Magic users in Convergence

While the "Adventurer Classes" such as clerics and wizards are an exceptional bunch who master a wide range of "Schools of Magic" and a massive number of spells, the vast majority of magic users can only focus their learning on a single "School" or indeed only a handful of spells. Many priest are only capable of healing spells for example, and many magic users find only one element, such as fire, they are attuned to. In this way the distinction between wizards, druids and clerics becomes less clear. A "Water Priest" may wield powers of restroration, healing, water breathing, and spells like Tidal Wave; A "Earth Priest" may wield powers of fortification, empowerment, resiliance, and spells like Earthquake and Stoneskin. However, as powerful as these can be, they are not versatile enough for the many situations an "Adventurer" may find themsevles in, and this I think is the main distinction between Adventurer classes and all others.

Dimensionalists, for example, have amazing powers to transport themselves and others between immense distances, and even to other planes, but most have very little martial training and are not survivable in a sustained fight or grulling adventure. Indeed many "Dungeons" have wards or entropic fields that make dimentional magic impossible or unreliable.

The Gift is less common in the humans of Sothos. It is most common in high elves.

A number of magic counter measures are available to those without The Gift, such as Fetters of Rime, which once placed on a person, prevent spell casting, and various magic items imbuned with counterspell magic and other wards.

Witches are nature worshipping women. Their magic is partly druidic, partly wizardly. Some think they're class is a pregenitor to the wizards, perhaps druids who began arcane research. They are known to live on the edge of towns, but not out of exile, rather they need to be close to the woodland healing herbs they tend and harvest. They are valued members of most communites as the sole source of healing, especially for remote communities. Their magic is limited to healing for the most part, though some have the gift of divination, and many folk believe betraying or harming a witch can result in a terrible curse. There are some stories that seem to highlight the curses some witches might wield, though an evil witch seems just as likely as an evil member of any other profession. Some stories suggest witches only wield curses when they have been gravely wronged, and their need for revenge is so great they are willing to curse themsevles three times as greatly as they curse their target of justice. Legends about awful, bleached white witch woods full of malice and curse, eras of terrible storms and summoned monsters, are perhaps all told simply to scare bullies into behaving themsevles around the town's witch.

Wizardry is an extremely expensive, exculsive, and esoteric disipline. Having the free time, resources, and talent require is a rare privilage. To develop wizardry one requires the books, inks, tutoring, arcane equipment, inherent talent along with all other needs well taken care of like food, shelter, and other normal expenses. The occational savant is said to be able to more or less teach themsevles but still requires access to the Runes and spells. It is not uncommon for people to learn a few simple spells without truely becoming wizards. A commonly required spell for elite guards is to be able to detect magic.