Here is my knowledge of Sol'Lanar's magic.
There are nine(previously ten) schools of magic. They are:
Necromancy
Wizardry
Conjuring
Illusion
Sorcery
White Magic
Black Magic
Chronomancy
Arcanism
Chaos(extinct)
Necromancy
This is the school that involves the manipulation of life essences and the secrets of life itself. Necromancers experiment with the creation of artificial life, and only one such project, the Wolflings, was successful. They are despised and feared by nearly everyone, and are unwelcome in cities. They are often cold and unfeeling, from the large number of failed experiments they have done, and will not become attached to anything for long. There is an elite group known as hellwalkers that seems to have found a way to escape death, and, supposedly, there is one of them that has lived since Haf Anis'Astra.
Wizardry
Wizardry deals with the summoning of extraplanar creatures. The wizards are responsible for the presence of Galph in Sol'Lanar. They, like necromancers, are shunned in society, for who would want a Daemon summoned into their backyard? Currently, the wizards are undergoing changes, due to the failure of the Galph's summoning and other, unknown failures. There is another group of wizards known as the mystics that rumors claim to hold all the knowledge in the world, gotten from some godlike creature brought to Lat'Lanar(a Scion, perhaps???). They are very secretive, however, and will only give slight hints as to their knowledge.
Conjuring
This is the practice of creating material or energy from nothing. This includes fireballs, lightning bolts, and other such spells. These mages are occasionally unstable, and these insane conjurers are known as battlemages. The battlemages will fire spells left and right, at the slightest provocation, and with utter disregard, yet some still have a grasp of reality and sanity. Due to the mental instability of the conjurers, they are feared by most of the populace.
Illusion
The illusionists practice, obviously, illusions. They are neutral in the minds of common folk, the latter thinking these mages incapable of harming them, and thus leaving the illusionists in peace. This school is the most flexible and free of them all, and its members have a variety of lifestyles.
Sorcery
Sorcerors are involved in the enchantment and alteration of that which already exists. They are by far the most sociable of mages, many being found in cities and even tiny villages. You will almost certainly find a local sorceror in every large city, and about a one in three chance of finding one in a smaller town. They are carefree, and roam the world as they please, thus only a few remain at the Caen'Telim. Now, a new order of Sorcery, the enchanters, has sprung up. They can alter living things, not simply inanimate things, a feat that most sorcerors are incapable of.
White Magic
This is, simply put, a combination of Illusion and Sorcery, making use of spells from both schools. The White Mages have an army of Wolflings(see Races) that they command, and are the most fortified of the schools. They are also the most generous to the people, helping everyone in need. The White Mages are all Human, for their power comes from the moon Kef'Nilat.
Black Magic
The opposite of White, Black Magic is a mix of Wizardry and Necromancy. They are a malicious group, and do not involve themselves with others. They, too, are all Human, worshipping the moon Kef'Satalus.
Arcanism
This mysterious art is known only to those who practice it, and it is rumored that the Arcane Test is far more difficult than any other. Arcane magicks come from Runes that are scribed by the arcanist or those in his employ. To cast a spell, the mage need only hold the rune he wishes to use in one hand and speak the proper incantation. If another tries to use an arcanist's power word, which is unique to every mage, they are intstantly disintegrated. The Arcane are said to be second only to the Scions and the gods themselves, and it was an arcanist, Tynan(see History), who ended the horrible Anis'Didalon.
Chronomancy
This is an unusual order, founded by the Elves immediately following Anis'Didalon. It is the practice of bending, warping, even tearing the fabric of time. A chonomantic time travel spell can be compared to a flexible tunnel between planes. The chronomancer bends and twist the tunnel to make sure it will bring him to the right location, then places it into the Continuum. Chronomancy is not one of the original schools, and is quite different from the others. A small group of chronomancers, the Aeon Runners, as they have come to be called, can move back and forth at will, and they are somehow bound from staying in a certain timeframe for any long length of time, as well.
With the power to alter Time, chronomancers can do likewise with Space, moving between realms and to the Astral and Ethereal planes and back at will.
Chaos
These most utterly awesome magicks were created by Goth'Ulin in his rage. They were rumored to possess the collective skills of every Dragon, Daemon, and mage in Sol'Lanar. The Scions, however, were vastly stronger, and smote Chaos from this world.