Xenomancy
Of the three new magical colleges defined at the end of the Third Age, Xenomancy, or the application of said magic via Xenotheurgy, is the most esoteric and eldritch. Xenomantic spells use magic to bring forth effects based around summoning, exotic energies, and warding. Xenomancers know these as the concepts of Invitation, Intrusion, and Rejection, which they use to cast their spells and exert their arcane will.
While other colleges can manifest things into existence (see Elementals and Genies), the act of summoning, or having a concept ranging from broad to specific and bringing that to you, hasn't been a reality with Arcane magic until Xenomancy was expanded into a full magical college.
Xenomancy can be a difficult school to pin down conceptually, but the ideas of things "beyond" or that are "alien" makes it at least within the grasp of individuals who are not highly educated. The warding aspect to it, however, is definitely the most understandable component. Even if it functions in a way kind of hard to understand. "What do you mean you are making it so bladed weapons are considered alien around me?"
With the abilities to bring forth strange and exotic creatures and energies, Xenomancers have found themselves thrown against the Recreancy and other forces who, quite frankly, have no idea what Xenomancy even is. They are proving that they are capable wizards however, and working to find their own place across the worlds of the Planar Council.