Wizardology

Wizardology is a famous subject created by the most powerful wizard in the world named Merlin. It consists of three books: Wizardology Handbook, Wizardology: The Secrets of Merlin and Wizardology: A Guide to Wizards of the World. This page consists of everything you need to know such as spells, magical creatures and the six different types of wizards around the world. You may think that it's confusing but as you study further and deeper, you will feel that it's interesting and exciting.

\*Please note that you can refer to this particular page if you do not have any of the Wizardology books. Though this article has a few changes from the book, most of the things here are related.

## Why this particular subject exists in Sorcerer World?

One reason is magic because magic can make things impossible to be possible. Hence, this is the reason why this subject exists in this particular world. Another reason is fate because fate can make weird things happen and sometimes weird things turn out to be good. Just like how Wizardology came into existence in this world!

"No matter which part of Sorcerer World you are in, anything is possible if you are willing to believe."

Jordan

## Subject Introduction

Wizardology is a subject that is not to be mastered, Dr. Faustus made an ill-advised pact with rather nasty spirits. He got everything he wanted by the usage of black magic but he had to pay for it with his soul. Hence, when you are an apprentice you must and mustn't do the following:

**Must:**

* Be very polite towards other people to make people trust you
* Explain that you are the student
* Say how handsome his owl familiar looks today
* Do with him with a good day and good luck
* Leave him to go about his business in peace

**Mustn't:**

* Challenge a duel using a wand
* Frightened his familiars
* Cross his palm with silver
* Offer to stir the cauldron for a year and a day
* Pull-on his long beard
* Jump up and down on his hat
* Ask him to grant you wishes

\*The word **he** or **his** refer to your master

For all practitioners, please follow the must and mustn't

## Who is Merlin? What did he do for his entire life?

Merlin is the most powerful wizard that ever walks the earth. Although his actual birth date is not officially known, most probably he was born somewhere around 500 AD to a mortal mother and a fairy father. He had a natural affinity for Wizardology and prophecy from a young and was a great lover of the natural world. The wolves and deer were his constant companions.

One day, he helps King Vortigern to sort of with the two feuding dragons which prove vexatious. After helping he decided to embrace his destiny and use his power for the good of the Island of Britain. Later on, he decided there should be a king to unify the realm and it should be given into his care.

To that end, Merlin cast a spell so Igraine of Cornwell would mistake King Uther Pendragon for her husband. On that condition, the child she has would be Merlin to raise. That child was Arthur and was fostered to be a knight named Sir Ector.

Arthur will be under Merlin's guidance until he became king. By Merlin's ruse of placing an Excalibur in the stone, Arthur will be destined to be the one to pull out the sword in the stone. Merlin can convince the warring knights of his worthiness.

When Arthur became king, Merlin guided, but he grew in wisdom, age, experience, and a noble circle of a goodly knight. As he grew, he needed lesser aid from Merlin and his kingdom was becoming peaceful.

Later on, Merlin turned to one problem that remained for him. He kept asking how he choose and train a successor to be someone like him. There were many wizards in the kingdom but most of them were petty sorcerers and given to serve either wicked masters or their ends.

After a long period, Merlin met a wizard called Viviene. He admired her and she was a smart student in the Wizardology subject. She learned the art quickly and Merlin became sure that she would guide Arthur's son. Yet Arthur and his wife Guinevere had no children. Viviene was less interested in affairs of state than in the natural world of animals in which she is delighted.

She came to scorn human beings and their petty ways. She prefered to live far away and their habitations. She leaves them with lots of problems without trying to help. Yet her beauty and intelligence held a charm on Merlin and that charm even led to the end of his story.

Many months had passed and Viviene grew very tired of Merlin's lectures. She loved the subject not for good, malice, and greed but simply for the woodland creatures. In anger at Merlin's continued demands, she uses magic to influence human events. She exploited Merlin's half-fairy nature to weave a spell on him as he lay below the oak tree in Broceliande.

She trapped Merlin's spirit in the tree and with that, he ended the true line of wizards which left the magical world to lesser sorcerors. After failing to teach Viviene to use magic for good, Merlin failed to find his successor.

Long Merlin pondered this, he is not able to escape the spell Viviene had laid on him until at last, he managed by dint of spell to cause the oak to cut down and made into a book.

***The End***

## Wizard Attires

To be a wizard, you must wear robes because they help make the magic work by allowing you to feel proper. Even if you are a beginner, you can also decorate your robes with appropriate symbols and letters. Besides, you must also wear a hat to let people know that you are a wizard.

**Instruction: How to create your robe?**

Step 1: Take a piece of cloth and a half times your height and cut it out

Step 2: Fold the material in half with ride sides together. Cut out a neck hole on top

Step 3: Sew the robe along with the sides from the lower ends of the sleeves to the bottom of the garment.

Step 4: Turn the right side out and decorate it. A belt will finish off the robe nicely

**Making A Hat**

You can use stiff cloth and velvet. In times of emergency, a paper hat is enough

## Wizard Familiars

Every wizard has a pet or is familiar to understand more about the natural world. Familiars can see the fairies and sprites wizards. These animals may appear to be a companion and the wizard must ensure that they are well-taken care of. Familiars can also be magical creatures like unicorns.

**Summoning a Unicorn:**

To locate a unicorn, you must proceed to a source of water in a woodland or other location that's considered outdoor. If you are lucky to find a unicorn, it will accompany you in an invisible form. Do not tell anyone who is not a wizard as they are likely to think you are mad.

**Unicorn Spell:**

Find a clear pool of water in a natural location. Gaze at your reflection then recites the following spell. Then recite three times loudly. If successful, you will see a unicorn beside you.

*Unicorn, unicorn all around*

*Waiting near water, there to be found*

*Lion are distant, none are found here*

*Unicorn, unicorn, swiftly appear*

*Horses may neigh but I will now bray*

*And when I bray, you'll come here today*

**Other familiars:**

* Cat
* Owl
* Hedgehog
* Dog
* Toad
* Duck
* Fish
* Rabbit
* Camel

## Wizard Codes

It is a simpler form of communication over distance than code which can be broken easily. But for wizards who wish to communicate through space and through time, codes have become an important part of the wizard's magical usage and are a serious subject to study. Apprentices will be rewarded if they pay attention to how some traditional codes are formed and how they create their own.

**Substitution Cyphers:**

It is the simplest form of code. In this code, other letters or symbols are substituted for letters of the alphabet, sp that A for example may become B and B may become C and so forth. The Sigillum Mysteriorum shown on right is another type of code.

**Codes use for Making Predictions:**

Some wizards seem to delight in making all sorts of predictions. Sometimes, these predictions are written in code.

**Other Codes:**

Codes demand by extreme sorcery. Codes can be made either from the first letters of each word or by demonstrating skills in emphasizing certain letters in a sentence by placing them in capital letters. Other codes used to use numbers to identify letters in a paragraph.

## Wizard Homes

Wizards often live in a hermit cell, a ruined tower near a standing stone, a hedge maze, a magical hill or an enchanted cave. These places will not vex local spirits who will unable to decide which master they should serve because they are far away from other wizards and witches.

## Magical Plants

Each of the used 4 magical plants has a relation to one of the seasons and also one of the 4 spirits: Glade, Jaypes, Larfor and Pranxtor. As such, they can be used in magic to relate these spirits who may attract to areas where these plants bloom in profusion. The time the plant is in bloom does not relate to the season in which it is the most magical.

**The 4 types of plants (Explanations)**

The Tongue of Dog is associated with water, Glade, and spring. To call Glade, you have to dip the flowers of this plant into the water.

Eye of Newt: It is magically linked with air, Jaypes and the fall. Plants are collected on the Midsummer day may be used in spells involving divination. To call Jaypes, you have to wear a bracelet made from a chain of Eye of Newt flowers.

Adder's Fork: It is associated with earth, Larfor and winter. To call Larfor, you have to stand near one of these plants and hold a piece of clay or clod of earth in each gloved hand.

Toe of Frog: It is associated with fire, Pranxtor, and summer. To call Pranxtor, take a handful of these flowers and cast them into the air on a sunny day.

**Precautions to be taken while using magic on plants:**

The plant is forbidden to take if it belongs to other people. You must avoid poisonous plants at all costs. You should also try to pay attention to which element or planet the plant is associated with.

Dry the flower or leaves and crumble them into powder. Place the powder in the dish neat a source of running water. Leave it overnight. The next day, take three drops of the water and sprinkle them near the bed. If the plant has magical properties, then it should be clear to you in a dream that night.

## Magical Objects

Magical Objects are more interested in non-magic people than wizard apprentices or magic people. However, it can be instructive to learn about some of the items that magic people have empowered in the past in case you come across one. Always remember that, even many years later, the magical potency of such an item remains strong.

However, some magical items must not be used and these items belong to dark wizards. If you used these items, your fate will be far worse than others because you will have a huge debt to pay.

**List of Magical Objects:**

* Magic Lamp: An object that's used to trap spirits, especially genies.
* Sigillum Mysteriorum: It is a powerful magical symbol that can be used to make and read codes. These codes are written in alchemical symbols.
* Wind Knots: They are sold in ports and harbours. These knots are used to assist sailors.
* Jupiter Amulet: An amulet that brings wisdom and wealth.
* Ring of Power: It is used to perform magic but some rings are associated with black magic so you have to be aware when you buy or accept the ring from other people.
* Helmet of Invisibility: A helmet that is used to make the person invisible when he or she wore it.
* Excalibur: A sword that protects a person from getting hurt.
* Book of Thoth: A magical book that holds all secrets of the Egyptian wizards.
* Ring of Gyges: A ring that will bestow invisibility on the wearer.
* Magic Beans: A bean that will grow a beanstalk that will lead you to the castles in the clouds.
* Seven League Boots: Useful boots that will enable you to walk a long distance.
* Shield of Might: It is useful in battles and wars. It gives you three times of normal strength.

**List of Dark Magical Items:**

* Hand of Glory: Thieves use it to prevent people from walking.
* Elf Arrows: Used by dark wizards to cast a curse called the Evil Eye.
* Poppets: A small doll used to harm people at a distance.

## Magical Creatures/Beasts

It is comprised of both magical and non-magical entities. All of the magical creatures have a similar ability to communicate with wizards and witches and also scare away intruders and dark wizards. Among the magical creatures that can be found at Sorcerer World are:

* Dragon
* Unicorn
* Elves
* Dwarfs
* Wolves
* Giant
* Gnome
* Snakes
* Troll
* Gorgons
* Ogres

## Magical Flights

These are called magical transportations that transport people from one location to another in a faster way. The magical flights in Sorcerer World are:

* Flying Carpets
* Santa Sleigh
* Broomstick

## Potions & Magical Transformation

A potion is a magical mixture that's commonly brewed in a cauldron and used to create several magical effects on the drinker. A wizard or witch who specialized in potion brewing was known as a potion master. Potion-making was also the wizarding equivalent of Normal Chemistry.

**Types Of Potions**

Love Philtre: Love Potion

Healing Draught: Healing Potion

Wisdom Potion

Future Seeing Ointment: A potion that is rubbed onto the skin

## Spellcraft

Spellcraft is the basis of all magical endeavors. The spell can be used on their own or else in charge items such as wands, amulets and potions. Apprentice must remember that spells are highly dangerous. The words must be repeated exactly and magic symbols must be drawn with complete accuracy.

**Type Of Spells**

* The Anifornum
* Sapher Golem
* Kee Locator
* Vivienne Circle

## Foresight

Also known as Divination. It takes a great deal of daily study to master any method and it is a sad truth that most apprentices practice for many years without getting accurate results. Divination using the entrails of birds is not recommended.

**Specula**

It is a device used to see the future. There are 4 types of specula.

Crystal Ball: Let your mind go blank and glaze steadily into the object.

Bowl of Water: Think of one question. Then imagine calling one of the four following for aid:

Polished Stone: Gladde answers questions about future times and places. Larfor will answer the opposite.

Magic Mirror: Jaypes will answer questions about people. Pranxtor will question things you want to do.

**Card Divination**

    Italian Taraco deck is most often used for this purpose of non-wizards. True wizards will use a set of cards such as the ones used in the book. These are based on eight magical elements- Air, Earth, Fire, Water, Heat, Cold, Moisture and Dryness. As with the divination method, repeated practice will eventually develop the apprentice's institution. Eventually, they are expected to design their own set of cards.

    **I-Ching**
Based on the reading of the eight trigrams. As with all forms of divination, the answer must be controlled by chance and be interpreted by the diviner. To use the simplified version of the I-Ching, follow these steps:

Step 1: Toss a coin. If it shows head, use the trigrams from Group I. If tails, use Group II. Toss the coin again.

Step 2: If heads, choose the top row; if tails choose the bottom row.

Step 3: Now toss the third time. If heads, choose the trigrams on the left and if tails, use trigrams on the right.

## 4 Wizardological Paths

Wizardological Paths are paths that apprentices have to choose when they are appointed. After choosing that particular path, their children must follow their parents when they are young but when they grow older, they have a chance to decide which path they should take. The 4 Wizardological Paths are the most common path to choose when you are a wizard. The 4 Wizardological Paths are:

Arabian Sages: During the Dark Ages of Europe, it was the Arabian Sages that kept the bright flames of the subject. They specialize in dealing with genies, carpets and magical lamps.

Eastern Masters: They often live in remote mountain regions where they spend their time dealing with lung dragons or suggesting an unlikely recipe for the elixir of life to local alchemists.

Western Wizards: They are delighted in demonstrating their abilities using tricks and illusions.

Shamans: They are masters of spell-casting often using their simple materials and have the greatest understanding of the natural world. This comes in part from the deep reverence they show to all creatures. In return, it enables me to excel at the art of transformation into animal form. often from a very early age.

## Conclusion: The secret behind Wizardology

The great work is indeed great. Whether you are reading this during Queen Elizabeth's reign or of another Elizabeth many years later. The principle of Wizardology remains to continually widen our knowledge and better our wizarding skills to do the greatest good which we can. To this noble end, always keep in mind that dark magic must not be practiced otherwise you had a great debt to pay. Hence, please pass this subject to your true friend and use it wisely.

Always remember that a tool is concealed yet which for the wise should not be difficult to find, a tool that offers profound Wizardological guidance from Harpier.