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 |
+ | 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 working, their faiths, 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 and colorful 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. |
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 and colorful 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. |
Revision as of 05:13, 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 working, their faiths, 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 and colorful 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.