Wizard

Wizards
The wizards protected the humans from the Hallowed when they started to kill them, this formed a long hatred between the Hallowed and the Wizards.

Mage Types
There are many different types of mages that reside in Illius. All of them with different powers, making Illius one of the most powerful cities in the land, the only city to not fall under the control of Hallowed.

Earth Mage: Earth mages have the ability to bend the earth below them to their will, a few of the most powerful earth mages have been known to be able to suspend large amount of earth in the air, and even to live there their entire lives.

Fauna Mage: Fauna mages deal with life magic and healing. It can vary from healing minor injuries to bringing people and animals back to life, most fauna mages cannot bring creatures back to life, but they can heal a large variation of wounds and injuries.

Frost Arcane Mage: Frost Arcane mages can take the water around them and turn it into ice, this gives them the ability to control it in its frozen form. They are able to conjure up large amounts of ice from very little, thus making them a very formidable opponent during battle. They can also decrease air temperature, create physical constructions out of ice, and survive in harsh climates. By encasing their body in ice, they can even resist flames.

Water Mage: Water mages have the ability to use different forms of water in the vicinity and use it to their will. As well as that they can produce water of of nothing, this means they are able to use their powers almost anywhere, unlike many other mages types. Water mages can survive extended periods without water, and can even manipulate clouds, as they are comprised of water molecules.

Dragon Mage: Dragon mages are able to tap into dragon magic, usually they form some kind of bond with a draconian being. Dragon mages usually inherit the abilities of dragons, some of which being flame-resistant epidermal armor, super-strength, increased speed, enhanced senses, accelerated healing, and the ability to exhale a powerful beam of the corresponding element of their fellow dragon.

Farming Mage: Farming/agricultural mages use magic to accelerate the growth of crops and imbue them with enhanced properties that add extra benefits to the food they are created from. In the presence of an agricultural mage, a town/city's food supply is guaranteed to never deplete.

Air Mage: Air mages are people that can manipulate the forces of the wind for use in offensive/defensive situations. Air mages can interact with the earth's atmosphere, allowing them to decrease/increase air pressure and oxygen supply at will. Air mages, paired with fire mages, can create more powerful flames by fueling the basic flame with oxygen. When fighting fire mages, however, their magic is essentially nullified as the air mage can deplete the oxygen supply in the area, snuffing out the flames.

Combat Mage: Built around a more physical approach towards combat, the combat mage uses magic to enhance their physical attacks and durability. They gain increased strength, speed, reflexes, durability, endurance, etc. Trained to be proficient in various martial arts, combat mages are able to not only strike with force, but with precision as well.

Fulmination Mage: Fulmination magic involves the use of lightning and combustion for primarily offensive purposes. Fulmination mages use their electrokinesis to manipulate electricity into various attacks, such as punches, missiles, or just regular lightning bolts. When in contact with metal or water a fulmination mage's powers are intensified, yet their attacks do little harm to terramancers.

Psionic Auramancer: Psionic Auramancy is an ability that involves the manipulation of paranormal phenomena and the utilization of telekinetic powers. They can manipulate objects of varying sizes with their mind, create forcefields or telekinetic energy, create telekinetic blasts, levitate, and can even sense all types of life energies radiating from various living organisms.

Ether Mage: A rare division of magical practitioners, ether mages have the ability to access a dimension parallel to ours known as the End. The End is home to sentient beings known as endermen. As an ether mage, they are able to communicate with the mystical beings, and once a bond is formed, the endermen link their powers with the mage, granting him/her teleportation, enhanced vision, the ability to sense actions created across time and space, etc. Endermen will also willingly aid the ether mage when called upon.

Flora/Nature Mages: This division of magic involves the manipulation of nature's ecosystems. One with nature, these mages automatically become stronger on magical potency when nearby naturally-grown vegetation. Through a means of communication, these mages can command any form of vegetation to aid them in any circumstance. They can summon plants to assist in healing practices and defensive stratagems. They can also enhance a plant's natural properties, giving them greater healing effects, accelerated growth, resistance to harsh conditions, etc. In conjunction with farming mages, they can help create farms that can singlehandedly feed all the area's residents, whilst providing natural benefits that can help prevent sickness or hunger.

Druids: Druids are a different kind of mage. They can communicate with both animals and plants, while supporting several ecosystems as well. Druids are affiliated with rudimentary life-based magics. Mostly proficient in healing and defensive combat, they can also call upon the powers of Mother Nature herself to enhance magical attacks. Some druids are even known to possess the ability to communicate with beings like endermen, dinosaurs, and even dragons.

Prehistoric/Primal Mage: Magic practiced during ancient civilization, yet forgotten for millenia, Primal mages are known to harness the power of ancient animals, and possess super strength, speed, epidermal armor, extrasensory perception, accelerated healing, and the ability to summon physical manifestations of such creatures. Perhaps the most powerful attack in a Primal Mage's arsenal would be the ability to fire a powerful rush of energy in the form of a loud roar. Primal mages can also use their raw energy to physically mutate parts of their body, such as fingernails into knife-like claws, a practice unorthodox to many a mage.

Energy Mage: Energy mages can harness the energy of multiple sources and utilize it in offensive and supportive purposes. Sources include the sun, water, electricity, kinetic, wind, etc. and use the energy they've built up to create powerful energy beams, contruct weapons and defenses, direct magic attacks, fly, and absorb attacks to redirect at the enemy. This versatility makes an energy magic user compatible with pretty much every mage type there is. However, the amount of energy they can control is contingent upon the physical and mental condition of the user. A weak ergomancer means that too much energy absorbed could lead to... boom.