Academia Ars Magica Wiki

Below is a list of "jobs" essentially a class system.



Magicians focus on the schools of Illusion and Divination, and as such, their magics revolve around the seven senses (Tactile/Touch, Visual/Sight, Auditory/Sound, Gustatory/Taste, Olfactory/Smell, Vestibular/Balance and Proprioceptive/Body Position). Due to the nature of their magics, magicians are usually considered to be frauds and con-men, and have become more or less the black sheep of magic users.


Enchanters focus on the schools of memorization and, of course, enchanting. They can bind items to people (to be recalled from long distances), store items in the fabric of reality (Bag of holding), design and record spells, elementalize weapons and armor (What they are most known for), and even create "computers" made of magic. They are the most versatile of all the users, and the most complex.


Alchemists focus on the schools of Transmutation and Alteration. They can construct tools and weapons out of basic materials, turn carbon and iron into steal without a forge, and, if they are qualified, change the subatomic structure of atoms. (Turn lead into gold). An alchemists work is both controversial and incredibly dangerous; the shear amount of energy they work with on a regular basis could level entire cities. It is for this reason that many alchemists only ever do the most basic transmutations; the ones that happen in nature every day, and predictable alterations. Many have even found potion-making (a form of Alteration on the incorporeal planes) to be a relaxing and engaging hobby, and sometimes even a lifetime career.


Sorcerers are the most iconic of the users, and have been portrayed in fiction and folklore all the way back to prehistoric times. They have become so iconic that they have been given their own school of magic. Though they are mostly depicted casting destructive spells, they are, strictly speaking, those who perform incantations, dances, songs and choreography designed to have a specific magical effect, either learned through tomes and tradition, or designed by an Enchanter. It is important to note that a sorcerer cannot actually create their own spells without intensive study in the schools of an enchanter.


Thaumaturges are like sorcerers in how they perform to influence magic, but their power and influence is derived from deities, and as such, their magics are called miracles rather than spells, hence the name "Thaumaturge", which means "miracle worker". Instead of using their own sources of magic, thaumaturges of a given deity all have access to a collective pool of energy dedicated to their respective deity from which perform. More information later.


Gatekeeper are users who specialize in the conjuration of living and/or celestial items and beings, which is inherently different from conjuring inanimate objects, due to the fact that their subjects are often living things. To do this they use items called "gate keys" which are encoded with a special magical signature that allows them to open up a magical wormhole of sorts through which their subject can travel safely. Depending on the nature and power of their subject, they are required to use keys of different materials, each of which can be relatively cheap or ludicrously expensive. Below is a list of gatekey materials, their approximate cost and what they can conjure:

Material Cost Tier
Copper ~$5 Wights (Earthly creatures)
Silver ~$20 Atronachs (Elementals) and Espers (Spirits)
Gold ~$1250 Eidolons (Elemental & Ideological personifications)
Platinum ~$1500 Aeons (Primordials)



Shapeshifters are an archaic class of users that have the ability to transfigure their own bodies. they come in three categories (and one sub-category):


Changelings have the ability to alter their appearance, but must remain strictly humanoid, for example, they cannot turn into a dog, but may choose to look like an elf or dwarf.


Sevaro have the odd and poorly understood ability to change their bodies, or parts of them, into various shapes and materials. They are incredibly rare, and lead equally dangerous lives.


Therians have the ability to swap their human bodies out for that of another animal altogether, usually only one, but sometimes hundreds.


Therians who are unable to fully transfigure themselves are called "werebeasts" after the iconic werewolves. This can be caused by a lack of knowledge, a lack of power, or even by a disease, which is the case for natural werewolves. The disease Lycanthropy act like a virus, replacing certain magical codes with corrupted ones that transfigure the victim into the form of a Grimm (The half-wolf-like form werewolves are known for). If the victim is lucky, they soul's natural defenses will fight back and turn them human again, but this process can take decades of switching back and forth to finally complete, but usually once the victim is fully transfigured, the process in irreversible, leaving you with just another beastly Grimm.

Volitions (Mancies)




There are many pyromantic titles, each one entailing different skills and origins.

Dragonkin - A dragon-human hybrid with similar but weaker powers of a dragon.

Dragon - Winged Fire Lizard. Can eat and breath fire, and have a natural resistance to it.

Firebird - Can use fire to both destroy and to restore, powered by a Phoenix.

Phoenix - Mythical bird of fire and rebirth. Has great healing powers.

Hellhound - Hexing Pyromancy powered by Wrath. Very good at detecting life.

Wrath - The Archdemon of Violence, Hatred, War and Fire.

Salamander - A pyromancer whose fire is powered by an Efreet.

Efreet - Fire Demon.

Lampad - Pyromancy powered by the energy that naturally flows nearby and within.