In the Phoenician Leage, Magic is varied. While nearly everyone knows a few simple cantrips and parlor tricks, few truly master it beyond the previously mentioned. Since mana is relatively rare and hard to utilize propery, there are only a few serious magicians, but ever since it was discovered in the early 1700s, a Magician's Academy has been built in every city. The general focus of Phoenician magic is defensive and reactive magic, but each city has branched out in speciality a little bit. Nowadays, disputes between city-states are usually settled by duels (to unconsciousness) rather than massive wars,
Sidon: Sidonese magic is almost entirely reactive countermagic. It's a common joke that a duel between Sidonese mages is more like a staring contest. However, it is a contest of intense concentration, each one waiting for the other to falter a little bit, and then one makes a move by actually casting a spell. If the other Mage isn't able to react in time, the first mage accumulates massive advantage and wins. If the other reacts in time, a flurry of counterspells follow in a few quick seconds, and the winner of the counter war is usually able to win the duel. Against other mages, the Sidonese Mage attempts to counter every spell cast by the opponent, either to great sucess or dismal failure.
Tyre: Tyre magic is mostly relating to divination and the Æther. Mages from Tyre are able to unsummon enemy conjurations back into the Æther and foresee enemy moves (albeit only a few seconds in the future). They can also create illusional creatures from the Æther as well.
Sur: Sur magic is mostly protecting and healing magic, with some pacifying magic as well. In general, it is related to the needs of the group over the needs of the self. Sur mages usually pacify their opponent's conjurations while protecting their few conjurations, while healing and protecting themselves.
Kition: Kitionese magic specializes in creating and animating metallic constructs (basically magic-powered robots) due to the abundance of metals on Cyprus. Kitionese magic also specializes in non-animated artifacts, and as a result, has the most conjuring. A Kitionese mage's battle plan is usually simple: conjure robots and smash the opponent with them. There are many subschools, however, and one of them involves conjuring an overwhelming amount of mechanical defenses against enemy conjurations.
Carthage: Carthaginian magic, or "dirty magic" or "black magic" as called by the other cities, is by far the darkest and most evil of the schools of magic utilized by the city-states. It specializes in death and darkness, and many spells can outright kill enemy conjurations and knock out enemies immediately. Carthaginian mages can also divine into the future and create more temporary mana. Carthaginian conjurations are by far the most vile, being able to summon imps and horrors. However, all of this power comes at the price of life energy. Some of it is lost immediately, and some of it is lost over time, causing Carthaginian mages to live much shorter lives than everyone else.
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