Wizard

Wizards, the more refined and learned of the Arcanists. The come in a variety of... well... varieties, each with their own specialized... uh... specialties.

School
Across the various countries of Meruvia, there are gatherings of Wizarding masters who have taken it upon themselves to train the future of their craft. Depending on which group gets to a child first typically determines where the student is taught, but circumstances change everything.

Hurst
Wizards that are brought to the eponymous Oakhurst come to be known as Hursts or Mages of the Wood. From what I have seen of their practice, they teach all to respect the boundaries of magic and use it to better the circumstances of those around them.

Oakhurst teaches it's students a balance of magic and the self must be achieved, to do this, one must sacrifice power for the sake of ones own sanity.

Each student must go through tests to prove themselves worthy of being taught; once they prove themselves, a teacher is given the student to watch over and tutor in a more direct manner. Once such a student has reached the age of 25, they must complete a more dangerous, life-threatening test. If the student succeeds they are now a fully recognized Wizard of the Ten Circles.

Level 1

As Hursts are taught more extensively in a one on one scenario they have an instructor that they can go to specifically for any issue, they have a spell they can utilize to contact their instructor from anywhere. This spell, Hursts Connection, uses the typical energy required by a spell of the First Circle and requires a minute to inscribe the correct sigils and symbols on a surface that the student then sits inside. The spell makes a magical connection the their tutor, the sigils and symbols specific to the one who taught them the spell, allowing them to speak for up to five minutes typically.

Level 2

Level 3

Level 4

Level 5

Mu'Dem
An Elvish name, used to honor the teachers that began their illustrious place of learning in Cuskena. Sadly, their numbers have seemed to dwindle in the last few centuries, but their lessons of pushing beyond what mortals were meant to accomplish carry on to this day.

To a Mu'Dem student, magic is everything, their life is magic day after day. They are taught that everything is possible through magic and magic is the answer to every question. Without it, life is meaningless; those cursed to never be able to feel the energy and rush of magic are to be pitied as they could not begin to understand the import of a Wizard. Mu'Dem students are taught to go beyond what they believe to be possible, as such, Mu'Dem students often specialize heavily in particular types of magic and forgo the ones they deem useless.

Students are allowed to come and go as they please, they are expected to leave sooner rather than later so they can perform their craft for the world and gain experience dealing with those that persecute the more fortunate. Many students leave as soon as they believe themselves to be ready, which tends to end rather poorly for all those involved.

Level 1

Level 2

Level 3

Level 4

Level 5

Zounite
The practitioners of magic, raised and taught by the clergy of Azoun, seek to further the reach and splendor of their flock. Through this training the HME has found their magical students to be more effective and prosperous than under the tutelage of any other clergy.

The teachings of Azoun lead the Zounite's way of life, magic is allowed to them only because Azoun wills it and they are trained in it's practice because he wills his followers to teach. Students follow both magical and religious lessons, finding a balance between the two. A typical Zounite is a fanatical zealot, spouting the word of their church while performing whatever task they are sent to do, often said tasks have to do with defense of their territories and many are found along the borders of their land or near important sites to their religion.

The same as many other Meruvians, they don't tend to leave the nest, so to speak. Often, Zounites stay inside their temples, meditating alongside their fellow clergymen. Those that do leave, often do for a specific purpose; if I were to offer advice, it would be to leave them alone if you happen to see one and if you see multiple it may be a good idea to leave the area.

Level 1

Level 2

Level 3

Level 4

Level 5

Focus
With each practitioner of the art, there is a certain specialty that they breathe into their craft, what that may be is the choice of Focus the individual chooses to follow.

Evoker
Those that choose to follow the path of an Evoker discover a deeper reservoir of energy at their disposal. An Evoker gains access to Energy Well.

Energy Well allows an Evoker to focus their energy more naturally, an Evoker can fire a bolt of arcane energy, dealing 1d4 + their spell casting ability modifier force damage, at a target within 30 feet + 10 feet per level of the caster past 1st. In addition, the evoker can cause light to emit from their spell casting focus for 5 minutes + 5 minutes per level of the caster past 1st. This ability may be used an amount of times equal to the casters spell casting ability modifier, these uses recharge on a medium rest.

Illusionist
Those that choose to follow the path of an Illusionist are able to create false images and ghastly sounds to fool their enemies. An Illusionist gains access to Twisted Reality.

Twisted Reality allows an Illusionist to conjure their very thoughts, an Illusionist can create the rudimentary image of an object no larger than a 5 foot cube to appear, any physical interaction reveals the object to be an illusion. Alternatively, the Illusionist can create a sound of any volume, this sound may be altered at any point during use. Both of these effects last for 1 minute +1 minute per level of the caster past 1st and the Illusionist has an amount of uses equal to their spell casting ability modifier per medium rest.