The Factions within the School

The school of magic is broken down into many different factions that cover different areas of magic. Each faction is charged with the looking after and tutoring of its own and is headed by someone who is no less than one circle below the head of the school. The head of each faction makes up a council which are effectively the second in command to the head and whenever a large decision has to be made by the head he has to put it to the vote of the council. The head acts as the chairman of the council.
Details of each faction are as follows:

Sorcerers
These are mages who have not specialised in any particular field of magic. They are not tied down to any politics within the school and generally don't have any faction alliances and enemies. Generally they are free to do what they will and less is expected of them than in other factions. These make up the largest of all the factions. Only Sorcerers can become the head of a school as they don't have the bias that the other factions have. Sorcerers gain Detect Magic, Read Magic, Cantrip and Identify for free in their spellbook at first level. At first level they get purple robes with a fifth level armour spell cast upon them. Any time a Sorcerer goes to a Magic School, having damaged his/her robes through whatever means, he/she can request new ones to be given. At fifth level they can learn the Dispel Magic spell for free. The Sorcerers robes are coloured purple.

Abjurer
The Abjurer specialises in the school of Abjuration, commanding magical energies that provide various forms of protection. Within the school their rivalries are with Transmuters and Illusionists who see them as paranoid. At 8th level they gain a +1 bonus to saving throws vs paralysation, poison and death magic. At 11th level they gain a +1 bonus to their base armour class due to their command of protective magic. At 14th level they gain immunity to all hold spells. The Abjurers robes are coloured light green

Conjurers
The Conjurer specialises in the schools of Conjuration and Summoning which means that they are the mages who most come into contact with other creatures. Within the school their rivals are Diviners who see their experiments as dangerous and Invokers who see their experiments as pointless. At 11th level the Conjurers gain the ability to cast conjuration and summoning spells without material components. At 14th level the Conjurer gains the ability to dispel a creature or creatures summoned by an opponent. He/She does this by pointing at the creature and concentrating for one round. He can only dispel up to 10 Hit Dice with a maximum level of 5 Hit Dice per creature. For example he can dispel two 5 Hit Dice creatures. The Conjurers robes are coloured dark blue

Diviners
Diviners specialise in the school of Divination, they are one of the more unusual factions within the school. They spend their time seeking information and answers. Some say that they are closely associated with Clerics as they gain their information from the gods, yet others say their magic is in no way associated with the gods. Within the school their rivalries are with Conjurers who state that their talents are wasted. At 11th level they gain the ability to detect traps up to three times a day. At 14th level the Diviner becomes immune to all forms of scrying spells such as ESP, Know Alignment or Clairaudience. The Diviners robes are coloured white.

Enchanters
Enchanters specialise in the school of Enchantment and Charm. They specialise in influencing people rather than using their magics in forceful ways. Within the school their rivalries are with  Invokers and Necromancers who see them as people who use their magic frivoulsry and decadent. At 11th level the Enchanter gains the ability to cast a Free Action spell once a day with a casting time of one. At 14th level the Enchanter becomes immune to all forms of the charm spell. The Enchanters robes are coloured light red.

Illusionists
Illusionists specialise in the schools of Illusion and Phantasm. They are the manipulators of light and masters of deceit and trickery. Within the school their rivalries are with Necromancers, Invokers and Abjurers who all see their magic as petty imitations of the real thing. At 8th level they gain a +1 bonus vs illusions, at 11th level they gain the ability to dispel Phantasmal Force or Improved Phantasmal Force up to three times day. Their chance is 50% +5% per difference of the caster and the illusionist. It has a range of 30 yards and the caster must point at the illusion and concentrate for 1 round. The Illusionists robes are coloured yellow.

Invokers
Invokers specialise in the schools of Invocation and Evocation> They are the most powerful mages when it comes to combat drawing upon great energies of a destructive nature. Within the school their rivalries are with Enchanters and Conjurers who see them as overly destructive. At 8th level the Invoker gains a +1 bonus to their saving throw vs Invocation/Evocation, at 11th level they get a further +1 bonus. At 14th level the Invoker gains immunity to one spell from the Invocation/Evocation school of 3rd level or below. The Invokers robes are coloured dark red.

Necromancers
Necromancers specialise in the school of Necromancy. They are by far the most sinister of the schools as they use their magics in the pursuits of life and death secrets. Their rivalries within the school are Illusionists and Enchanters who simply see their magic as vile. How ether none of the other factions like or trust the necromancers and they have no allies. Although their reputation is that of evil, not all within this faction are. At 8th level the necromancers save vs necromancy is increased by 1. At 11th level the necromancer gains the ability to speak with dead, he/she may converse for up to ten minutes and can ask a maximum of four questions. To do this he/she must point at the deceased person and concentrate for 1 minute. At 14th level the necromancer gains a +2 bonus to save vs undead attacks, he/she also gains a saving throw at -4 to resist Undead effects that you don't normally get a save versus. The Necromancers robes are coloured black.

Transmuters
Transmuters specialise in the school of alteration. They are the second biggest faction within the school after Sorcerers due to their large offering of variety in spells. Within the school their rivalries are with Abjurers and Necromancers who argue that they have to much power. At 8th level they gain a +1 bonus save vs the school of Alteration. At 11th level they get a further +1 bonus. The Transmuters robes are coloured dark green.

The Elementalist
The Elementalists are made up of four sub factions who represent each of the four Elements. These are as follows:
Earth Elementalists specialise in Earth magics. Because of this they have great power over soil, sand and stone and the spells that involve these are cast at a greater degree. They are opposed to Air Elementalists. Their robes are coloured brown.
Air Elementalists specialise in Air and Wind magics and so have greater power when using such magics. They are opposed to Earth Elemetalists. Their robes are coloured light blue.
Fire Elemetalists specialise in Fire magics and so have a greater power when employing such magics. They are opposed to Water Elemetalists. Their robes are coloured Orange.
Water Elemetalist specialise in Water magics and so have a greater power when employing such magics. They are opposed to Fire Elementalist. Their robes are coloured Aquamarine.
Elementalists gain the ability to cast one spell of their Element as if it was 1d4 levels once per day. When a Elementalist reaches 11th level he does not have to concentrate to control a Elemental of his specialty that he summoned. At 14th level there is no chance for a summoned Elemental to turn on the elementalist.

Dimensionalist
Perhaps one of the most scientific faction, Dimensionalists specialise in the types of magics that involve space, time and dimensions. They are one of the newer factions and are misunderstood by others. Within the school they are opposed to Invokers and Necromancers. At 8th level the Dimensionalist gains the ability to step into a pocket dimension once per day. He can stay in the pocket dimension for up to an hour. At 11th level the dimensionalist can bring one other person or object up to 500 pounds in weight. At 14th level the dimensionalist can bring up to 5 companions or an object weighing 1500 pounds. The Dimesionalists robes are coloured grey-silver.

Force Mage
Force mages are the masters of Force energy. Force is solid energy and so the Force mage specialise in the types of magic that incorporate this. They are opposed to Transmuters and Diviners. At 8th level a force mage gains a +1 bonus to his/her save vs force spells. At 11th level the force mage gains the ability to get a save vs force spells for half the effects that causes damage. At 14th level the force mages save vs force spells increase by a further +1. The Force Mages robes are coloured dull gold.

Mentalist
The Mentalists specialise in magics of the mind. They are opposed to Invokers and Necromancers. At 8th level the gain a +1 bonus save vs Mentalist spells. At 11th level the Mentalist can detect charm or mental influence up to three times a day by pointing at the individual and concentrating for one round. At 14th level the Mentalist can dispel charm or mental influence once per day with a 50% chance. This is modified by 5% per level difference of the Mentalist and the caster. The Mentalist must be within 10 yards of the subject and concentrate for one round. The Mentalists robes are coloured grey.

Shadow Mage
Shadow Mages are students of the power of darkness and twilight. They are opposed to Invokers and Abjurers. At 4th level a Shadow Mage sees as well in moonlight as a normal person sees in broad daylight. Their penalties in darkness are also reduced by 1. At 7th level a Shadow Mage can see perfectly in starlight and darkness penalties are reduced by 2. At 10th level a Shadow Mage can see perfectly in darkness and has no penalties. The Shadow Mages robes are coloured dark grey.

Alchemist
The Alchemists are a very scientific mage faction who are constantly experimenting with potions, powders and other arcane materials. They are opposed to Illusionists and Necromancers. At 6th level an Alchemist can make potions. An Alchemist doesn't need verbal components when casting spells. The Alchemists robes are coloured light brown.

Artificer
Artificers are mages who channel their spells through items. They are opposed to Necromancers and Enchanters. They have the ability to store up to their level in spells in prepared items. Artificers have the ability to Identify magical items with a base chance of 20% at 1st level which increases by 5% per level afterwards. At 7th level the Artificer gains the ability to create a temporary magical item. At 15th level the Artificer gains the ability to create a permanent magical item. Artificers are the only ones who can do this although other schools can Enchant Items. Artificers robes are coloured Cream

Geometers
Geometers are masters of symbols and writings in magics. They are opposed to Enchanters and Illusionists. At 7th level a Geometer can create spell scrolls. At 10th level a Geometer can create protection scrolls. Geometers robes are coloured Red.

Song Mages
Song Mages are the newest of all the factions. They specialise in sounds and music in there magic and it is because of this that their not taken very seriously by the rest of the factions. They are opposed to Necromancers, Diviners and Invokers. They do not need somatic or material components. At 8th level they can increase by 50% the area of sound magics. At 11th level the Song Mage gains the ability to counter sound magics. He/She does this by singing and can do this for i turn per level. It has a 10ft radius. The Song Mages robes are coloured Pink (This is much joked about by the other factions)