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Academy

According to the law, all people practicing magic are either hired for government service, sent to Black Ice, imprisoned, or simply beheaded. But what about the rest? This question has long troubled those sympathetic to mages. Some argued that not all wizards are bad, others that magic is a wonderful science that needs to be studied further. In any case, seven centuries after the great war, this institution was established.
The Academy was built far out at sea, on an island surrounded by turbulent waters, inaccessible without a good ship. Although it was not intended as a prison, at the request of Black Ice, the academy had to be isolated from the rest of the world and under constant surveillance.
And so it continued for several centuries. Peaceful wizards, both young and old, were sent here, where they lived a quiet life and studied their craft, bothering no one. Most often, they ended their lives here, never leaving the island, only occasionally being transferred to government service or recruited into an order upon request from the Watchers or the government of some country.
Abilities of the Academy Wizards
Elemental Magic

Spells in this category are created according to the formula: form + elemental effect.
Available forms:
Arrow (1) - deals damage to a single target.
Explosion (3) - deals area-of-effect damage.
Storm (5) - deals damage to everyone.
Weapon (3) - adds magical damage to your weapon or the weapon of an ally (earth and wood effects cannot be mixed with this form).
Available effects:
Fire (1) - has no effect but deals more damage.
Water (1) - slowing effect.
Earth (2) - since the damage is not dealt by magic (for example, in the case of a storm, something like an earthquake occurs, which essentially affects the environment), physical damage is dealt.
Air (1) - destroys armor.
Wood (2) - provides a healing effect.
Electricity (1) - adds a paralysis effect.
Ice (3) - slowing effect; targets receive additional damage from any other sources.
Secret Magic

Sleep (1). Puts the target to sleep.
Illusion (2). Creates an illusory image of anything. This can be a weapon, a person, a terrible monster (the quality depends on the magic stat; accordingly, with a stat of 1, you can create a convincing sword in your hand, but a poor-quality monster).
Dream (2). Imposes some thought, idea, or memory on the selected target.
Veil (4). Makes oneself or an ally invisible (the duration depends on the magic stat), allowing them to perform any actions (except aggressive ones) without revealing themselves.
Life Magic

I (8) All spells in this category boil down to the ability to control the state of living objects. Everything here depends on imagination. Examples below.
A wilting flower can be turned into a blooming, vibrant one. You can increase your own or someone else's physical characteristics, and so on. The resource for such actions is one's own energy (a small amount for minor tricks and a huge amount for major operations).
II (8) Opens up the ability to perform reverse operations, that is, to take actions aimed at worsening the condition of living objects. In this case, life energy is not lost but replenished. Practicing and using this magic is illegal everywhere, even at the academy.
According to the law, all people practicing magic are either hired for government service, sent to Black Ice, imprisoned, or simply beheaded. But what about the rest? This question has long troubled those sympathetic to mages. Some argued that not all wizards are bad, others that magic is a wonderful science that needs to be studied further. In any case, seven centuries after the great war, this institution was established.
The Academy was built far out at sea, on an island surrounded by turbulent waters, inaccessible without a good ship. Although it was not intended as a prison, at the request of Black Ice, the academy had to be isolated from the rest of the world and under constant surveillance.
And so it continued for several centuries. Peaceful wizards, both young and old, were sent here, where they lived a quiet life and studied their craft, bothering no one. Most often, they ended their lives here, never leaving the island, only occasionally being transferred to government service or recruited into an order upon request from the Watchers or the government of some country.
Abilities of the Academy Wizards
Elemental Magic
Spells in this category are created according to the formula: form + elemental effect.
Available forms:
Arrow (1) - deals damage to a single target.
Explosion (3) - deals area-of-effect damage.
Storm (5) - deals damage to everyone.
Weapon (3) - adds magical damage to your weapon or the weapon of an ally (earth and wood effects cannot be mixed with this form).
Available effects:
Fire (1) - has no effect but deals more damage.
Water (1) - slowing effect.
Earth (2) - since the damage is not dealt by magic (for example, in the case of a storm, something like an earthquake occurs, which essentially affects the environment), physical damage is dealt.
Air (1) - destroys armor.
Wood (2) - provides a healing effect.
Electricity (1) - adds a paralysis effect.
Ice (3) - slowing effect; targets receive additional damage from any other sources.
Secret Magic
Sleep (1). Puts the target to sleep.
Illusion (2). Creates an illusory image of anything. This can be a weapon, a person, a terrible monster (the quality depends on the magic stat; accordingly, with a stat of 1, you can create a convincing sword in your hand, but a poor-quality monster).
Dream (2). Imposes some thought, idea, or memory on the selected target.
Veil (4). Makes oneself or an ally invisible (the duration depends on the magic stat), allowing them to perform any actions (except aggressive ones) without revealing themselves.
Life Magic
I (8) All spells in this category boil down to the ability to control the state of living objects. Everything here depends on imagination. Examples below.
A wilting flower can be turned into a blooming, vibrant one. You can increase your own or someone else's physical characteristics, and so on. The resource for such actions is one's own energy (a small amount for minor tricks and a huge amount for major operations).
II (8) Opens up the ability to perform reverse operations, that is, to take actions aimed at worsening the condition of living objects. In this case, life energy is not lost but replenished. Practicing and using this magic is illegal everywhere, even at the academy.