Wizard (Destiny)

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|-|Wizard=
|-|Deathsinger=
|-|Taken Wizard= 
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==Summary==
The Wizards are a prevalent morph of the Hive, made up of those who have transcended the form of Acolyte and used their accumulated tithes to express themselves as this form. They are the scalpel with which the Hive vivisect the universe, making up their elite researchers, schemers, and leaders. Ancient and powerful Wizards are easily capable of permanently killing Guardians and are feared throughout the universe. Armed with powerful magic and secret knowledge, the Wizards are some of the most formidable foes one can encounter.
==Powers and Stats==
Tier: , at least to , up to | , at least to , up to | , up to 
Key: Hive Wizard | Taken Wizard | Ascendant Plane
Name: Varies
Origin: Destiny
Gender: Almost always female
Age: Varies, often at least hundreds of years up to billions
Classification: Elite Hive, Ascendant Hive, Taken
Powers and Abilities:
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|-|Hive=
Sword Logic, Superhuman Physical Characteristics, Magic, Immortality (Types 1,IX: The Bargain 3, 4, 5, 7Destiny: Warmind (comic) and 9; Hive won't die of age and can heal their wounds as long as they kill. More powerful Hive are able to create Throne Worlds that allow them to come back even after complete physical erasure and some are even capable of hiding their deaths), Acausality (Type 4), Regeneration (Up to Low-Godly; Some Ascendant Wizards and Deathsingers have their own Throne Worlds and can simply come back after their physical bodies get destroyed), Clairvoyance (The Sword Logic finds the weakest point in a structure and destroys it.Hidden Dossier Powerful Hive also use Shriekers to survey their territory or remote locationsShriekerA Shadow Overhead), Mathematics Manipulation, Quantum Manipulation (Darkness manipulates reality at the quantum levelCodes & Procedures Handbook), Non-Physical Interaction (Can consume the Light, destroy Vex energy/data constructs, interact with other Ascendants and Light and Dark can interact with ontology), Adaptation (Hive can quickly develop adaptations.Adventure: Bug in the SystemKrill A Knight of Oryx adapted to the fighting style of a Knight of Xivu Arath by following Oryx's wayDust), Corruption (The Hive corrupt their surroundingsStrange Terrain Strike), Aura (All Ascendant Hive have an auraAgonarch Rune), Earth Manipulation,Ghost Scan: Crota Hacking,Ghost Fragment: Hive 2 Illusion Creation,FlayedThe Dreadnaught Telepathy,Ghost Fragment: Warlock 2Sylok, the Defiled Organic Manipulation (Much of the Hive's technologies and structures are organicThe Wretched EyeVanguard Communications, Season of the Hunt), Subjective Reality (The Light and Darkness are ontological forces that grant power over that which is real, and that which isn’tDestiny 2: Season of Arrivals: The Reckoning), Reality Warping and Law Manipulation ([Every demiurge of every race, is a ruler maker, that changes reality to their power/willA Thousand Wings), Darkness Manipulation, Forcefield Creation (Through Elemental Shield, Enemy Link and Temporary Immunity Shield), Quantum Manipulation, Space-Time Manipulation and Gravity Manipulation (With Void abilities), Fire Manipulation, Heat Manipulation and Energy Manipulation (With Solar abilities), Electricity Manipulation and Magnetism Manipulation (With Arc abilities), Explosion Manipulation, Flight, Poison Manipulation, Status Effect Inducement and Healing (Through Poison Cloud, Guard Toxic Mist and Slowness Gas), Telekinesis, Physics Manipulation (The Darkness describes Wizards as "butchers of physics"), Vibration Manipulation (Through Ground Slam), Duplication (Through Summon Shade), Rage Power (Through Berserk Mode), Death Manipulation, Conceptual Manipulation (Type 1 with Deathsongs, Type 2 otherwise; Deathsingers are capable of reifying death, describing it in its totality, made autonomous and universal, separate from any context or condition. They can invoke the end of anything.Ir Yût, the Deathsinger Some Wizards can move their death elsewhere to create an Oversoul, rendering them incapable of permanently dying unless they are in its presence. When the barrier between the material universe and the Ascendant Plane is eroded, there’s no difference between the words on Hive runes and their meaning. A rune for ‘death’ brings literal death.Ghost Scan: Festering Halls, Titan, #3 The Inquisition of Self involves the manipulation of a being's essence, which is the entirety of their existence and their truthIX.I: The UnmakingIX.X: Apocrypha), Information Manipulation, Soul Manipulation, Mind Manipulation, Pain Manipulation, Life Manipulation and Biological Manipulation (The Inquisition of Self is a technique that allows one to excise the layers of self,VIII: A Sacrifice of Self going as far as to manipulate the truth of a being, the entirety of their existence. Aside from flaying a being's mind, it allows for control over the soulIX.II: The Unmaking and can be used to hollow a body of life, while still keeping it functional as a vessel for another being. Deathsongs can destroy one's essence, shred the flesh of their targets and cause them to bubble and burst apart. They can destroy the mind and inflict extreme painXI.X: ApocryphaXI: The Anti-LogicQuest: Choir of the Damned, Symphony of Death), Negation of Resurrection and Regeneration (By devouring the Light of their victim, the Hive can deny Guardian resurrection. Death songs are capable of permanently killing Guardians), Summoning, Statistics Amplification, Reactive Power Level (Like all Hive, grow stronger when killing), Portal Creation, Enhanced Senses (Hive can smell invisible enemies), Absorption (Capable of consuming the Light, whether it be from individuals or freely existing Light), Teleportation (Most Wizards are capable of teleportation), Invulnerability (Some Wizards have the Enemy Link and Temporary Immunity Shield, rendering them immune to harm), Self-Sustenance (Types 1 and 2. Wizards can do battle in outer space and subsist on tithes of death alone), Damage Transferal (Via Enemy Link), Shapeshifting (Not combat-applicable; Should a Wizard be unhappy with its existence as a Wizard, it can morph into a Knight instead through usage of excess tithes, changing its gender, abilities, and other attributes in the process)
|-|Taken=
Same as before, plus Immortality (type 5Destiny 2: Season of the Lost: Astral Alignment), Radiation Manipulation,Adventure: Getting Your Hands Dirty Sound Manipulation (Taken screams can shatter plastics and burst blood vesselsReport: Taken Power), Aura,A Matter of Trust Gravity Manipulation and Limited Black Hole Creation,Quest: Further Interference, Let Loose Thy Talons Corruption, Law Manipulation, Reality Warping, Mathematics Manipulation, Information Manipulation, Conceptual Manipulation (Type 1 [combat inapplicable], Type 2 otherwise; Taken utilize the Darkness, which is an ontological force), Existence Erasure, Void Manipulation, Matter Manipulation, Space-Time Manipulation, Mind Manipulation and Possession (Taken Wizards passively exude the Taken Blight, which spreads the Taken corruption wherever they go. Certain Wizards can directly Take their foes, though to nowhere near the same efficacy as Oryx, the Taken King), Power Nullification, Regeneration Negation, and Statistics Reduction via Shadow Touched, Memory Manipulation (Sylok was able to cause researchers to forgot they already tortured him), and Acausality (Type 4; Taken are all Paracausal)
|-|Resistances=
Resistance to Information Analysis, Analytical Prediction, Duplication, Precognition, Power Mimicry (The Vex can't simulate paracausal entitiesOsirisAdventure: Deep Conversation), Power Absorption, Power Modification, Power Nullification (Some Wizards aren't affected when hit by Suppression Grenades, which prevent the victim from using their abilities. As a significant amount of a Wizard's power comes from the Sword Logic it's difficult to affect their abilities without affecting the Sword Logic itself. Paracausal powers in general have proven difficult to steal), Subjective Reality, Reality Warping, Law Manipulation, Statistics Reduction, Corruption, Mathematics Manipulation, Information Manipulation, Conceptual Manipulation (Type 2 to 1), Existence Erasure, Void Manipulation, Possession (Some Wizards are completely fine within the presence of the Taken Blight and are unaffected by Hive corruption. And some are unaffected by Deathsongs), Corrosion Inducement, Quantum Manipulation, Space-Time Manipulation, Gravity Manipulation, Black Hole Creation, Life and Energy-Absorption, Soul Manipulation, Matter Manipulation (Macro-Quantum), Fire Manipulation, Temperature Manipulation, Radiation Manipulation, Light Manipulation, Magma Manipulation, Plasma Manipulation, Energy Manipulation, Electricity Manipulation, Magnetism Manipulation, Paralysis Inducement, Explosion Manipulation, Physics Manipulation, Absolute Zero, Vibration Manipulation, Status Effect Inducement, Transmutation,Ruinous Effigy Sound ManipulationBRONTIOS Type 0 (Powerful Wizards are resistant against the majority of the Guardian's abilities), Poison Manipulation, (Hive regularly drink poisonXX: Hive and only a special sort of poison affects themEight Million Tales in the City: Florescent Canal, Chamber), Sense Manipulation (Powerful Wizards are not be affected by the Helm of Saint-14Helm of Saint-14), Biological Manipulation and Death Manipulation (Deathsingers are unaffected by their own songs and those of other Deathsingers), Pain Manipulation (The Hive feed on pain, including their own), Sealing (With powerful enough Sword Logic one can escape sealing that was previously effectiveXII: Out of the Deep), Mind Manipulation and Madness Manipulation (Types 2 and 3; Most Wizards are fine within the Sea of Screams, which is hostile to the psycheReverie Dawn Gauntlets and indirect exposure to the Ascendant Plane is enough to drive people mad.The Gate They're also unaffected by its brain stain, infection by a contagious ideaOn the Hunt), Fusionism (Most Wizards can maintain their 'shape' within the Ascendant PlaneDust), minor resistance to Ice Manipulation (Freezing Wizards did not kill them and they are capable of withstanding the cold of outer space)
Wizards with a form of Immunity, such as through Immunity Shields, have a Resistance to Crystal Manipulation, Smoke Manipulation, Nanotechnology, Disease Manipulation, Resistance Negation, Curse Manipulation, Death Manipulation, Regeneration and Immortality Negation, Telekinesis, and Vibration Manipulation
Taken Wizards have any standard resistances or resistances corresponding to their shielding, as well as resistance to Pain Manipulation (Pain and abject ecstacy are one and the same to a Taken), Fear Manipulation, Madness Manipulation (The Taken are in a state of constant ecstasy. Their feats, inhibitions, and burdens are stripped from them), and Physics Manipulation (Taken aren't bound by the laws of physics)
|-|Ascendant Plane=
Same as before, excluding type 9 immortality, to a far greater degree plus Subjective Reality (Those with power inside of the Ascendant Plane determine realityFist of Eight Moons), Abstract Existence (Type 1; residents of the Ascendant Realm exist as 'shapes', the immaterial foundation of their being, rather than being made out of matter), and Resistance to Information Manipulation
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Attack Potency: Varies (The strength of individual Wizards can vary), at least Small Building level (All Wizards are capable of fighting average Guardians, such as unnamed Warlocks who can do things like vaporize people with a handshakeMonolith Bleed IV) to City Block level (Stronger Wizards will often be on par with armored fighting vehicles, such as the Goliath Tank, being able fight other powerful beings like them), up to Large Country level+ (Wizards are comparable to Knights and sufficiently powerful ones such as those in the Court of Oryx are on par with, if not stronger than, Guardians that can defeat powerful Psion Flayers) | Varies, at least Small Building level to City Block level, up to Large Country level+ (Generally superior to their non-Taken counterparts) | Varies, up to Universe level+ (Sword Logic users become far more powerful in the Ascendant Plane. Some of the most powerful Wizards belong to the Court of Oryx, which means they may have their own Throne Worlds and that they helped turn Oryx' Throne World inside out,XLI: Dreadnaught with this Throne World having been described as infinite.Thank you Although weaker, they should still be comparable to The Warpriest)
Speed: Varies, at least Subsonic, up to Massively Hypersonic+ (Capable of engaging in combat with Guardians, such as Warlocks)
Lifting Strength: Varies, at least Class 1, likely Class 5 (Like Warlocks, Wizards should be comparable to Titans and on par with Hunters, who frequently incorporate Titan armor componenets into their own gear.Rustburner 1.5 Titan helmets are heavy enough to snap a human neckDestiny 2 2017 and other armor pieces are heavy enough to break skullsKnight Type 1 and rocksFieldplate through sheer mass. Ikora can lift large stone blocksDestiny 2 Gameplay Premiere – Zavala’s Prelude), up to likely Class P (Can match most Guardians, such as Warlocks, at or near the peak of their power) | Varies, at least Class 5, up to likely Class P | Varies, up to Immeasurable (Some Wizards helped turn Oryx' Throne World, which is an infinite space-time continuum, inside out)
Striking Strength: Unknown | Unknown | Unknown
Durability: Varies, at least Small Building level to City Block level, up to Large Country level+ (Wizards aren't as durable as Knights, but they are still capable of surviving numerous blows from comparable foes), higher with forcefields (Elemental shielding drastically improves their survivability. Certain types of shielding render Wizards immune to any form of normal attack) | Varies, at least Small Building level to City Block level, up to Large Country level+, higher with forcefields (Superior to their non-Taken counterparts) | Varies, up to Universe level+ (Can take hits from the Guardian and those comparable to them), higher with forcefields
Stamina: Superhuman (Hive Wizards can wage wars for thousands of years at a time. They grow stronger and more energized with each life they take)
Range Several Meters with Ground Slam, up to Thousands of Kilometers with ranged abilities, Multiversal with portals or with Taken teleportation. | Same as before. | Unknown, up to Universal+
Standard Equipment: None notable
Intelligence: Genius (Wizards are seen as an intellectual class of Hive. Even basic Wizards will take command positions among groups, will have had hundreds of years experience and Wizards are notorious for experimenting on everything they can get their hands on. Hive were able to figure out a way to breach the bunker of Rasputin. Guardians aren't sure whether Wizard abilities are magic or extremely advanced technology), up to Supergenius (The most elite and ancient Wizards have existed for billions of years, and have the knowledge befitting of such an age. The Wizard order includes such individuals as The Daughters of Oryx, Nokris, Savathûn and Ir Yût)
Standard Tactics: This is often dependent on the type of Wizard in question, but generally Wizards will stay at a distance hovering around the battlefield and staying behind cover and their summons while bombarding their enemies with suppressive fire. In addition they create poisonous clouds on top of their enemies that slow them down, blur their senses and deal massive damage over time. When damaged they will often take cover in order to regenerate and to restore their shields.
Taken Wizards will passively exude the Blight, and the ones that are capable of doing so often will spawn Blights to spread the corruption to their foes. They constantly summon Shadow Thrall to flush enemies out of cover, overwhelm targets and to take cover behind them.
Weaknesses: Certain types of shielding are more vulnerable via specific means elaborated on in their descriptions. Some Wizard behaviors can be exploited.
Notable Attacks/Techniques:
*Darkness Blast: The Wizard fires darkness projectiles of the arc element from both of its hands.
*Elemental Shield: Wizards possess a rapidly regenerating forcefield made of Arc, Solar, or Void energy that protects them from damage. This can be a very substantial boost in durability, letting Wizards laugh off attacks that would have killed them several times over if unshielded and making the targeting of weak spots impossible. It can be drained through sustained fire, though using attacks of the corresponding element will drain it much faster than others.
*Poison Cloud: The Wizard summons a dark cloud of poison on top of their enemies. These clouds deal damage over time, blur the enemy's senses, and slow them down.
*Temporary Immunity Shield: A small number of elite Wizards can temporarily render themselves immune with shields sustained by the Sword Logic. Confers a number of resistances.
*Enemy Link: The Wizard creates a shield contingent on the existence of some other being. It cannot be interfered with by any known means, but will disappear if the linked being is killed. Damage is shifted from the wizard to the linked being.
*Slowness Gas: The Wizard spreads a toxic gas that drastically slows the movement of anyone that steps in it.
*Ground Slam: The Wizard slams the ground creating an explosive shockwave that deals solar damage.
*Fire Nova Gaze: The Wizard charges Solar energy in her hands, which inflicts a burning effect on all enemies, and launches an explosive fiery wave called Nova Scream.
*Summon Shade: The Wizard creates a Shade of herself with Void-based abilities. These Shades can set down traps called Brood Spikes, which do damage over time before exploding. When either the Wizard or the Shade dies, the remaining one will become enraged and enter a Berserk Mode.
*Guard Toxic Mist: The Witches' mere presence covers the ground in a toxic mist.
*Summon Hive/Taken: Wizards can summon Hive or Taken to assist in combat.
*Taken Blight: Taken Wizards passively exude the blight, spreading the corruption of the Taken wherever they go. While it is usually just a consequence of the Taken's existence and as such passive and unfocused, some Wizards have figured out how to consciously use its effects to do things like summon legions of Taken on a whim, fill areas with blights, empower other Taken, spawn blights directly on top of Guardians, corrupt the geography of locations, and even directly Take foes, though this is much less potent than Oryx's version of Taking.
*Shadow Touched: A debuff inflicted by smaller Taken Blights. This debuff disables double jump abilities, teleportation, nullifies any regenerative effects, and drastically slows down movement speed while applying damage over time.
*Necromantic Gaze: The Wizard charges up a sphere of energy in their hands before firing a barrage of projectiles from the sphere at their enemies.
*Inquisition of Self: A heretical technique that allows one to excise the layers of self and to navigate the dissection of living essences. It can be used to exorcise a being from their body, though this requires wounds to function as openings, and to transfer the essence and consciousness of a being to another body. It can be used to let a living essence vanish into the aether or to preserve it as a means of reviving them, as is shown with Zulmak.
Note: Certain named characters may be far more powerful than what is displayed on this profile. Most Wizards will not have every single listed power at once, nor will they have even a majority of the powers on Sword Logic. Most Wizards aren't capable of singing Deathsongs.
==Gallery==
File:Dul Incaru.jpg|Dûl Incaru, the Eternal Return
File:Heart of Crota.jpg|Heart of Crota
File:Omnigul.jpg|Omnigul, Will of Crota
File:WizardTrio.jpg|Alzok Däl, Gornuk Däl and Zyrok Däl
File:Balwür.jpg|Balwür
File:Lokaar.jpg|Lokaar
File:Wizardconcept.jpg|Early concept art of a Wizard
==Notable Matchups==
Victories:
Losses:
Inconclusive:
Category:Destiny
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Category:Sword Logic Users
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