Wizard

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Wizard04.jpg
The Wizard
Common Roles Adventurer, adviser, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, sage, scholar, scribe, spellcaster for hire, student, teacher, troubleshooter, tutor
Common Races Humans, Arvek Nar (abjurers), Gnomes (illusionists), Mul'niessa, Llyranesi, Half-elves (often Llyranesi or Mul'niessa blooded)
Influencial Faiths Eluna, Navos
Common 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 Local Organizations and Organizations sections.
Pathfinder Rules for PRD Entry


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 not to say that individual wizards and artificers do not find matters of agreement--rather, it often means that their methods of working, their goals, and their faiths, tend to be vastly different and it tends to lend itself to different mindsets and goals. This mindset has been most prominent in guilds and organizations--who often find themselves at odds economically as well as idealistically.

The title of "wizard" still carries an aura of mystique, and in many, but not all places--wizards are an accepted part of life. From low-level tinkerers to masters of the art, from the kindly crafter of fireworks to the devious crafter of ancient wonders, wizards have long been found upon Ea's landscape.

In the minds of the public, wizards have been associated with the Convocation of Rune for most of known history. Rune, through its efforts, has been responsible for much of the wizardly order and education. With the fall of this nation, what will happen remains to be seen. In the meantime, wizards have taken to forming smaller convocations, which are run officially by various nations. This has had the effect of a greater variety of local flavor and invention. Rune's 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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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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Starter Kits

Wizards are experts in the arcane field, and can cast a variety of spells, though they have to plan what they want to cast at the beginning of each day. They tend to have a high intelligence, and focus on knowledge skills. A higher dexterity can be useful for defense, and going earlier in the combat round so they can quickly buff their allies, or raise a barrier, for example.

Wizards typically focus on buffs for their allies, utility, and battlefield control, and will choose their spells around these concepts. Blaster wizards are also popular. The feats Spell Penetration and Greater Spell Penetration will be important around mid levels and higher for any mage.

Concept Attributes Feats and Skills Common Spells Notes