Wizard

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*“Apples, honey, toadstools and witch hazel mixed with spider eggs and eye of newt. Abraca! a swish of my wand! Uh-oh, wrong spell! I think i just made soup!*

*I hope someday i can fly (But i’m scared of heights)*

*Ride off on a broom and fly (Like that other famous wizard guy)*

*To summon the storms (Such angry clouds)*

*Then make them disappear - Poof!*

*The sky is clear now - let’s go fly!*

*The life of a Wizard is not child's play.*

*…*

*Books and bats and clever kitty cats,*

*Studying for the finals at the academy of magic…*

*Abraca! Careful with that wand!*

*One wrong swish and you’ve got newt soup!*

*If the land that i love (Aluria, oh Aluria)*

*Should fall to the darkness (Oh no Aluria!)*

*I shall wave my wand and cast a spell*

*To light the way once more!*

*(Even if it is just the flicker of a candle...)*

*I’m a master Wizard. But i've got a lot to learn.*

*One day I'll ride a rainbow (Fly through the sky!)*

*One day I'll part the ocean blue (Split it right in two!)*

*One day I’ll learn every spell (5000 spells!)*

*Spirits of earth, fire, wind and water!*

*One day I’ll get it right (Magic soup anyone?)*

*One day I’ll be a great Wizard!”*

Starting equipment: Apprentices training wand, Very light armor, Magic globe, 2 boxes of rations (D quality), Spellbook

Starting health: +3

Starting stat bonuses: +2 intelligence, -1 constitution

Skilled at using: Wands, Staffs

**Wizard skills**

**LVL1**

**MAGIC RESERVES**

Your intense study of magic has given you the ability to… well cast magic! At LVL1 you receive 4 magic reserves, each time you cast a spell you must use one of these magic reserves, do make sure to keep track of them. Magic reserves regenerate 1 per every 5 in-game hours.

**ALET FIDHORE**

At LVL1 You learn the simple spell Alet Fidhore from the school of Libramancy.

**LVL2**

**A CHOICE IN ACADEMIA**

At LVL2 you are ready to take your magical studies into a particular field of expertise. Whilst wizards perfect magic in many ways, these schools of thought inhabit most wizards minds

**HAMMINSTEL**

The Wizards of the Haminstel war magic academy see magic as a weapon that is to be honed through practice and research, graduates of Hamminstel are often employed as war mages in armies of many different nations.

LVL2: Battle magic

You gain 1 complex or daily spell and 1 simple spell from a selection of these schools from the tier 1 spell list, all of them must be offensive spells that deal damage.

School of Ignomancy

School of Caelumancy

School of Arcanomancy

School of Terramancy

School of Lumomancy

Additionally any offensive spells you cast have a +1 on the roll for casting, this increases to +2 at 5th level, +3 at 12th level, +4 at 17th level, and +5 at 20th and above.

**ITHIL**

The Wizards of Ithil’s academy for extraordinary magical practices (or Ithils for short) see magic as a tool to be used for the betterment of the people, be it by crafting potions or enchanting weapons. They wish to replace tools and common professions such as blacksmithing with the power of magic, making a simpler and easier world for the betterment of every creature.

LVL2: Spellcrafting

You gain 1 complex and 2 simple spells from the following schools of magic from the tier 1 spell list:

School of Arcanomancy

School of Technomancy

School of Terramancy

School of Libramancy

You also gain the power to create a small magical item provided you have a sufficient supply of Manalite

Examples of what you can make:

A small ball that can be thrown about, the ball deals 1 damage upon a direct hit with it but can also be made to deal 0 damage.

An arcane mirror with a handle that functions like a regular mirror

A small hammer for Tinkering and fixing shoes.

None of the items are allowed to be harmful beyond dealing 1 damage to a target. The GM may decide as to how much Manalite creating the item will cost. The object must never be more than 7 inches in length and width.

**MIRONFIR**

The Mironfir institute for exceptional magical talent differ from other places of learning in that they do not value any type of magic over another. The Wizards of Mironfir simply strive for perfection, plucking their students only from the brightest and finest in the world.

LVL2: Spell enhancement

You gain 2 complex or 1 daily spell from any school of magic from the tier 1 spell list barring the school of Hexing, Sanguinism, Necromancy, Vitomancy and Pulcharism

You may upgrade a single complex spell that you can cast into a daily spell, giving the spell more power but limiting its usage. Additionally you gain +1 magic reserve.

**HEXENDORF** *(Tinker only)*

Whilst the practice of Hex magic is greatly frowned upon by other societies, the Witches of Hexendorf and the subsiding four academies prefer and relish in its great benefits. Due to this Hexendorfian Witches are often barred and despised by the other magical communities outside of the Empire, a fair price to pay, as they hated them back way before they started getting uppity about it.

LVL2: Prepared spells

You gain access to the following schools of magic

School of Ignomancy

School of Glaciamancy

School of Libramancy

School of Hexing

You may cast any simple spells from these schools tier 1 spell list , but must announce 4 of them that you have prepared for today, these are the 4 spells you can cast today, and you may only change these once you’ve had a rest of 7 hours. You also gain 1 complex or daily spell from these schools of tier 1.