Learning magic is something just about everyone wants to do. However, you have to have at least some ability to do such, in addition, because of the increasing focus required for more elite spells, you have to specialize in order to learn the best spells. Below is a general chart of what is needed to learn each type of magic.
Beginner Magic: Typical Psyche.
Circle One Magic: Good Psyche or Magic ability
Circle Two Magic: Good Psyche, At least one Circle One spell of that specific school.
Circle Three Magic: At least one Circle Two spell of that specific school, Excellent Psyche/Magic ability.
Circle Four Magic: At least one Circle Three spell of that specific school.
Circle Five Magic: At least one Circle Four spell of that specific school, Remarkable Psyche/Magic ability
Circle Six Magic: At least one Circle Five spell of that specific school.
Limitations:
1. You can learn a grand total of 9 circles. Example: 6 nature, 3 ice. 2 fire, 2 earth, 2 light, 3 necromancy.
2. You can not know spells from spells of opposite schools ( Fire vs Water / Ice, Necromancy vs Nature, Air vs Earth ). The only exception is you can learn Light and Darkness, but if you do, you can not learn any other school.
Exceptions:
1. Mind Magic is a special school for Telepathic people. This school does not count towards the limitations of learning other schools.
2. Bardic Magic and Gylph magic do not allow anyone to learn any other schools but that specific school.
There is a school on the Island that will teach people spells they do not know. The uninitiated in a school ( meaning they know no spells in that school ) will first have to undergo a two week course where they meet for 2 hours twice a week to learn and understand the magic.
After this is completed they simply pay a fee to learn the new spell they wish to learn. The course takes, depending on the complexity of the spell, anywhere from 30 minutes to several hours. At the end of the course the student will have 3 attempts to learn the spell. Should they fail to do so in those three attempts, they will have to retake the course on another day. Do note that the psyche requirement is based off psyche in their human form as many magical creatures ( such as Dragons of Griffins ) often have augmented psyche in their non-human forms.
Titles
Those who achieve at least one spell in a school gain a formal title at the school:
Circle 1 - Novice
Circle 2 - Initiate
Circle 3 - Adept
Circle 4 - Master
Circle 5 - Savant
Circle 6 - Grand-Master
Imbuing
In addition, anyone who has at least one spell in a magic school of 4 or higher can imbue their element into a suit of armor. Anything from simple robes and Leather armor to plate mail can be imbued. A fourth circle imbuing adds typical protection from that element, while fifth circle adds good protection, and sixth circle excellent protection.
A few notes, unlike when the blacksmith imbues the auras into the equipment, only one element can be on the item at a time. also, should you botch while trying to imbue the item, you WILL damage it from the magic going haywire to the point the item is useless.
In addition, some elements such as Mind, Blood and Shadow magic, cannot be imbued into armors, for obvious reasons.