Wizard

Wizards are studious masters of arcane knowledge: the most learned and versatile of the spellcasters.

## Adventuring

### Subclasses

Schools: *Abjuration, Conjuration,...*

“
*When in doubt, kill it with fire.*
”
— Elcker Thulmist, chaotic good Wizard.
**Wizards** are the supreme spellcasters and users of magic. Sages and scholars, wizards live a never-ending quest to acquire vast knowledge.

Wizards learn the arcane arts through careful and practiced research and learning. Although they are not as proficient in the use of weapons and armor as fighters, rangers, or even bards, wizards have tremendously powerful and flexible spellcasting powers in exchange.

## Abilities

After years of study and careful practice, wizards are able to manipulate magic into spells: discrete expressions of magic in effects as summoned by wizards. The range of these is incredibly vast: Wizards can copy near-unlimited number of spells in their Grimoires, the repository of their arcane arsenal.

## History

The knowledge of how to engage with the arcane is attributed to the original deity of magic, Sinvariol, who taught this craft primarily to the Elves of Nivelor. After her demise in the Godfall, her successor, Nerevariol, continued the process of developing magic. Magic was wielded to great degree against the enemy in the Third Age: Nivelor was the front line of the war, and the wizards of Nerevariol were the primary soldiers.

During the Fourth Age, the new Elven domains promulgated the knowledge and lore of wizardry among the citizenry: wizardry was a gift from the *Arcanamar*, after all, meant to be shared and enjoyed by all. Such a practice immediately led to problems of all sorts and kinds, of course, with ruffians and highwaymen causing all manner of trouble for the fledging Elven realms.

That said, such a widespread incidence of magical proficiency made it more complicated for the Dragons of the Imperium to seize control of the continent of Nivelor and its many nations.

## Organizations

There is a large number of wizardly organizations and collectives in the world. From colleges for the study of the arcane to libraries to adventuring guilds, wizards are far more prominent and present than bards, sorcerers, and warlocks

### Guilds

* Council of Clairvoyance: A guild of diviners, the Council regulates the amount of money to be paid at a minimum and a maximum for their members, ensuring balanced and competitive pricing; at the same time, they ensure that Council-approved diviners offer truthful, competent, and unbiased counsel to clients.

## Subclasses

Wizard subclasses are known as arcane traditions.

### Abjuration

The School of Abjuration emphasizes defensive and protective magic. These mages terminate harmful effects, defend the weak, and banish evil influences. So-called Abjurers are most frequently responsible for the creation of mythals, powerful magical effects that change how magic works over regions of space.

### Conjuration

The School of Conjuration involves the summoning of objects, creatures, and effects. This includes teleportation, which makes conjurers collect tidy premiums from wealthy nobles, merchants, and others interested in their unique abilities. That said, conjurers who dabble in the extraplanar arts face particular scrutiny and attention, with such practices being illegal in the majority of the world.

### Divination

The School of Divination emphasizes the parting of the veils of space, time, and consciousness to get a clear picture of what is and what will be. Diviners, much like conjurers, are highly sought after by the rich for their counsel and aid.

### Enchantment

The School of Enchantment involves the use of magic to charm and beguile others. Ranging from benevolent peacemongers who magically charm the violent to tyrants who bind others to engage in practices against their will. Most enchanters fall somewhere inbetween. That said, the School of Enchantment is often considered to be the second vilest--and only behind Necromancy. Amongst Dwarves, for example, any use of Enchantment magic on a Dwarf is punishable by beard loss, if applicable, and then death.

### Evocation

The School of Evocation empowers casters to create powerful and devastating elemental effects. Such casters are often found on the field of battle, shielded by more survivable soldiers (or cannon fodder).

### Illusion

The School of Illusion focuses on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. 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. For this reason, Illusion magic is highly-regulated, particularly when monetary transactions are involved.

### Necromancy

The School of Necromancy studies the forces of life, death, and undeath. Its study and practice are criminally illegal, with those found to dabble in Necromancy often subjected to capital punishment. Not all necromancers are evil, but nearly all of them are perceived to be.

### Transmutation

The School of Transmutation studies the use of magic to modify energy and matter. These wizards are the great academicians of the world: Masters of Lore and Knowledge seldom rivaled, except by other wizards.

### War Magic

The School of War Magic stresses an education in the areas of evocation and abjuration. Wizards of this class are not masters of either school, but rather highly-survivable and versatile casters.

## Notable Wizards

Classes
Artificer • Barbarian • Bard • Cleric • Druid • Fighter • Monk
Paladin • Ranger • Rogue • Sorcerer • Warlock • **Wizard**