Difference between revisions of "Wizard"
Line 32: | Line 32: | ||
Most wizards hold to an abstract philosophy named the Covenant of Mana. The Covenant describes the use and invocation of magic--its roots are lost to history, but it's likely it was inspired from Animus, Himself. |
Most wizards hold to an abstract philosophy named the Covenant of Mana. The Covenant describes the use and invocation of magic--its roots are lost to history, but it's likely it was inspired from Animus, Himself. |
||
− | == Recent Events == |
||
− | Coming soon. |
||
==Starter Kits== |
==Starter Kits== |
Revision as of 04:20, 15 July 2011
|
Once apart in the world, wizards now stand challenged by the advance of artifice. The relation between the two has, officially, been tumultuous. That is not to say that individual wizards and artificers do not find matters of agreement--rather, it often means that their methods of working, their goals, and their faiths, tend to be vastly different and it tends to lend itself to different mindsets and goals. This mindset has been most prominent in guilds and organizations--who often find themselves at odds economically as well as idealistically.
The title of "wizard" still carries an aura of mystique, and in many, but not all places--wizards are an accepted part of life. From low-level tinkerers to masters of the art, from the kindly crafter of fireworks to the devious crafter of ancient wonders, wizards have long been found upon Ea's landscape.
In the minds of the public, wizards have been associated with the Convocation of Rune for most of known history. Rune, through its efforts, has been responsible for much of the wizardly order and education. With the fall of this nation, what will happen remains to be seen. In the meantime, wizards have taken to forming smaller convocations, which are run officially by various nations. This has had the effect of a greater variety of local flavor and invention. Rune's laws and influence still hold sway, however--necromancy remains a dark art, and Taara's influences ensure it will remain so.
Most wizards hold to an abstract philosophy named the Covenant of Mana. The Covenant describes the use and invocation of magic--its roots are lost to history, but it's likely it was inspired from Animus, Himself.
Starter Kits
Wizards are experts in the arcane field, and can cast a variety of spells, though they have to plan what they want to cast at the beginning of each day. They tend to have a high intelligence, and focus on knowledge skills. A higher dexterity can be useful for defense, and going earlier in the combat round so they can quickly buff their allies, or raise a barrier, for example.
Wizards typically focus on buffs for their allies, utility, and battlefield control, and will choose their spells around these concepts. Blaster wizards are also popular. The feats Spell Penetration and Greater Spell Penetration will be important around mid levels and higher for any mage.
Concept | Attributes | Feats and Skills | Common Spells | Notes |