Wizard School · October 2026
Light and sound
The last two schools of magic work on the senses. Nights in this game are dark and everything makes noise, so these two get more use than you'd guess from the spell list. One of them does, anyway.

--scene night: Light, Dazzle and Thunderclap at one in the morning.
Glimmer
At night people see less, work slower and get an "in darkness" thought.
Light is a glimmer sigil with lift, which hangs a light in the air over a spot. The headmaster can order one as a sigil on a room (a hanging light) and it stays there like a lamp. Dazzle adds bolt and puts the flash in one face. Whoever gets it is blind for a while. Teachers use it on wolves and raiders, and on any hare they've been told to hunt.
In the GIF the light goes up first, so the teacher can see what's coming out of the dark. Then the lead wolf gets dazzled. Then the teacher botches the thunderclap.
Knell
Sound carries through rooms and walls according to how loud it is. It wakes people up, puts them off their studying and gives away where everyone is.
Hush is the knell sigil backwards: silence over an area. Amplify adds echo, and sounds there carry further and louder. Thunderclap adds burst for one deafening bang, which at close range bursts eardrums.
None of the three got cast unprompted in the month-long runs. Hush ought to be what a student does about a noisy dormitory, and Thunderclap is meant for wolves coming out of the dark. Nobody in the school wants silence enough to cast for it yet, so that's next.