Schools of Magic

The main force bringing immigrants to Apros is the opportunity to learn magic in one of its renowned schools, created with the intention of aiding skilled mages to reach mastery levels of their talents. The crown jewel of these is the Pyromancy school, founded by *Vox* himself. Natives, and immigrants are welcome to apply to any school of their choosing as long as they are literate, can pass an entrance exam, and are capable of magical abilities. Each school has their own set of acceptance guidelines that applicants must adhere to gain entrance.

Students may join, and/or apply at any age **above eighteen years old.**

## The Schools

*For more in-depth lore, and acceptance guidelines for each school, please visit their individual pages.*

### School of Pyromancy

Established in *YR 23, ERA 1* by Vox, *the Ever-burning,* it is the pride, and joy of Apros. Pyromancers are revered within Aprosian society, and only the best are allowed to attend the school. Graduates typically go on to fill high ranks in the army due to their usefulness, with few spaces left available in classes for scholar mages. Admission calls for the best abilities, but that doesn't mean that generous donations to the school won't make a few spare spaces to appear for certain applicants.

* **Perks:** Optional free *passive magic* that allows for your character to become fire-resistant upon acceptance. Increased leveling pace for pyromancy users with no true failure rolls for leveling attempts.

### School of Masonry

A city built almost entirely of stone requires a skilled set of masons to sculpt, and care for its longevity. Founding the school in *YR 173, ERA 1* created a permanent solution to any future problems with the structural stability of the city-state, especially in Old Apros, and Syma. Admission standards are rather lax for this school, but they're known for strictness once having breached the walls. *"Common sense is a must,"* is a regular statement from teachers, and students alike.

* **Perks:** Automatic free *rank magic* that allows for your character to tend to, and sculpt solid stone. Telekinesis weight limits are waived *only* when using rank magic for masons. Increased leveling pace for terramancy users with no true failure rolls for leveling attempts.

### School of Aether Control

For those who wish to devote themselves to peace, and only to aid the world, then your presence shall surely be welcome here. Teaching healing arts, and magical arts that focus on emotional manipulation, such as calming spells are available to the majority of the students studying in this school. Behind closed doors lies a nefarious side to this seemingly pacifist school. For those who show truly remarkable ability, with the capability to excel towards mastery, this school offers advanced illusion, mind control, divination, and time manipulation to high-ranking battle mages, exceptional students, and generous donators. Priests for the *Old Religion* receive an automatic acceptance here to study any art available here.

* **Perks:** Increased leveling pace for any students studying here in their respective field, with no true failure rolls for leveling attempts. *Other perks coming soon.*

### School of Alchemy

*Will add more stuff later.*

*Questioning why there is a limited amount of schools?* The true purpose of the schools of magic is to have highly-capable soldiers at arm's reach, and with undying loyalty to their home country. They have been open to foreigners in the past to allow selective immigration during a long period of isolationism. For those who are looking for further opportunities with a different form of magic, check out *apprenticeships.*