Forms/Schools of Magic:
There are many different ways to utilize magic, and it's common practice for a mage to stick to one or two different "schools", or forms, such that they don't become overwhelmed by trying to master all of them. There are countless; here, I will list a few of the more common ones, and the ones practiced by characters in the RP.
Elementalism:
One of the most common, and by far the most basic of all the forms of magic. Elementalists manipulate the forces of nature in their spells, granting them wide access to a variety of mostly-offensive spells. Elementalism covers everything from Pyromancy to Hydromancy, and everything in between. There is no extra step to using Elementalism other than knowing what forces you are working with. One should know a lot about nature and its inner workings if they plan to truly master this, though it's not technically required.
Known Subcatagories: Destruction, Pyromancy, Hydromancy, Electromancy, Earth Magic, Druidism (Debatable), etc.
Illusionism:
A very complicated school revolving around the fragility of perception. Illusionists alter and shape the light around them to create images and copies of themselves and others. Such illusions, while likely quite weak, are not to be taken lightly. Illusionists are masters of deception and trickery; be wary of trusting your senses in combat against one. Illusionism also has several practical applications outside of combat as well, and several purely-cosmetic spells fall under this catagory. Most Illusory spells have no external requirements, though there are a few exceptions that require things like prisms and crystals to be on-hand when casting.
Known Subcatagories: Light Magic, Prismancy
Dark Magic:
Often considered the "evil" form of magic, Dark Magic utilizes an odd internal procedure to create unstable "black" energy, which is then used to cast powerful spells that draw upon alternative resources like fragments of the user's soul, sanity, and others. This "black" energy is not actually energy, but a lack of it, or a void, which then sucks up the required resource. As the effect of this procedure is not as taxing on the user's internal energy sources, it is often mistaken as being an infinite source of power, though it actually makes up for the low energy cost by using up more precious resources like the aforementioned soul, sanity, etc. It is very difficult to see the effects Dark Magic has on one's body without serious practice, and there is painfully little information on how the "black" energy really works; thus, it can be a very risky school to use, though it still finds use among many experienced sorcerers. Oddly enough, practitioners of Dark Magic also generally call themselves Witches and Warlocks, witch make it difficult to tell apart from practitioners of Witchcraft.
Known Subcatagories: Shadowmancy, Voidcraft, Black Magic, Abyssal Magic, Banishment
White Magic:
Once taught exclusively to clerics and priests, White Magic is the art of casting spells which almost exclusively involve healing and curing. While offensive White Magic exists, it's primary use is helping others. White Magic draws its power heavily on the emotions of the wielder, and thus its effectiveness varies from person to person. Kindhearted individuals will find their White Magic to be a bit stronger and more reliable, while those with unstable minds will have more difficulty.
Known Subcatagories: Miracle Working, Advanced Healing, Purging
Dislocation:
One of the most useful and widely-practiced schools of magic, Dislocation involves moving objects from one place to the other. Dislocation magic can only function between two points in space. Thus, the harder it is for the caster to concentrate on two things at once, the harder the spell is to cast. This can be anything from line of sight, distance, etc. There are innumerable ways one can move objects and even living things, but most require some kind of side-spell to keep the energy stable (IE: It is much easier to create two portals that are linked to each other than swap two objects on-command). Advanced Dislocation involves pulling creatures and objects from unseen places, or even other dimensions (Though control of such creatures falls under Telekineticism). There are very few magic users that can master Dislocation magic to its utmost, and those who have are a force to be reckoned with.
Known Subcatagories: Portals, Advanced Portals, Teleportation, Summoning
Telekineticism:
The art of controlling things through artificial psychic power. By forming a link between the internal energy of the caster and a consciousness, be it the caster's or another, it is possible to create a kind of "fake" psychic ability. Telekineticism is the act of creating and using this psychic-like power to perform a variety of tasks. The most common applications of this school vary from minor conveniences like levitation to mind control, and is thus very controversial among the magic community. As the energy used in Telekineticism takes an unusual form, most "spells" of this school have no words to be memorized, and operates far more closely to actual psychic power than magic. Unlike Illusionism, magic users with inherent psychic powers, are still considered practitioners of Telekineticism, as the spells still require an internal energy source to modify the behavior of the psychic power.
Known Subcatagories: Beastmastery, Construct Control, Mind Link, Tethering, Dream Infiltration
Silencing:
The long-forbidden art of negating the use of magic. While it's technically a form of magic in and of itself, it is shunned across nearly all magical societies. Silencing spells can work in a number of ways; muting the victim's voice, scrambling their thoughts, or dispersing the energy they release. This form of magic is extremely complex to use properly, and all known instructional tomes were lost to time anyway. Rumors speak of a cult that uses this school of magic, passing it's ways through speech, ironically enough.
Known Subcatagories: None
Sanguimancy:
A rather unsettling form of magic that involves manipulating organic matter like flesh and blood through magic, and is often used to repair or otherwise change one's physical form. Despite the intimidating subject matter, many sanguimancers are not actually evil, using their arts to help the victims of disease and injury. Sanguimancers can clean and clone blood cells and tissues, and even crack open or repair bones. Practitioners of Sanguimancy are your best bet for treating physical illnesses and deformities, but beware getting on one's bad side, as they can easily manipulate blood and tissues in… less productive manners.
Known Subcatagories: Osteomancy, Shamanism, Fleshbinding, Grafting