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, brute-force mind control, and much more.

Who is the Wizard?

Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Their expertise is attained after years of apprenticeship and countless hours of study. Wizards live and die by their spells, thinking everything else to be secondary. 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.

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.

((Last updated: 1.18.2024))

Class Abilities

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The Wizard in Numbers

 

Casting Attribute: Intelligence
Saving Throws: Intelligence, Wisdom
Armour Proficiency: None
Weapon Proficiency: Daggers
Skill Proficiency: Gain +2 to Arcana Skill and History.
Base Hit Points:  78
Base Spell Pool:  56

Wizard Mastery Bonuses

 

8th & 9th Level Spells
Attribute Increase:  +1 to 2 attributes of your choice
HP:  +24
Spell Pool:  +20

Rituals

Level 2
Level 3
Level 7
Level 9 - Mastery Only

On Mastery & Subclasses 

Subclasses in on the Old Guard server work like specializations of your class and enable players to customize their general class into something more fitting their RP and general play style. While it’s not mandatory, it’s highly recommended to chose a subclass from character creation onwards, since a player needs to earn the subclass from a fitting IC trainer (aka another player) to master it.

That said it’s not crucial to choose a subclass during character creation just to have one, especially if you cannot decide for one, or have the feeling that it just does not fit the backstory of them (e.g. if they’re young and just starting their adventurer’s career). 

 Changing the subclass (or the class on that account) is also possible that way, as the only thing you need is another player who trains you ICly. All on class, subclass and mastery training can be found here.

All Boons, Banes, Spells, Abilities and Cantrips you find in the specific subclasses sections come on top of everything you see under the basic class above.So you’ll lose nothing by chosing a subclass from the list at any point of time.

Arcane Tradition of Bladesinging

Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.

In combat, a Bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the Bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a Bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

Additional Proficiencies:  

Armor Proficiency: Light Armor
Weapon Proficiency:  Simple Weapons

Spells & Abilities

Level 1
Level 2
Level 9 - Mastery Only

Divination School

The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

Class Abilities

Spells & Abilities

Level 3
Level 6
Level 9 - Mastery Only

Necromancy School

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies on this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

Most people see necromancers as menacing, or even villainous, due to their close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

War Magic School

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?”

Spells & Abilities

Level 7
Level 8 - Mastery Only