Wizard

The full educated caster. In the Queendom of Vostoria wizards are highly sot after career or profession. The wizard studies the important skill of Mysticism. Then that wizard takes up a proficiency in one or two of the following:
  • Evocations the art of destroying things.
  • Summoning, the art of conjuring spirits or things to fight for them or summon elementals etc.
  • Transmutation, the art altering the reality around you or self into other creatures or people.
  • Scrying, the art of for seeing things coming or spying on people without moving anywhere.
  • Warding, the art of shielding oneself or others from taking too much damage. It may also have wards on object or surfaces and when the wrong people cross it can explode or cause an effect onto the target crossing the ward.
  • Alchemy, the art of converting materials into liquids to cause an effect or using material with your spells to cause an asset for the wizard or another. This is how wizards heal their wounds.
Like many casters a wizard may have a prefer spell that they always use or an element that that have focused on or the wizard has a certain type of transmuting that the wizard uses on themselves.

Spells and Thresholds:

  In Arylon magic is as real or as suttle as a blade. One can be blatantly obvious about their attack or be quick and suttle. Magic is not easy. the physical realm, like all realms have their rules. When wizards or mages challenge these rules, with thier will and spirit a test is determined on who wins. The Veil (G.M.) sets the test. This is done by the G.M. rolling 2 dice as the test of the Veil to beat. Example a fireball spell. this spell is obviously testing the veil and the mage's will over it. the veil test (G.M. rolls 3d6.) the total is 11. the player character must beat a nine for thier spell to succseed. The player rolls their appropeat dice pool and sets two dice as their total. If the total is greater than 11 the fireball is ready to be launched at the target. (The cost of this spell in this scene is 11.) Some other complications in the scene could increase the Veil's test. This is determined by how the scene is set up and what is happening in the scene.
  • Failing a spell the caster is hit with Mana backlash. Which stuns the caster by half the mana they used to cast the spell. other risk can happen depending on what is happening in the scene.
Holding a spell for more than a scene will cost 3 Mana for each additional scenes.  

Distance/Area to target cost:

Wizard, Mages and caster may have to pay additional mana cost to their spells if it is a range and/or AOE spell. is greater than 1 increament. +1 mana cost for each increament past 1. Example if a wizrd's fireball spell needs to hit a target that is beyond 3 increaments away. (I.E. 45 ft. away) that wizard's fireball spell cost is now +2 cost. that fireball example above that cost the wizard 11 is now 13 mana cost to hit the target from where the wizard was casting the spell in the first place.    

Signature Assets:

A spell book given to the wizard by their dying mentor is a signature asset and can be used in any spell casting. Spell book of "Place mentor name here" A stave from her grandfather, who also got this same staff from his grandfather before him. The Vonn's draconic wizard stave. d10 signature asset. Amulet of Raven's Moon is a signature asset. It's not just some amulet of magic focus, that is an asset not a signature asset.

Career

Qualifications

Any and All caster of any type must have some degree of Psyche and Presence. But Wizard also thrive in their Intelligence.

Career Progression

Depending on the country that the wizard is from will determine how they are treated and their progression in their field. In Vostoria the wizard of any salt studies at the Towers of Magics, a college and school for any age that shows promise in magic. Children in magic are taught by their magical parents or by a wizard mentor in town. Wizard mentors are all qualified to instruct children or young adults that have the talent of magic. If they suspect that the human has Gryphon blood it is reported to the Rune Council. If the one is male than he will be taken and taught magic properly. But if it is a girl with gryphon blood than she is Immediately sent to the queen and tested. if she passes and shows that she has the blood she moves into the palace and is now and forever a high Nobel.
  • Most wizards simple join a mage guild in the principality and gain jobs and coin based on their rank in the guild. non guilder mages have no contract and must find their own work and studies on their own without the resources of a good established mage guild.

Payment & Reimbursement

Non-Guild mages must find their own work and budget their own books and finances. Guild-mages have the contracts and get a portion of that coin based on the success and the rank within the guild.

Operations

Tools

Wizards have assets that they carry with them such as a wizard's tome, wizard's stave, and robes. Wizards need no need for armor. for armor hinders their ability to cast spells. beside most wizards can cast or have enchantments on their person. that when theatened they cast Arcane Armorments. Which is 1/2 the psyche of the caster as magical armor.

Materials

Many wizard spells are verbal componets. other spells are stave or wand spells only.

Workplace

Many wizards start in the College of Magics. this where many graduate and become journeyman level wizards. this level allows the wizrd to have accesse to many labs and the Grand Library. These wizard can go on adventures either solo or in an adventuring group. There are many wizards who have joined up with adventurers; infact there is an entire Adventure's Guild. in many cities and countries.

Dangers & Hazards

ALL Three of the True magics have a risk. Most of the time wizards deal with mana backlash. Which tends to happens when a spell fails to pass the Veil test. other risk in casting the arcane spells falls under the Elements of the wizrd. this can also be found in Arcane spells.  

The elements of the Wizard:

  • Stone- the earth element the stable, still and grounded. The great mountains of the world. casting with this element hits other like a bolder rolling down jill or one being flung bu siege weapons. the risk of failing with this element can cause the wizard to have rock locks. A mana backlash that causes the caster's joint to lock up.
  • Flame- the fire element, the quick, wild, and passionent. The great Volcanos of the world. Casting with this element burns all others to ash. If one is not careful and respect this element your life might be blown away.
  • Frost- the water element, the cool, refreshing, life giving. The streams, rivers, and oceans. Casting with this can freeze others to ice or enhance other or self to be as stong as tidal waves. the risk of this element is the lost of your emotions or the lost of your heart beat
  • Gale- the wind element, the quick, intelligence, and change. The wind in sails, the tornados of the grasslands, high cold winds of the mountains. Casting with this can change the body to move as fast as the wind it self or it can blow entire army away from the tower. The risk of this element can dumb down the caster, can give the caster ruin breath. making it hard to get air in the lungs.
  • Either- the Void, top of the star, the black in the night sky. The Great Mystery. This element can transport the caster from one end of the kingdom to the other. It can also summon weapons from the either it self. The backlash from this element can cause the spirits posses the caster. for the Either is connected to all the realms, which include the underworld realms.

Discipline Talents:

Heighten Spell- Spend 1PP to step up or double your skill die while casting. Take or step up a complication to do both.   Careful Caster- Use the d8 instead of your proficiency skill in Mysticism. This lowers the difficulty rolled by the G.M. (lowering the difficulty by 1 die step.)   Alchemy Potion-Effect: When you spend a plot point to create an asset, you may give it tan effect. When this asset is part of a successful attack, destroy it to give the target a complication on the added effect die slot. The complication is set by the die type not the score on the die. The complication name must be chosen when the asset is created.

Regaining Mana

The three ways all Wizards know how to get their mana back. 
  1. Drink half a Cinabril potion. A basic d6 potion gives the caster 6 plus the number on the die 6. when they drink only half in one go.
  2. Meditation is the natural way a wizard knows about regaining mana. Though this can leave the wizard vulnerable to attacks. during meditation the wizrd gains Half the psyche die in a scene.
  3. Simply waiting. after a wizard cast their spells. they automatically gain 1 mana a round. This can be scene by scene or in combat action scenes.
Type
Arcane

Cinabril Potions:

A wizard's best potion in their arrsenal. this refined portion restores amount of mana intantly back to the wizard.
  • Basic Cinabril potion cost 3 queen's coin. (three gold.) d6 potion a d6 is rolled and the number plus the 6 is returned to the wizard/mage as mana.
  • Normal Cinabril Potion cost 14 Queen's coin (eight gold.) d8 potion a d8 is rolled and number plus the 8 is returned to the wizard/mage as mana.
  • Great Cinabril potion cost 20 Queen's coin (twenty gold.) d10 potion a d10 is rolled and number plus the 10 is returned to the wizard/mage as mana.
  • Greater Cinabril potion cost 125 Queen's coin (hundred gold.) d12 potion a d12 is rolled and number plus the 12 is returned to the wizard/mage as mana.
A word of caution! This potion can become addictive to the wizard drinking it. Wizard are trained a young age to drink ONLY half a potion at a time. to drink a whole potion in one go, Will have a massive risk of addiction. this leads many wizrds down a hard and depraved road. leading to taking the potion even when they do not need it.