The seven starting schools are listed here. Later Astral/Shadow systems, weaving and spell upgrades are additional progression systems rather than extra starting-school slots.
The seven core schools
Fire
Damage over time and fire attacksPrepare for the timing of multi-turn attacks rather than expecting every effect to resolve immediately.
Ice
Defensive tools and ice attacksShields and survival tools need to be balanced with the turns required to finish a fight.
Storm
Direct damage castingRead accuracy and pip costs before relying on a single large hit.
Myth
Summons and myth attacksMinion choices and utility interact with the encounter instead of defining one universal solo deck.
Life
Healing and life attacksA group-healing deck and a solo-damage deck need different card balances.
Death
Drain damage and trapsDrain spells combine damage and personal recovery; Feint also creates a vulnerability on the caster.
Balance
Mixed-school damage and supportRead each card’s school and damage pattern; Balance is not a shortcut around every enemy resistance.
Builds
Wizard101 Death 26: Vampire and Feint quest deck
Reproduce a level-26 Death deck with exact Vampire, blade, trap, Prism, recovery and Reshuffle counts, plus a separate Tower Shield treasure reserve.
Open configuration →