Difference between revisions of "Wizard"
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+ | Once apart in the world, wizards now stand challenged by the advance of artifice. The relation between the two has, officially, been tumultuous. That is to say, individual wizards and artificers do not find matters of agreement--rather, that their methods of workings are vastly different and it tends to lend itself to different mindsets and goals. |
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− | Wizards stand apart from The Artificers and other would be dabblers in the Arcane Arts. There is a definite mystique about them still, maintained heavily by the efforts of the Magocracy of Rune. The nation of Rune has been the centerpiece for magical study for centuries. Their ruling aristocracy, known as The Convocation of Rune, produces elite noble-wizards named Conclave Wizards that deal in all matters of diplomacy, spell creation and magic policing. Some even whisper of a small group of archmagi that sit even higher then The Convocation known as The Eldritch Council. A Council of individuals unafraid of manipulating historical events for the sake of balance in the world. Where Artificers are capable of cheaply producing low level magical effects a[[image:wizard03.jpg|thumb]] Wizard is capable of achieving heights of arcane power that dwarf the effects an Artificer can mimic. All wizards are beholden to an abstract series of laws known as The Covenant of Mana. This Covenant was made eons ago between Animus the now-destroyed god of magic and founder of magical tradition and the first wizards on the continent. |
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+ | The title of "wizard" still carries an aura of mystique, and in most, but not all, places--wizards are an accepted part of life. Magic is a well-known force of Ea. From low-level tinkerers to masters of the art, wizards have long been associated with the Convocation of Rune. Rune, through its efforts, has been responsible for much of the wizardly order and education. With its fall, what will happen remains to be seen--though in the meantime, wizards have taken to forming smaller convocations, run officially by various nations. Rules laws and influence still hold sway, however--necromancy remains a dark art, and Taara's influences ensure it will remain so. |
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− | The Convocation of Rune is not the only wizardry order though. In Charn the Shadow Council and their Shadow Wizards aid the Charn nation with research into matters arcane. Protected by their elite bodyguards and devotees of Taara the Shadow Sorceress, this corrupt guild of wizards are interested in overthrowing and replacing The Convocation as the ultimate authority of magic on the continent. |
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+ | Most wizards hold to an abstract philosophy named the Covenant of Mana. The Covenant describes the use and invocation of magic--its roots are lost to history, but it's likely it was inspired from Animus, Himself. |
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− | Schools of magic known as The Academy of Sages are located in nearly every major city on the continent, at least in western civilization. The Academy of Sages is an affiliate of Rune and they answer to the ruling Convocation. Here they train the next generation of Wizards and students of the Arcane while weeding out the weak from the strong, the dabblers from the devoted and the reckless from the responsible. The Academies also deal in schools of Philosophy and some even have Bardic Colleges of Lore keeping though their primary focuses are on the Colleges of Magic. |
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Revision as of 05:07, 1 January 2011
Once apart in the world, wizards now stand challenged by the advance of artifice. The relation between the two has, officially, been tumultuous. That is to say, individual wizards and artificers do not find matters of agreement--rather, that their methods of workings are vastly different and it tends to lend itself to different mindsets and goals.
The title of "wizard" still carries an aura of mystique, and in most, but not all, places--wizards are an accepted part of life. Magic is a well-known force of Ea. From low-level tinkerers to masters of the art, wizards have long been associated with the Convocation of Rune. Rune, through its efforts, has been responsible for much of the wizardly order and education. With its fall, what will happen remains to be seen--though in the meantime, wizards have taken to forming smaller convocations, run officially by various nations. Rules laws and influence still hold sway, however--necromancy remains a dark art, and Taara's influences ensure it will remain so.
Most wizards hold to an abstract philosophy named the Covenant of Mana. The Covenant describes the use and invocation of magic--its roots are lost to history, but it's likely it was inspired from Animus, Himself.
Wizard Options
There are a number of metamagic feats, unique familiar options and new spells and items that are available to a wizard.
Prestige Classes
Coming soon.
Wizard Organizations
The Academy of Sages, based in Rune and with offices in Alexandria, is by far the most well-known and influential organization of wizards. Smaller guilds and factions may exist (particularly in areas such as Charn or Bludgun), though they don't have the same sway or resources. More on the Academy is available in the Organizations section.