Wizard

Wizard

"'What is magic'? Oh, dear apprentice, you try me so. I give you one question, and rather than asking me something useful, like 'what is the effect of the seventh phase of the sun on wand construction' or 'why does the two-headed thrush not sing in harmony', you ask me something like this. Well, sit down. I promised to answer and so I shall. Magic...is the sparkle of sunlight in the morning dew. It is the potion your grandmother gave you when you were sick as a child. It is the way the Falish flower makes you daydream of Susanne from the other class - no, don’t look at me like that. I know I am old, but I have not forgotten what it is to be fourteen.

"Are you unsatisfied with this answer? I did warn you that it would not be useful. As I am a kind teacher, I will answer the question you did not know to ask instead - ‘what is wizardry?’ Wizardry is what happens when the brilliance of the sun meets the secrets of the moon. Wizards are those who seek to understand the laws of magic, of this world, and use that understanding to enact rituals and change the world around them. It is not what we know that makes us who we are. It is knowing how to best apply it.

"What? Then why do I make you study so much? Were you not listening, child? Go and sweep the ritual circle, perhaps the answer will come to you then.”

Remus Starcaller

Wizard Skills

Luminous Arts 0 CP

You gain Fire, Ice, and Gloom as Attack Traits, and Light and Shadow as Flavor Traits.

Abjure Elements 3 CP

You may change the attack trait of any of your called attacks to “To Elemental.” In addition, your knowledge of elemental forms allows you to discorporate incapacitated elemental beings. Touch a helpless target with a weapon or packet and call “Deathstrike one.” If the target does not move or resist, you may call “Death to Elemental.”

Destroy Enchantments 3 CP

You may change the attack trait of any of your non-beneficial called attacks to "to Construct."

Incantation Method 3 CP

Your powers are magic spells granted to you by your study and practice of arcane arts. To use Powers, you must perform a audible incantation of at least six syllables before you begin the verbal call.

In addition, this skill gives you access to one Power List, chosen from the Open, Offensive, or Support lists. Even if you know another Method, you must always use incantations for Powers from this list.

Arcane Staff Method 3 CP

(Requires Weapon: Staff)

You have inscribed arcane formulas into your weapon to ease your spellcasting. Decorate your staff with arcane writings in a style appropriate to your character. You may use Powers with your staff in your off hand, and must have your staff on your person to use powers unless you are using another Method to perform them. Blocking attacks will cause spell interruption as though you had been struck.

Arcane Wand Method 1 CP (Once per event)

You use a wand as a focus to cast arcane spells. You must have a wand prop in your off hand to use Powers, unless you are using another Method to perform them. In addition, once per event you may point at a target with your wand and deliver a single use of Arsenal or Aura of Healing as a “By my gesture” attack.

Research 3 CP

You have access to research materials on a wide variety of topics. After an event, you may submit a topic to plot that you would like to research. Your research attempt may fail if the topic is one that is not likely to be committed to paper, and its veracity will be as reliable as your available sources. Any answer you receive will be informational only; you cannot find rituals, items, or anything but knowledge by means of this skill.

This is a between-events skill. You may only use one such skill per event.

Read Ancient Script 2 CP

You have learned to read the ancient writings found in many ruins, caves, and monuments all over Ariath. You may also translate these writings and write them in plain language for others to read.

Ritual Magic 5 CP

You may attempt to perform rituals whose formulae you find in play. Details of how to perform the ritual, and its likely results and backlashes, will be explained in the formula.

Ritual magic uses arcane means to manipulate a force called the Quiet,which can alter the nature of the world in certain ways. Wise ritualists respect the Quiet, and only ask it to act in accordance with its nature, while fools might try to trick or pervert it, to dire consequence.

Luminous Powers 3 CP

You gain access to powers from the “Luminous” power list, and may use casting skills to perform them. (See the section on power lists.)

Tome of Monster Lore 3 CP

Three times per battle, when the target of one of your attacks responds with a “No effect” or “Spirit” defense, your attack and any associated endurance costs are not expended.

Counterspell 3 CP (Once per event)

(Requires 3 skills in this theme.)

Once per event, when you use a defense to negate a packet or firearm delivered attack, you may redirect the attack against a target of your choosing. Instead of the normal call for your defense, call “With [Heroic Quality,] Absorb.” You gain a packet attack with the same effect call as that of the attack you Resisted. This attack may be held briefly before use, but will be expended with no effect when you use another called attack or rest for any reason.

Wizard’s Arsenal 2 CP (Once Per Battle)

(Requires 3 skills in this theme.)

You gain two melee or packet attacks for “2 damage by [Attack trait.]” If you have the skill Arsenal, this instead increases your arsenal pool by 2, and allows you to deliver two uses of Arsenal per battle as melee attacks.

First Circle Power Use 4 CP (Once per battle, 1 Endurance)

(Requires 5 skills in this theme.)

Once per battle you may spend a point of Endurance to use a First Circle power from any list you know.

Fighter’s Staff [Epic]

(Requires: Arcane Staff Method)

You may block with a staff while holding it in one hand. Blocking attacks will cause spell interruption as though you had been struck. In addition, if you have the Two Weapons skill you may fight with one handed weapon up to “long” size in one hand, and a staff in the other.

You may not make attacks with a staff while wielding it in one hand.

Expert Counterspell [Epic]

(Requires Counterspell)

Your Counterspell skill now costs one endurance to use, but may be used once per battle rather than once per event.

Enchanting 2 CP

You can combine gem components to enchant objects with limited magical effects. This skill may be purchased up to three times; each level allows you to construct more advanced products. See the rules section on Crafting for further information.