Arcanist Magic of Harn

    Arcanist Magicians who are of the Wizard class are called "Shek P'var," is outlined much different in Harn. The magic schools, are directly tied to the six convocations of magic, with a neutral group of spells held in common as well as Gray Spells for masters. How one goes about learning magic is also slightly different. Bards, Sorcerers, and Warlocks can safely ignore choosing a Convocation and is not limited to the rules below, UNLESS they join a Chantry of Arcane Lore's Guild, in which case they could use the learning additional spells rules of paying, using a spell book, having a practice area, and buying or selling, perhaps even creating magic items; but would ignore the convocational rules. Those that join Chantries must choose their Primary Convocation, though they don't have to choose spells from that convocation unless they desire. Bards have their own rules under the two groups of Bardic Colleges on Harn.
     Wizards, on the other hand, must choose a Convocation, and must follow the rules as below, whether or not they join a Chantry of Arcane Lore's Guild. As such, Wizards can learn the most new spells since they are only limited to how much money, time, and/or space in spell books they have to gain new spells, and thus could potentially learn all the spells; and thus Chantry Wizards can prove to be the most powerful of the arcane classes with access to the most spells. In addition to learning new spells, Wizards are the only Arcane class that can attempt to spontaneously cast a spell they do not know and do not have memorized of their appropriate spell levels. They can also do this with spells they know but do not have memorized, though they cannot use their proficiency bonus in determination rolls in either case. Of course, there are great dangers to doing this, from potential fatigue to wiping one's memory or even death; but it means that wizards can continue to cast spells of their level (which they do not know yet or do/did not have memorized) after they run out of spells they have memorized for each level of spells.
    Within the Shek P'var, there are four ways to learn new spells, which is different than the D&D rules. Each method is applied when attempting to learn new spells upon reaching the next level or learning new spells, whatever. The easiest form of learning spells is at a Arcane Lore's Guild in most of the big cities of Harn, because you have both access to instructors as well as a place to practice spells that is magically protected, but of course this is the most expensive, but you have some access to your teachers spell book. The second easiest way to learn spells is just to have an instructor or spellbook to learn from. This is the second most costly way, but again, you have some access to the teachers spellbook. The third type is just to have access to a spellbook, and learn the new spell by trial and error, and the hardest way to learn spells is simply to spontaneously come up with a new spell (you basically choose a spell or get a DM to agree on a brand new spell, and then make your DC roll. This last way, however, is not only the hardest, but can also be very hazardous to your health. Obviously the DC's go up to learn the spell as you employ less costly methods
    If you look at the Graphic Above, you can see the Convocations. On the outside ring are the Neutral spells, which touch all six convocations, then the convocations themselves, and inside in the center are the Grey Spells. In Harn 5E, each of the convocations represents a school of magic in the Players Handbook, as noted below. The convocations and a brief explanations of each are as follows....

FYVRIA

    Fyvria is the magic of the green and growing, and of the pale and dying - the cycles of growth and decay that underlie the natural world. The convocation is symbolized as a tree in soil. Wizards of the Fyvrian Convocation would choose either the Necromatic School or the Transmutation School as their main school per the PH rules.

JMORVI

    The element of Jmorvi is mineral, especially metal. Their study revolves around the study, making, and manipulation of metallic artifacts. Jmorvi is symbolized by the sword and anvil. Wizards of the Jmorvi Convocation have Abjuration as their main school

LYAHVI

    Lyahvi is the magic of air; the insubstantial, the invisible, the ethereal, and the illusionary. Lyahvi manipulates light and illusion. It is symbolized by the stylized star. Wizards of the Lyahvi Convocation have Illusion as their main school.

ODIVSHE

    Odivshe is the magic of slow, cool darkness. Odivshe mages study and manipulate water, ice, darkness, and cold to achieve their ends. Odivshe is symbolized by the chalice and waves of water. Wizards of the Odivshe Convocation have Conjuration as their main school.

PELEAHN

    Peleahn mages manipulate heat, smoke, and fire to produce pyrotechnic effects. They are symbolized by the eye and rays of flame. Wizards of the Peleahn Convocation have Evocation as their main school.

SAVORYA

    Savorya is the magic of mind and spirit. Savoyan mages deal in aura, knowledge, and spirit in thought and concept to bring about their ends. They are symbolized by the quill and scroll. Wizards of the Savoryan Convocation have Divination or Enchantment as their main schools.

     In the graphic above, the convocations are set in the way they need to be. For example, say you decide to become a Fyvrian mage. That means that Odivshe and Jmorvi would be your Secondary Convocations, Lyahvi and Savorya would be your Tertiary Convocations, and Peleahn would be your Opposite Convocation. First level arcane spells would therefore go something like this....

     Harn's Shek P'var doesn't really change all that much the way you choose spells at start, as long as you apply a little common sense. Neutral spells will be those that by nature share one of more Convocation, which are fairly simple spells. For example, Detect Magic is a neutral spell. Convocational spells will be those which follow a certain Convocation, and Grey spells will be those which are complex and/or share more than one Convocational School. Cantrips ignore convocations. Remember that you gain one bonus spell per spell level starting at first level spells, but they must be in your Convocation.