Schools of Magic
Each new Wizard will choose their Primary School of focus when they create their character. You can learn all the spells in that school for free, either training at your Professor, or through quests.
You will receive one training point every 4 levels till 20. This means you will receive them at level 4, 8, 12, 16 and 20. After level 20, you will receive one training point every 5 levels. You can also receive training points through certain quests. In order to learn higher level spells of a school, you have to first learn the lower level spells.
If you make a mistake, visit Mr. Lincoln in Golem Court. He will let you buy your Training Points back with Crowns, and you will lose those spells. You must be at least level 12 to buy back your Training Points. This transaction costs Crowns.
The Balance School will train its student wizards to be effective in group play. Balance Wizards are most effective in group play because they have the ability to buff other players as well as themselves. Although effective in group-play, they can still sufficiently play alone. They have a little bit of everything, which allows them to surpass most monster resistances, heal themselves a little bit, and buff players.
The Storm School will train its student wizards to do a lot of damage. Storm Wizards have the ability to unleash high amounts of damage from an early level, which is good, but they place too much emphasis on power, and therefore suffer in terms of accuracy. They also have the least amount of base health points of any of the schools. When enemies cast damage buffs on themselves or damage reducers on a friendly player, storm wizards can remove those spells.
The Fire School will train its student wizards to do damage over time. Fire Wizards pile on spells that will continually do damage to the enemy. Initially these spells will not do much damage, but they eventually stack for possible large amounts of damage in short amounts of time. Fire wizards also learn the ability to stun, which disables the enemy from acting for one turn. They can heal themselves enough to get by, but nothing substantial.