Wizard
The Magical Heroes of the Realm
Career
Qualifications
Wizards must have much higher intelligence than the standard folk. Since just about anyone can learn a wizard cantrip, it takes specific magical competence to be able to become Wizards.
Career Progression
Wizards tend to study under specific schools of specific types of magic. They will learn under the Schools of Abjuration, Conjuration, Divination, Evocation, Enchantment, Illusion, Necromancy, or Transmutation. The most obvious career upgrade would be becoming professors to these schools, and ending up creating their own spells if they get powerful enough.
Three other schools exists in Godsen: War, Bladesong, and Chronomancy. None of these are schools of magic, rather, they are Specialization into different schools of magic, or in the case for Bladesong, a way of casting magic along with a weapon. War Wizards usually become Leaders of the Magic Branch of the Military, Although some become Professors of War Magic. Chronomancers usually become arbiters of time, a group of people who protect the past, present, and future from monsters who seek to ruin time. Bladesong wizards don't usually go anywhere specific to their Bladesong, usually just teaching general magic to people who wish to learn, and rarely tutor one or two people in the art of Bladesong.
Payment & Reimbursement
Wizards are usually commissioned and hired for odd jobs, rather than holding a consistently paying job. Because of this, Wizards pay are usually around 2-12 gold per job.
Other Benefits
Wizards are able to cast spells, even after retirement. Because of this, retirement can be very easy for a wizard. They are also usually well liked by the general populous, as their spells can make life much easier for them.
Perception
Purpose
Wizards share a similar purpose as fighters, but for more general uses. Instead of mostly mercenary work, Wizards can also help farmers tend to their crops, help Opera with special effects, saving lives from accidents, mining, and detective work, although it can do anything.
Social Status
Wizards are usually seen as high-society, most being nobles who were taught at a young age. The exceptions are Necromancers, who, while they could still be raised in noble birth, are usually treated as freaks and grave robbers, and Enchanters, which are usually seen as freaks.
Demographics
Most Wizards are Humans, Elves, Gnomes, and Hobgoblins
History
Wizards where one of the few things made when humanity was created. Gods of magic would teach some humans how to bend the weave to their will, taught them spellcasting, and even showed them how to master each school of magic. Other species would be taught magic, and with their help, many new spells and schools would be made.
Operations
Tools
Wizards need Spell Foci or Component Pouches.
Materials
Most wizards require a spellbook, which is a journal that has all of the Wizard's spells.
Workplace
Wizards usually work in libraries, in order to learn more about the arcane.
Provided Services
Wizards provide just about any service you can think of, provided they are allowed to cast spells.
Dangers & Hazards
Sometimes spells can explode in untrained wizard's face, which has a tendency to scar. Some creatures also consume magic, and see wizards as a large meal for them. Finally, some Evocation spells have an explosion radius that can harm the caster, and some Conjuration spells summon Demons and Devils, who may turn on the summoner and attack them.
Alternative Names
Mage, Spellslinger, Spellsword (Bladesingers).
Type
Arcane
Demand
Wizards are a luxury for most Cities and Towns.
Legality
Generally, Wizards are all Legal.
Necromancers and Enchantment are slightly different. Enchantment is, while legally taught, illegal to use on citizens, even if they have committed crimes. Necromancy requires the consent of relatives of the body that the Necromancer wants to raise.
Comments