Some of their advanced spells, particularly heals, are more comparable to pure White Magic. These schools all have relatively low accuracy and health (especially in the case of Storm), but high damage. The Myth school's Earthquake spell is also a literal example. Dishing Out Dirt: Sand-based magic fuels most of the Balance school's offensive spells.Storm wizards deal comparably high damage, but it's all combined into larger single hits. Damage Over Time: Fire magic, for the most part, operates on this mechanic, with high-damage hit spells spread out over multiple rounds.Crippling Overspecialization: Life wizards are exceptional healers, but have fun trying to deal any significant damage without high-tier gear, especially at early levels.Competitive Balance: Although each school has a different specialization, they're designed to be generally equal in terms of power.Casting a Shadow: Regardless of whatever school the wizard starts in, they will eventually learn Shadow magic.The Beautiful Elite: The game notes that Fire wizards tend to be very attractive.The Bard: The player can cast their spells with wands that look like harps, mandolins, guitars, and flutes.Badass Adorable: The player is seemingly just a kid, but still embarks on endless dangerous adventures without fear or hesitation.Attack of the 50-Foot Whatever: As the Divine Paradox, to fight an equally sized Aethyr Titan.One of their summon spells is literally an angry, top-hat-wearing Snowlem. An Ice Person: If your chosen school is Ice.11th-Hour Superpower: As the Divine Paradox, Scion of Grandfather Tree - you have 50,000 Health and mastery of all schools!.When creating a character, you choose between the Fire, Ice, Storm, Myth, Life, Death or Balance schools of magic, then spend the game advancing your knowledge of your chosen discipline while adventuring through the game's worlds. The Wizard is the protagonist and player character of the game.
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