The Eight Primary Schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Traansumation. There are addiitonal 'Schools' that separate these spells into further Categories.
Abjuration - The school of abjuration encompasses protective spells, creating physical or magical barriers, negating physical or magical effects, harming trespassers, or even banishing a subject of a spell to another place of existence.
Conjuration/Summoning - The school of conjuration calls materials, creatures, or energy to the caster and can be reversed to send creatures to other places, either over long distances or even to a whole different plane of existence.
Divination - The school of divination enables the caster to learn secrets long forgotten, interpret dreams, predict the future, find hidden things, or foil deceptive spells.
Enchantment - The school of enchantment affects the minds of others, influencing or controlling their behavior.
Evocation - The school of evocation includes spells that manipulate energy or tap unseen sources of power to produce desired effects, almost always in the form of offensive magic.
Illusion - The school of illusion includes spells that deceive the senses of others, causing people to see things that aren't there, not see things that are there, or remember things that never happened.
Necromancy - The school of necromancy manipulates the powers of death, unlife, and the life force.
Transmutation - The school of transmutation deals in the changing of the physical properties of some creature, thing, or condition.
Secondary Schools of Magic; Also sometimes referred to as "Types of magic" These 'Schools' can be considered their own categories, though many spells within these schools will typically apply to one or more of the 8 Primary Schools. These schools are generally not taught, and are moreso sought by magic practictioners.
Alchemy - The school of alchemy deals in the mixing of plants, herbs, and other consumables to make concoctions that simulate, induce, or even produce true magical effects. Disregarded by many as peasant magic, it is still accepted due to its utility.
Chronurgy- Also known as Chronomancy, The school of chronurgy enables the caster to manipulate the forces of time to alter the pace of reality to their liking. A wielder of chronurgy can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.
Dunamancy - The school of dunamancy enables the caster to manipulate the forces of entropy, gravity, space, and time. Typically Referred to as Thaumaturgy, Graviturgy, Locomancy and Chronurgy. The caster utilizes the esoteric natures of potentiality and actuality, converting lost potentialities into kinetic actualities.
Graviturgy- The school of graviturgy enables the caster to bend and manipulate the violent energy of gravity to their will or benefit, and the terrible detriment of their enemies. Typically Restricted by Gaia.
Locomancy - The school of locomancy enables the caster to manipulate the forces of space. The caster utilizes the energies of space and plane to create portals and teleport creatures and objects. Restricted by the God Chronos.
Restoration - The school of restoration is differentiated from the school of necromancy as a school dealing exclusively in the preservation and restoration of life via healing and resurrection.
Vitamancy- This school typically combines the Schools of Necromancy, Restoration, and Transmutation, consisting of spells that typically alter, aid or obstruct the life energy around the caster, be it themselves, and ally or a nemesis. Some spells being so potent as to earn their own, sole classification under this school.