Evoker
The most dangerous and mistrusted form of magic. An Evoker's spells draw power from the four primal elements of creation; earth, air, fire and water. As a result their spells have a reputation for being destructive in nature, and indeed the spells were first created for use in battle. They are often employed as soldier mages, adding their powers of ranged destruction to armies as they become the favoured means of destroying large arrays of enemies. In times of peace, however, they are often feared for the destruction that they can cause. Inside the city of Aberddu for example, all Evokers are required to hold a license before they can practice their powers within the city.
How an Evoker chooses to view the elements and their role in magic is often unique and totaly individual, and a great topic of discussion amongst an Evokers peers. Where one Evoker might see Freeze Armour as a water based spell, others might say it is ice based, or air based, some might even see Disintegration as an example of the ultimate extraction of water from a body.
Being the most directly offensive magical class, Evokers are often strained to the limit of their abilities; carefully rationing their spell points to remain effective. Like all spell classes, proper application of all circles of magic can create a powerful and potent mage.
Specialisations
While more niche specialities such as cryomancy exist, most evokers who choose to master one one aspect of creation above all tend to choose one of the primal elements (below)
Hydromancy
Hydromancy is magic based within water. A notable Hydromancer is Traygon Drago.
Pyromancy
Pryomancy is magic based around fire. Pyromancers command this destructive and ephemeral power.
Geomancy
Geomancy is magic based around earth.
Aeromancy
Aeromancy is magic ability based around air.