Wizard Careers

Wizards command staggering energies and make dangerous opponents. The power to control magical energies comes from the mind and as such Intelligence is very important. All wizards have the ability to cast numerous offensive, defensive, and informative spells. Many make a career as adventurers, and use their talents to recover lost and forgotten magical lore, legendary magical items, and hopefully large sums of money. After a certain level a wizard may choose to specialise in a particular branch of magic (e.g. conjuration, invocation, enchanting to name the most common).

Below we list the various career paths a wizard may take.

Arcanist

Arcanists are masters of energy and mana and can use them with much greater effect than other mages can even dream of. In particular the arcanist is the master of the extremly dangerous skill of tapping power from other realms and realities, a skill which more often than not can be a double edged sword to those brave enough to try and use it.

The numbers of arcanists have always been fairly small due to various unexplained instances over the ages claiming the most powerful or more often most arrogant.

There has always been much interest in the origins of this type of magical gamblers whose powers carry serious risks to weed out the foolish.

Perhaps this unstable nature of this career was the intention of the unknown founders of this school of thought who to this day are rumoured to wander the realms watching their pupils gain great power and then watch as this great power slowly destroys them.

Skills/Spells

Arcane                  Channel                 Fly
Manaburn                Manadraw                Manawave
Origins                 Realitygate             Slow
Spelldeflection         Tap                     Teleport
Untap                   Void Bolt

Battlemage

Battlemages are the wizards of the battlefields. Aside from their normal studies, they have managed to learn the basic skills any warrior is using. Also they have invoked one or two interesting spells, able to help them when fighting other vermin for their goals. This type of mage only has the rudimentary spells usable by other magekin. He will never receive access to the greater grimoires teaching such forelorn castings as retain energy, create golem. But mostly his combat prowess is enough to stand against other mages, and his spellpower suffices to give him a little better stand against warriors. The class itself may not be all powerful - it cannot compare with either warrior or mage, but draws on the abilities of both of them.

"Specialisation brings weakness. But neither am I merely competent in all spheres. I am master of them ALL"
- Dakkon, the Malevolent Spirit

Skills/Spells

Adrenal Moves           Bladeturn               Channel
Enhanced Damage         Gate                    Giant Strength
Mace                    Meteorshower            Parry
Prismatic Ray           Slumber                 Spelldeflection
Sword                   Unbalance

Conjurer

Conjurers; the powers of the planes harken to their call. This means they inherit spells enabling them to access channels, transfer energies, control the powers of other worlds and force them to their bidding. Receiving most of their magical powers from demonic planes, they have also been granted partial control over the element of lightning. In fact this magic resembles much the structures and spellweaving needed in such complex rituals as summon or the opening of demonic gates. Furthermore the conjurer is a master of disguise, able to blend with the plane he is in up to a degree that is barely discernible. On higher ranks a conjurer is able to hold control over more than one demon or demon-types of outer planes. Even on lower ranks he learns a ritual helping him to deal with the outerworldly creatures.

Skills/Spells

Banritual               Blindness               Blink
Channel                 Controlritual           Demonic Gate
Demon Mastery           Lightningbolt           Mindswitch
Origins                 Protection Elements     Selfcloaking
Selfkeeping             Summon

Enchanter

Enchanters are known for their control of permanent affects. Almost without limit in their duration, the permanency manipulations have many advantages to short-lived spell affects. Their durability gives them a more calculable substance. Enchanters can manipulate living and nonliving matter. Thus they have the ability to create powerful golems from different types of materials, they can use effects such as damage limiting magic, they can empower items, drain them of their effects and -at last- they control mighty globe spells of awesome protective worth. The more effective versions of combat magics are left a secret unknown to the enchanter. But who needs fireballs, if he can wield a hellfired dagger?

Skills/Spells

Charm                   Create Golem            Enchant Armor
Enchant Weapon          Enlarge                 Fly
Food Production         Globe of Power          Globe of Protection
Icebolt                 Opening                 Shrink
Water Production

Invoker

Describing the arcane ways of direct access to the fields of magic. Boosting his powers and resources to unknown heights for a short time, manipulating the time fields of the lesser planes; these are the realms of the invoker, a magician who is mainly focused on direct magic. His control over creatures, binding magic and similar forces is small, if not totally gone. Instead he relies on his control over the forces which turn the world. Gravity is subject to his manipulations as well as the visible, time or space. Unlike other mages, the invoker has not found a means to transport matter to himself or open gateways to his victims, he turns himself into energy and travels there with the speed of light. At higher ranks invokers are known to gain access to vast realms of magic, bringing them practically endless sources of spellpower.

Skills/Spells

Arrow Storm             Bladeturn               Blink
Fly                     Gate                    Gravity
Invisibility            Mistform                Retain Energy           
Selfcloaking            Speed                   Spell Deflection        
Stunning                Teleport