Wizard

**Wizards** are a group of well learned spellcasters who have spent years studying the art of arcane magic, trying to learn and its many secrets. What a wizard might lack in physical prowess they make more than up for with a broad range of magical spells and abilities. Through their magics the most powerful wizards can rule as gods over the battlefield, summoning fiery meteors from the skies above or drawing red mists of blood from the veins of everyone caught in their sight.

Wizards are considered to be of a higher birth than the average spellcaster, which makes the education to became a wizard very expensive. This is partly done in order to keep the riffraff away from the school and partly to make the school look more prestigious than it actually is. These exuberant prices have caused wizardry to be a vocation that only the richest families in a realm can afford. However it has happened more than once that a wizard found a extremely talented young commoner and became their patron. This exclusivity has lead people to believe that a wizard is, by their very nature, a well disciplined gentleman, but in reality a wizard can easily be as chaotic or brutish as any other person.

## Schools of Magic

A person must have studied at at very least one of the ten schools of magic if he or she desires to become an official wizard. These are the Schools of Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, Lore, and War, which each train their pupils in their own manner to become a full fledged wizard, although these students when discussing their job with other wizards would call themselves a Abjurer, a Conjurer, a Diviner, a Echanter, a Evoker, a Illusionist, a Necromancer, a Transmuter, a Lore Masters, or a War Mage respectively. In the world of high class wizardry there are several prestigious guilds who require their members to have studied at a specific school of magic, such as the Lore Hounds of Riverina, who require all initiates to be certified Lore Masters.

### **Abjuration**

The school of Abjuration emphasises magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. They understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation across the lands.

Called abjurers, members of this school are sought when when important locations must be guarded against magical spying or when siege has to be defended against counter siege.

### **Conjuration**

The school of Conjuration specialises into studying the waves of mana and drawing from it to create almost anything that they desire. The act of conjurations is taxing, and many conjurers can only create a few simple objects before they need a rest. But masters are capable of creating portals across the realm and even creating their own life.

### **Divination**

The school of Divination teaches its students to see all that has and will be. While they may be eccentric, even for wizards, both royalty and commoners seek their assistance, for all seek a clearer understanding of the past, present, and future. Diviners strive to part the veils of space, time, and consciousness so that they may see more clearly. they study in order to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

### **Enchantment**

The school of Enchantment focuses on the manipulation of the mana of the mind. Their members hone their skills in entrancement and charming other creatures. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

### **Evocation**

The school of Evocation, previously known as the school of wizardry, is one of the oldest schools of magic on Sahul. Specialising in elemental magic, evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. Many outsiders consider its teachings and believes to be archaic but few dare to deny an conjurer's efficiency.

### **Illusion**

The school of Illusion studies magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Illusionists are subtle, but the illusions crafted by their minds make the impossible seem real. Some illusionists are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

### **Lore**

The school of Lore is an arcane institution fixated on understanding the truths of the world around. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its members from their laboratories, academies, and archives to pursue a life of adventure.

Known as lore masters, scholars of this school are a bookish lot who see beauty and mystery in the application of mana. The results of a spell are less interesting to them than the process that creates it. Some lore masters take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as single minded and lacking interest in the rest of the world. Other lore masters are generous teachers, countering ignorance and deception with deep knowledge and good humour.

### **Necromancy**

The school of Necromancy has been a prominent part of orc society ever since Zog the Eldest freed them from tyranny. Eventually, after years of studying and experimenting, the Orcs learned enough about necromancy to have it recognised by other nations as an official magical archetype. Marking the beginning of the Hilalian school of Necrotic Powers (also known as the HNP), at which Wealthy sun elves and gnomes became the first non-orcs to study necromancy and to became teachers to other remaining races.

While many who wield necrotic magic are practitioners of shadow magic, necromancy is also a path open to many wizards. Often brooding and humourless these wizards are obsessed with death in a manner most other people find disturbing. Most necromancers approach life with a stoic and thoughtful attitude and can, despite first impressions, be loyal and faithful friends though many prefer solitude. Necromancers have a generally fearless attitude towards death, though not all too often to the point of recklessness.

### **Transmutation**

The school of Transmutation modifies energy and matter. To their students, the world is not a fixed thing, but eminently mutable, and they delight in being an agent of change. Transmuters wield the unrefined mana that makes up all of creation and learn to alter both physical forms and mental qualities.

Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

### **War**

The school of War blends the core principles of evocation and abjuration to create a more modernised form of wizardry education. Students from this school are known as either war mages or simply magi. They see their magic as both a blade and a shield, one that's superior to any forged by smiths.

War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them. While students of war are seen as less prestigious by their fellow wizards, they are more often sought after by kings and generals wanting to supplement their army. When a fellow wizards teases them for splitting their attention between offence and defence. A war mage's typical responses with "What good is being able to throw a mighty Fireball if I die before I can cast it?"