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Wizard

Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.     Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.  

The Art of The Wizard

  Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.   Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study. Wizards live and die by their spells. Everything else is secondary.   Wizards’ lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination. But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.  

Learned Through:

  Wizards learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic. The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study.   The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.   Mastering, and even learning the basics of the Art is a long and arduous process. The most straightforward method is apprenticeship under experienced mages. However, it is not an easy task. It requires thoroughly learning and using spells starting from the most basic spells of everyday utility, such as mending or message. Adventurers and other thrill and fortune seekers train in the Art by successfully reading out spell scrolls or by methodically learning, copying, and replicating arcane writings, all the time slowly improving their experience. Lastly, learning the Art is accessible through natural-born strong "wild talent" or a "Gift" that aids mages-to-be in the learning process.  

The School of Evocation

  You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some 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.   Academies who teach the school of evocation: Evocation is learnt at almost every single major academy in both the north and the south. Evocation is by many considered the most fundamental form of magic, and as such it is very widespread.  

School of Abjuration

  The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You 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.   Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.   Abjuration, like evocation, is taught at most large academies in both the north and the south. People are generally far more skeptical to magic in the north, but abjuration maintains a good reputation for its gentler qualities.  

School of Divination

  Effectively a seer wizard, divination wizard can warp time and see the future. Divination wizards are valued members of any community, and their expertise and skills is sought after. Many people pretend to be divination wizards to trick money out of unsuspecting people, but the true diviners learn their powers through rigorous study, and their powers are hard to obtain and their numbers are few.   Considering that divination is one of the hardest schools of magics to master, it is far less commonly taught in academies both in the north and the south. Certain regions in the south, like Antium have rich traditions concerning divination however, and some races like the sun elves are more well-versed in the art as well.    

School of Necromancy

  This is the school for people who wish to manipulate the forces of life and death. Not only can these dark wizards steal life force, but they can also literally summon undead to do their bidding. One of the darker magic schools, and its study is banned many places on the continent. In the north necromancy is directly outlawed, and even in the far more lenient south it is often a school that is met with fear and skepticism.  

School of Conjuration

  Based on the name, this subclass is great at conjuring things straight out of thin air. Its study lets wizards make objects out of magic, and teleport across the battlefield. It is often used for summoning demons, elementals and other horrors from distant plains.    

School of Transmutation

  This mysterious wizard class manipulates matter. 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.    

School of Illusion

  Ideal for charlatans and magicians, these wizards craft illusions to both beguile and terrify. You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind 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.  

School of Enchantment

One of the more social wizard traditions, the School of Enchantment specialises in manipulating people. You’ll be able to do things like use your gaze to hypnotise and enthrall people, divert enemy attacks and even alter the memories of your foes. As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. 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.  

War Magic

  This is the school of magic training wizards for battle. These war mages learn all sorts of tricks useful on the battlefield and the art was originally created by human commanders of the north who sought to find ways to more effectively train their battle mages. These include skills that increase their power and even grant them protection. A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.   Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. 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.   In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty Fireball if I die before I can cast it?"  

Bladesinging

  Bladesingers were originally high elven wizards of the elven empire who practiced the sacred art of bladesinging, an ancient and sacred tradition of fighting that blended swordsmanship, along with other fighting styles, and unique arcane magic. These individuals were revered by their fellow elves as personifications of the perfect balance between skilled artistry and devotion to the guardianship of their people. Today bladesingers are usually trained exclusively in Anar Tal, or through a mentor of this almost forgotten art.  

Academies:

(Veileux, Deirim and the imperial south not included)  

North:

  The College and Academy of Aurelion (central Karamorn, capitol): evocation, abjuration, conjuration, transmutation, illusion, enchantment, war magic   The College and Academy of Raphana (southern Karamorn): evocation, abjuration, conjuration, transmutation, illusion, enchantment, war magic   The Academy of Clairehold (eastern Karamorn): evocation, abjuration, divination,   The Academy of Aragona (north-eastern Karamorn): evocation, abjuraiton, conjuration, illusion, enchantment, war magic   The Academy of Alryne (western Karamorn): evocation, abjuration, transmutation     The Academy of Windermere (western Callimoria, capitol): evocation, abjuration, conjuration, transmutation, illusion, enchantment   The College and Academy of Loneir (northern Callimoria): abjuration, illusion   The Academy of Easthallow (central Callimoria): evocation, abjuration, illusion   The College and Academy of Moonleigh (central Callimoria): evocation, abjuration, illusion     The Academy of Veria (north-western Thenia, capitol): evocation, abjuration, conjuration, transmutation, illusion, enchantment, war magic   The College and Academy of Pontypridd (eastern Thenia): evocation, abjuration, illusion   The College and Academy of Crainlisle (central Thenia): evocation, abjuration, enchantment, war magic   The Academy of Rocaea (southern Thenia, destroyed): evocation, abjuration, conjuration, illusion   The Academy of Ilaysos (southern Thenia): divination     The College and Academy of Manafell (western Lostrath): evocation, abjuration, transmutation, illusion, war magic   The Spiritlodge of Fastheimr (northern Lostrath): evocation, abjuration, divination, conjuration, war magic     The Academy of Calen (central Calen, capitol): evocation, abjuration, conjuration, illusion   The Temple of Ithira (central Calen): evocation, abjuration, illusion     The Grand Academy of Anar Tal (Anar Tal): evocation, abjuration, conjuration, transmutation, illusion, enchantment, bladesinging     The Academy ?? of Menzoberranzan (central Dustlands, capitol): evocation, conjuration, illusion, enchantment   The Temple of Uekera (south-central Dustlands): evocation, divination, conjuration, illusion, enchantment    

South:

  Academia of Anima Agathe (central Ibira, the manalake): evocation, abjuration, divination, conjuration, transmutation, illusion, enchantment      

History

  Magic has existed since the dawn of the planet, first through the violent elemental chaos, and then through the ebb and flow of the weave when the gods made the material plane. Magic, mana and aether is everywhere, and the mortals of the material plane all possess mana, and thus theoretically the ability to perform feats of magic. When the very first mortals walked the earth, magic was more innate, but eventually people started studying the forced of the arcane, and eventually wizards, skilled scholars of magic, came to be. It is believed that the gods were the first to teach mortals how to harness magic like wizards do, and when the god of knowledge; Vathyre was born, the class gained its key characteristics and became a proper tradition. Vathyre is important to many wizards, but being lovers of knowledge and the abilities of the individual, wizards do not tend to worship in the conventional sense.   Wizards are the best-respected of all arcane spellcasters, and they generally have been for millenia. They usually maintain a measure of discipline that is uncommon among sorcerers or warlocks, whose very nature makes them comparatively unruly. Not all wizards are deserving of this reputation however, and wizards can also be corrupted by their power or otherwise turned to evil ways.  

Demography

  Youths of humble means rarely become wizards as the learning of the Art is an expensive aspiration, especially in the north. Humans of the north do study to become wizards, but this is usually reserved for those who have the money, and varies vastly from nation to nation, the same goes for the elfin. Wood elves and forest elfin barely study the art, due to their fondness of druidism as a replacement, and city elves rarely have the money needed to study. However, almost all sun elves and gnomes learn some kind of wizardry at school, and many also go ahead to study after becoming adults, and as such a large percentage of wizards are sun elves and gnomes, despite the two race's generally small population compared to humans or wood elves.   In the south it is slightly different, magic being generally more accepted and embraced at large, but even there those with the most money can buy the best education.

Creating a Wizard

  Creating a wizard character can demand a backstory dominated by at least one extraordinary event. Some questions to ask oneself: How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic? What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other wizard? Perhaps you’re simply eager to put your newfound magical skills to the test in the face of danger.

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