The path of arcane magic is the act of imposing your will on the world. You reweave the very fabric of reality to suit your needs. Each Arcane School is a Secondary Skill unto itself. When you select the Arcane Initiate Knack, choose three to mark as Trained Skills.
The manipulation of the minds of others to influence their behavior, emotions, or loyalties.
The art of summoning creatures, objects, or energy from other locations or planes of existence.
The manipulation of raw magical energy to create powerful elemental effects, typically for offensive destruction.
The practice of acquiring hidden knowledge, seeing across great distances, or peering into the future.
The art of altering the physical properties of creatures, objects, or the environment itself.
The creation of sensory deceptions that trick the mind into seeing, hearing, or feeling things that aren't there.
Warding magic is the art of the arcane shield, focused on creating protective barriers, banishing extraplanar threats, and unraveling the spells of others to maintain order and safety.
The manipulation of the forces of life and death, often involving the animation of the dead or the siphoning of vital energy.
There are whispers among Hedge Mages that there are other schools of magic that can be tapped into, but these eight are the most common.
Sometimes, one school will not have the exact scope you are looking for in your spell. In those cases, your GM may allow you to combine effects from multiple schools. In these cases, you will roll against the lowest of the schools to determine success.