **Class 2: Medical*** The anatomy of various living creatures.
* Study of various muscle systems and vital organs.
* Understanding connecting tissues, muscles, and skeletal structures.
* Describing normal body functions in full detail (i.e. normal responses to stimuli such as a nerve being struck or a flashing light in the eyes)
* Consequences of blood loss, clotting, and heart failure
* Discuss internal temperature; Fevers, heat strokes, frostbite.
* The problem of poisons, acids, and chemicals, including the risk of toxic shock from wounds.
* The effects of chemistry, potions, food, and drinks.

Practical Application Exam:
1. Perform an operation to extract a foreign object
2. Perform an autopsy to learn cause of death
3. Collect herbs to treat a specific condition, such as nausea
4. Perform acupuncture to treat pain and reduce stress
5. Perform chirotherapy to reduce muscle pain
6. Perform hypnotherapy to treat anxiety, phobias, or stress
7. Prepare a drug for a week's dosage
8. Correct aether imbalance in patient
9. Treatment of cold symptoms
 **Class 3: Medical*** Neutralizing a dangerous situation before sending in dedicated doctors.
* The duty and priorities of rescuers. We cannot save all, but we try to save who and what we can.
* The “triage” process, and prioritizing victims. Factors such as likelihood of survival.
* Applying first aid in dangerous or hostile situations.
* Discuss various forms of specialization, different fields of medicine and care.
* Medicine-based methods, such as herbalism, alchemy, and apothecary.
* Home care and hospice, such as for the elderly, the infirm, or the terminally ill.
* Surgery, aetheric balancing, and magical healing.
* Psychiatry, therapy, and meditation.

Practical Application Exam:
1. Pass through a gauntlet, and rescue patients that are bleeding out
2. Perform operation to remove a parasite
3. Perform an operation to remove blood clot
4. Perform cardiopulmonary resuscitation (CPR)
5. Perform anti-choking maneuver
6. Perform a tracheotomy, allowing air to fill lungs
7. Emergency burn care
8. Movement of various injured patients (spinal injuries, broken limbs)
9. Treatment of hypothermia
10. Treatment of hyperthermia
11. Treatment of flu, pox, and other viruses
12. Deliver a baby
13. Pass a specialized written test based on your choice of specialization.
 **Class 4: Medical*** A discussion about the knowledge of medicines, where to obtain that knowledge and how to evaluate the information that is found.
* Edema, or the building up of internal fluids. Edema in the lungs can cause breathing issues. Characterized by swelling of body parts as the water builds up.
* Liver problems, and their relationship with liquor and jaundice
* Stomach or intestinal issues, such as ulcers, hemorrhoids, hernia, and parasites
* How to identify and track an epidemic.
* Managing the spread, such as by quarantine, and burning infected material.
* “Miasma” and locating the source of a miasma
* Managing resources and logistics in a crisis, plague, or war.
* Conducting medical experiments and verifying results
* The influence of the mind over the body
* Advanced and experimental surgical techniques

Practical Application Exam:
1. Resuscitate an unconscious or dying patient
2. Operation to replace organ or limb
3. Operation to remove, sever, or tie organs
4. Installing advanced prosthetics that utilize muscle contractions
5. Skin graft
6. Treatment of disease
7. Provide a diagnosis and plan of action for a hypothetical patient
8. Provide a well-planned and thorough solution to a hypothetical ethical and logistical dilemma.
9. Develop and test a new kind of treatment

### Demonology

Practical Application Exam:
1. Locate a spot to commune with a tiny or small elemental in one of the elemental realms
2. Summon and form a pact with a tiny or small elemental
 **Class 2: Demonology*** Areas that have an imbalance of aether towards a specific element will have a heavy affinity for their realm of origin, making them ideal places to commune with elementals from that realm, or create anchors.
* An anchor is a coordinate used to travel from one realm to another, like a beacon, and acts as a fixed doorway. Such anchors use a lot of aether and have a small window of opportunity when they're open.
* Rituals and magick circles are utilized to create an anchor, allowing one to invite a elemental you are communing with to cross into your realm.
* Elementals from different realms communicate in various tongues, and forming a pact with a one requires an understanding of their language and loopholes. (i.e. "You will serve me until I die" will typically result in the elemental killing you on the spot, thus ending their obligation immediately)
* Demon Circles are vital to force a hostile entity to sit and listen long enough to form a pact

Practical Application Exam:
1. Locate a spot to commune with a medium elemental in one of the elemental realms
2. Summon and form a pact with a medium elemental
3. GM Card Crafting Event - Craft a small or medium Demon Circle
 **Class 3: Demonology*** Expanding your understanding of the language and communing with the deeper layers of the elemental realms to reach the stronger and more powerful entities.
* Demon Circles are essential now, as the largest and oldest elementals are too proud to answer to anyone.
* Elementals are grand sources of aether, especially the larger ones, and can be used to fuel powerful dark aethertech reactors.

Practical Application Exam:
1. Locate a spot to commune with a large elemental in one of the elemental realms
2. Summon and form a pact with a large elemental
3. Trap the soul of a defeated elemental (Requires an aetheryte crystal of appropriate size.)
4. GM Card Crafting Event - Craft a medium or large Demon Circle
1. GM Card Crafting Event - Craft a Demon Circle
 **Class 4: Demonology*** The largest and oldest entities from the six elemental realms are disastrous. Summoning one is akin to suicide without incredible preparation and manpower.
* Utilizing a surplus of elemental aether, a hole can be torn, creating an impromptu anchor wherever you choose, and allowing free passage between the two realms for as long as the tear remains.
* Tears between realms naturally close very slowly over time.
* The process can be sped up by those who can correct aether imbalances, by siphoning the excessive elemental aether present. This requires many mages and/or aethertech working in tandem. Siphoning too much of one kind of aether leads to sickness and death. Mages and aethertech alike have limits to their mana pool before they become 'full' and need to expend the aether somewhere else safely before more siphoning can be done. (more than likely by defending themselves from the numerous elementals flooding out from the tear)

Practical Application Exam:
1. Locate a spot to commune with a huge elemental in one of the elemental realms
2. Summon and form a pact with a huge elemental
3. Tear a hole into an elemental realm
4. Transfer ownership of one of your pacts to a willing recipient
5. GM Card Crafting Event - Craft a large Demon Circle