Arcane Hoarder Wizard
Bookman Wizard
Cryomancy Wizard
Daggerspell Wizard
Defacer Wizard
Dakt Tape Wizard
Diabolism Wizard
Dragon Mage Wizard
Eclectic Magic Wizard
Embalmer Wizard
Familiar Master Wizard
Flux Mage Wizard
Fool Wizard
Gnosticism Wizard
Grey Guild Wizard
Hedge Wizard
Hibernation Wizard
Immortality Wizard
Kinetomancy Wizard
Living Grimoire Wizard
Mageseeker Wizard
Mimic Magic Wizard
Mnemomancy Wizard
Myomancy Wizard
Mystic Arts Wizard
Negation Wizard
Oases Wizard
Origami Wizard
Reconstruction Wizard
Ring Warden Wizard
Ritual Wizard
Rune Forger Wizard
Sealing Wizard
Secrets Wizard
Shinobi Wizard
Somnomancy Wizard
Sonomancy Wizard
Spellshooting Wizard
Stargazer Wizard
Symbiont Wizard
Three Wizard
Umbramancy Wizard
Universalist Wizard
Veinscripter Wizard
Wand Lore Wizard
White Order Wizard
Witchcraft Wizard
You toil and toil over a book of sigils and runes, only coppers left to your name, but magic at your fingertips, as long as you have your spellbook on hand. Meanwhile, Sorcerers pull magic out of their blood and random happenstance, and Warlocks just ask some unfathomable being unfathomably more powerful than them to give them magic. You struggled, and yet they just were handed power? You learned how to use their secrets without the need for magical blood or novel length contracts. At least Bards put in work, so they've got your academic integretity, for now.
Part cult, part school, part army, the Bookmen are the largest faction of spellcasters in all of Xenara. They are easily recognized by their trademark gas masks, tailored suitcloaks, and, of course, leatherbound books. What few words they speak are reserved for devastating incantations followed by a string of words of a language known only to them.
Bookmen practice the belief that there are both "strong" and "weak" magics in the world. They believe that spells that come from the schools of abjuration, conjuration, evocation, and necromancy are strong, whereas spells that come from the schools of divination, enchantment, illusion, and transmutation are weak.
Male or female, when a protege joins the Bookmen, they must surrender their name and can only be addressed as Bookman. The only other distinction the Bookmen have are their curiously clean suitcloaks which signify their rank among other Bookmen. Black Suitcloaks are those who've just earned their masks and a position among the Bookmen. Green Suitcloaks are the learned Bookmen and war machines. Tan Suitcloaks lead the Bookmen legions. And the greatest of all Bookmen, the White Suitcloaks watch over entire Bookmen Burgs.
The Cryomancy Arcane Tradition is a specialized path within the arcane arts, dedicated to the mastery and manipulation of ice and cold. Wizards who follow this tradition are known as Cryomancers. They harness the frigid elements, bending the cold to their will to freeze their foes, create structures of ice, and shield themselves with frost. This tradition teaches that control over cold is not just a means to wield power, but a profound connection to the most chilling aspects of nature itself.
Expertly mixing potent martial skill with mastery of the Weave, daggerspell magic is the perfect discipline for wizards who wish to bolster armies at war or perhaps simply survive there. From what I've seen, these mages have developed a distinctly extravagant, impressive, and quite deadly fighting style. Now, having said that, I'm personally perfectly happy not tumbling about daggers in hand. That's a game for much younger people than myself. No, I would much rather spend my time studying new techniques and spells that allow me to not wade into melee combat and tire myself out. But then, to each their own.
Created by an ancient helper in wars to fix anything, wizards can be aptly interested in this seemingly nonmagical tape. Those devoted to learning it have discovered the tradition that is Dakt Tape Magic. Those who follow the tradition of Dakt Tape Magic are often suprised that with a little magic, dakt tape can be used to fix and replace almost anything. From constructs, to clothing, to even helping in sealing up wounds of their allies.
Wizards know a little about the other planes of existence from the start. Some even believe that all magic flows from some otherplanar source. No one knows whether that’s actually true. There are as many hypotheses about magic as there are spellcasters. Defacers, however, know their magic is drawn from a specific and terrible demiplane called the Grove of Crows.
A would-be defacer begins their journey with a mask. Perhaps they make their face covering from sticks and feathers after an unsettling dream about a flock of dark-winged birds smothering the sky. Or maybe they find the mask after following the sound of squawking crows into the forest, and there discovering a lightning-struck tree. From it, they pluck a shard of dead wood because it’s already an ideal, if disquieting, mask.
As a diabolist, you dip your toes into the darkest powers in the multiverse; the fires of the Nine Hells, the chaos of the Abyss, and the enticing power of the lower planes. Some diabolists hold strong to their principles, using the magic of hell in pursuit of good, but many, many more find themselves consumed by the evil of the fiends below.
The School of Diabolism is rarely a formal tradition, more often a practice passed down through a family line, ancestors leaving their lifetime of knowledge, secrets, and, most often, debts, to their unlucky inheritors. These diabolists have little choice but to learn the art: either practicing the means to defend themselves, or being left defenseless against devils and demons come to claim their soul.
Wizards practice the subtle magic of pulling power from thin air and shaping it to fit their needs. Sorcerers tame the chaotic power within themselves, releasing it in barely controlled gouts of magical eruptions. Mages who walk the path between these two diverse means of magic are called dragon magi, and they meld the order of dweomery with the chaos of sorcery to grant themselves powers beyond anything the individual traditions could muster alone.
Dragon magi manifest their magic in variety of styles, as diverse as the draconic species and the types of magic that populate the worlds. Kobolds serving as councilors to great wyrms are taught by their masters to harness their innate draconic natures through the use of more traditional spells. A wild-eyed human, oozing sorcerous magic from an ancient draconic ancestor, might find a kindly wizard to help her focus her power. Special legions of dragonborn troops train with a master dragon mage, learning all there is to know to better defend their homeland from invaders.
Except as noted in the following, dragon magi function as wizards and use the wizard spell list.
These wizards focus on a few primary spells, of which they become experts at and unlike with most wizards, these spells could be cast from any magical tradition. Spell perfectionists take these spells and do their best to minimize the amount of errors and effort it takes to cast them, making them by far the most widely used spells in their spellbooks.
Keepers at the gates of death, embalmers use their magic to ferry spirits back and forth between the realms of the living and the departed. Unlike a necromancer who reanimates rotten flesh puppets and brittle bone marionettes, an embalmer offers a contract, letting a deceased soul taste the joys of the living for a short time in exchange for its service. Many embalmers even include a small offering of food, drink, or a trinket as part of the conjuring. These tokens of gratitude make embalmers (allegedly) far more popular in the lands of the deceased.
Embalmers take much from the realms beyond, and they give back by preparing others for this final journey. They’re often called upon to perform funerary rites, anoint the dead, and of course, prepare the bodies. They take immense pride in their craft—the most egotistic of them go as far as summoning the souls they helped pass on just to pester them with lengthy surveys about the quality of the linen wraps or the cadaver’s rate of decay.
Learning the find familiar spell is seen as a rite of passage among fledgling wizards, as the spell offers a useful, if limited, magical servant. However, a small subschool of wizards known as the “familiar masters” or “evolutionists” believe that within the humble spell lies manifold hidden powers. Indeed, their studies have unlocked the spell’s hidden potential: the ability to evolve their familiars and fluidly shift its form as they use their knowledge of conjuration and transmutation magic to enhance the standard familiar with wondrous arcane power..
With incredible improvisational skill and a sickeningly masochistic approach to magical combat, Flux Mages have an exquisite understanding of the flow of magic—by painfully channeling it through their bodies.
Far from the stereotype of fragile mages who flee at the first sign of a knife, Flux Mages open their minds and bodies to injury. Pain is not a distraction; it grants them moments of cold clarity that they use to master the spells wielded against them.
A Flux Mage shines in combat against other spellcasters and relishes the multifarious agonies magic can inflict upon them. But they are far from helpless when facing mundane foes, as they absorb and supplement the powers of their magical allies. They learn their teammates’ specialties—and present one less source of collateral damage. Their skill transforms their pain-addicted insanity that drives them into the thick of combat from a liability to an invaluable asset.
Reality is but a concept we create for ourselves, based on our own perception of the world. Various Wizards have yearned to define what is true and what is false regarding the veiled mysteries of the universe, to a point where they deemed such a task to be futile. Others went mad, no longer able to tell the difference between the truth and a mere illusion of it. Rather than trying to determine reality itself, those arcanists have therefore indulged themselves with the creation of alternate realities, studying the very methods that are capable of fooling the mortal senses. They deploy these abilities in combat, taking pleasure in merely observing how a fearsome enemy can be turned into a pawn, once they gain control over their setting.
Most arcane schools employ established structures, philosophical leanings, and certain rules regarding magic operations. However, there are some wizards who view these rules and guidelines as arbitrary. These wizards are often students of the occult, philosophy, and unorthodox practices and religions. Sometimes called chaos magicians, gnostics, or sigilists, these wizards believe most wizards’ magic only works because they know it should and conversely argue that intellectual belief alone is strong enough to manifest desire into reality. This unusual approach to magic, akin to a philosophy or arcane spiritualism, is called gnosticism.
Followers of this tradition inscribe meaningless sigils, a personal gibberish script that represents the practitioner's desire, and empower them with arcane energy to transform the desires written in their sigils into reality. In addition, they learn to enter an altered state of consciousness, wherein thoughts are filtered to maintain focus and increase arcane effectiveness. These wizards consult on the paranormal, unconventional phenomena, and the decryption of arcane runes and sigils, and in battle, they wield magic in ways that few wizards ever deem possible.
Wizards of the Grey Guild arcane tradition eschew a focus on one specific school of magic in favor of an arcane specialty in duplicity and espionage. Some say, all wizards of this tradition belong to one organization with its own overarching goals and schemes while some say, the Grey Guild is a methodology used by individual wizards and arcane organizations in competition with one another. Regardless of which is the case, wizards of the Grey Guild have a bad reputation amongst wizards of other traditions given their proclivity for hoarding magical secrets from other spellcasters.
While almost all wizards study in formal schools under the tutelage of a wise master, some wizards reject traditional arcane schooling and strike out into the world to learn by doing. These rare few who hone their craft out in the wilds are referred to as Hedge Wizards. Though their methods are frowned upon by formal wizarding schools, any archmage worthy of his station will reluctantly recognize that Hedge Wizards are the true masters of the low magics.
Regardless of their background, all Hedge Wizards reject the traditional methods of wizardry. When creating your Hedge Wizard consider how your spellcasting and spellbook may differ from a wizard who attended a formal school.
Ceaseless winter winds howl as they tear across the pale landscape, eventually calming to a slight breeze as snow falls in the quiet and cold night. Blinding storms give way to moments of eerie calm and stillness. For some, the season is a time to huddle inside until such cold days pass, but wizards of the School of Hibernation embrace both the chance for rest and the might of the winter storms.
In their first lessons, these mages learn to store their potential, banking reserves of magic through repose. This practice bears furious fruit: where many see rest as the end goal, a wizard of this school can use the power of respite as a stepping stone to unleashing the full fury of winter’s wrath.
Most ascribe life and death to the dominion of clerics and gods. Wizards of the Immortality tradition contest this, focusing their studies between the schools of necromancy and transmutation to circumvent mortality. The tradition teaches methods by which Immortalists reduce divine magic to its arcane base. Some seek the tradition for themselves, while others hope to bring the information locked behind religion to the masses. As adventurers, they focus on using arcane healing and changing their bodies as dangers arise.
Kinetomancers are a branch of wizards that focus on the dynamics of magic when it is pulled into existence. They study its physical consequences, how it pushes and pulls the area around it, and how to account for the sudden influx of forces upon casting it. Kinetic-focused magic comes with the potential to push reality beyond what’s written in any spellbook, given the right calculations and timing.
While many experts of magic seek its secrets reading between the lines of old texts and researching the truths of ancient practices, there are those who appreciate that true omnipotent magic can only be witnessed during the convergence of leylines. By studying these invisible threads of the Weave and their ever-changing patterns, they develop a unique understanding of magic. In order to employ this knowledge, they imprint spells on their flesh, mimicking the patterns they have witnessed and infusing them with ever flowing magic, seeking to create new and wondrous effects.
The kingdom of Ensvale is staunchly anti-magic. Starting as a refuge from the Rune Wars, they have developed several ways to contain the arcane gifts that some are born with. The only official way to openly harness magic in Ensvale is to be trained as a Mageseeker, a member of the institution dedicated to containing errant magics throughout the kingdom. Whether a Mageseeker is still loyal to the crown, or have set out on their own, their magical skill speaks for itself.
Few monsters are as emblematic to dungeon delving as the mimic. As fluid shapeshifters, capable of replicating any object or fixture, these curious predators have made themselves a bane to adventurers everywhere. Innumerable histories trace the origin of this age-old monstrosity to a lesser-known wizard, mad tyrant, or sorcerer-king, who constructed the creature from vile magics long ago.
Such tales have led many spellcasters throughout the realms to cultivate a morbid fascination for mimics and their ecology, attempting to emulate the original witchcraft through mad experimentation with shapechanging beings.
After fully delving into occult magic, wizards of this deranged tradition have developed rituals to transform their own spellbooks into unprecedented hybrids, which are able to feed off the surrounding mana. The holder of such a macabre creation means to harness the power of mimics in its purest form, by tuning the species’ anatomy to suit their own crazy blend of sorcery.
Wizards of the School of Mnemomancy wield the magic of memory, capable of being both bastions of knowledge and infiltrators of minds. As a mnemomancer, you augment your own ability to recall knowledge and experiences, while sealing the memories of your foes. As your mastery grows, you gain the ability to vividly experience others’ memories and borrow their capabilities, as well as alter memories as you see fit.
The study of magic is thought to be a purely mental exercise, one which would not require the body to be in any particularly good shape. Those who follow the tradition of myomancy reject this claim, asserting the body’s importance in the act of magic through various factors, such as somatic components or even the potency of blood for certain spells. Regardless of the truth of this, this tradition has produced a very strange variety of wizard, wholly unrecognizable to the layman who imagines a bearded man in a robe and pointed hat. Indeed, a myomancer is characterized by bulging muscle and deliberate, powerful movements, willing to wander into the thick of things to practice their magic, casting spells with powerful punches and kicks from which their spells explode forth, sometimes with catastrophic power. So now have you taken this strange tradition.
You’ve studied the Mystic Arts, the most ancient form of magic. Bringing back spells that were thought to be lost to time, curses to prevent thieves from taking your arcane armaments from you, and even bending the laws of reality to aid you. Your knowledge and power charge you with a new duty - the defense of this world from threats from all kinds of threats.
You focus your study on understanding the concepts that led to the establishment of this school as well as its practical uses. You seek to normalize the idea that negation is simply a part of life, rather than the thought that wizards who engage in negation are targets to be hunted down. Most negation wizards either attempt to find a patron to shield them from being hunted and employ their talents at whatever that patron wishes, or they try to attract as little notice as possible, even going so far as to learn the skills of rogues or fighters simply for purposes of camouflage. Since carrying a shield is detrimental to their spellcasting abilities, they focus on singlehanded or dual-wielding forms.
Those who follow the path of negation are rebels, iconoclasts, troublemakers — those who oppose or feel disdain for the conventions of arcane practices. Most traditional magic schools refuse to teach negation magic, and wizards’ guilds encourage rulers to declare negation to be illegal. Some even surreptitiously offer bounties to those who will hunt down and dispose of negation casters — in this case “dispose of” means anything from severe beatings, deportation, to outright assassination.
With such prejudice and outright hatred from the mainstream arcane community, most negation wizards must pass their secrets on in private as only a handful of educational institutions even acknowledge that negation magic exists. Usually, an accomplished negator takes a single apprentice, passing on secrets in secure locations, often in the dead of night, safe from outside intrusion and observation. In many kingdoms, punishment for such instruction, or for the very practice of negation, is severe, often forcing negators to live an itinerant lifestyle, moving from place to place, selling their services in secret and only to the most trusted of employers. Negators also often seek out the relative safety and security of roving bands of adventurers who are usually far less particular with whom they associate.
As an Oeases Sage, you have taken upon youself to seek out those lost among the dunes of brutal deserts. To these folk, you are the oasis, as you give the m food, water, and help them find their way. You are the emobodiment of survival.
Origami Mages are wielders of a unique form of magic that combines precision, creativity, and imagination. With a flick of their wrist and a whisper of arcane words, they transform simple sheets of paper into awe-inspiring manifestations of elemental forces, mystical beings, and fantastical creatures.
Drawing inspiration from the mysterious elegance of origami, these mages are not bound by traditional spell components but instead rely on the meticulous manipulation of paper to channel their magical energies. Origami magic is not without its challenges. Mastery of this arcane discipline demands patience, dexterity, and a keen eye for detail. Each fold must be precise, each crease exact, for even the smallest imperfection can disrupt the flow of magic and render a spell ineffective. Yet, for those who persevere, the rewards are boundless.
The constructs are presented in alphabetical order.
Bird. While the origami bird is bound to your person, you gain proficiency in the Perception skill. Additionally, you deal an additional 2 slashing damage whenever you hit a target with a ranged attack.
Cat. While the origami cat is bound to your person, you gain proficiency in the Stealth skill. Additionally, once on each of your turns when you hit a target with a melee weapon attack, the origami cat can make a melee spell attack against the same target. Its attack modifier is equal to your weapon attack modifier, and on a hit, the target takes 1d6 slashing damage. The origami cat’s damage increases when you reach certain levels in this class: 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.
Crab. While the origami crab is bound to your person, you gain a +1 bonus to your AC and proficiency in the Athletics skill. If the wizard that crafted this origami crab creates another, this origami crab is destroyed.
Dragon. While the origami dragon is bound to your person, you have disadvantage on Dexterity (Stealth) checks and can’t benefit from being invisible. Additionally, you take 1d4 fire damage at the start of each of your turns. You can have multiple origami dragons bound to you at the same time. When the construct is destroyed, it quickly pops in an audible explosion, dealing 2d6 fire damage to each creature within 5 feet of it.
Frog. While the origami frog is bound to your person, you gain proficiency in the Acrobatics skill. As a reaction, when you would fail a Dexterity saving throw, you can add a bonus to the roll equal to the spellcasting ability modifier of the wizard that crafted the construct; using this feature destroys the origami frog.
You focus your study on manipulating magic in a way that turns the destructive power of arcane evocation into rejuvenating magic. For others, this gift manifests from faith, a pledge to a patron, or a deity’s behest. Many arcane colleges have unlocked these regenerative powers from tireless hours poring over holy texts and alchemical manuals. While most wizards find outlets as talented enchanters, military artillery, or ward-makers, the students of this school could apply their versatility to any employment in nearly every setting, even that of an adventurer.
The dwarves long ago dicovered the means to infuse magic into rings, and the first ring wardens came into being soon after that discovery came to light.
With a focus on the school of transmutation, ring wardens blend dwarven craftsmanship with arcane might. They are rarely encountered outside the whole of Zroltol, but they are easy to recognize thanks to their signature ring-staves.
Wizards spend their lives memorizing esoteric formulas that allow them to produce wondrous arcane effects. However, when produced spontaneously, spells are extremely taxing on the caster. To preserve their power, most wizards learn to cast ritual spells, spells that take longer to produce, but aren't as draining on a wizard's magical stamina. Some wizards, known as Ritualists, dedicate their lives to mastering the deliberate and reliable magic of ritual spellcasting.
Since time immemorial, the dwarves have coveted their runes and heap scorn on those who make light of them. Some dwarves even draw power from runes; runes said to delineate a time before the first thought.
Rune Forgers learn how to harness ripples in the Weave that persist after they cast a spell. They store this afterglow in the form of runes that take different shapes depending on the magic’s inert characteristic. The Rune Forgers primarily use their powers to support allies in times of war, but can find other applications when axes and shields rest.
This school of magic is all about enhancing or reducing the effects of spells by sealing them in a specific way. The wizards of this school usually work with spells from the school of abjuration and aim to provide better protection through magic. Wizards of this school are called sealers and are generally the protectors of the groups they are in.
Wizard: School of Secrets Every wizard knows of the eight traditional schools of magic: conjuration, necromancy, evocation, abjuration, transmutation, divination, enchantment, and illusion. But another school believes it holds mastery over all others: the School of Secrets. Why dedicate yourself to one discipline, each with its hidden faults, when you could simply undermine all of them by exposing their darkest secrets?
Wizards who follow the teachings of the School of Secrets traditionally fall into one of two camps: servants of Vecna or his bitter enemies known as the Olin Gisiae. It’s true that the School of Secrets was originally Vecna’s creation, but not even Vecna can keep a secret this good hidden forever.
Masters of illusion, guerilla warfare, and martial combat, Shinobi wizards are elusive tricksters and deadly warriors, striking in a furious onslaught of magic, weaponry, and acrobatics. They adopt a philosophy that unifies martial skill with spellcasting, empowering their blows with devastating magical enhancements before vanishing into darkness. A Shinobi’s unique abilities make them the ultimate artisans of espionage and infiltration, wielding deception, secrecy, and explosive aggression as lethal tools in their arsenal.
Somnomancers are an idiosyncratic bunch, given to fancies, daydreams, and odd sartorial choices, so it is no surprise that their subschool of magic is rarely accorded any respect by mages of other schools. Although their obsession with sleep is occasionally useful, such as when someone needs to be hypnotized or must have their dreams interpreted, it is more often a source of humor—much to the chagrin of so-called “pajama mages”!
While bards use enchanting melodies to cast their tantalizing spells, the wizards from the school of sonomancy view sound differently. While the songs of bards flow with emotion, the sounds of sonomancy vibrate with logic. They use their arcane abilities to create vibrating Sound Weapons, stop projectiles mid air, or cast their spells without the need for vocal components.
Wizards of this school are often found in battle, and many of them are battle-hardened veterans. Many foes of such wizards only hear a faint hum before realizing that a vibrating dagger has been plunged into their hearts.
Wizards who study under this tradition use their scholarly pursuits to seek the thrill of combat and the glory of victory. Magical dueling tournaments have become something of a popular sport for the masses to observe as the spectacular spells being thrown are amazing to behold. Practicing the fundamentals of magic and quick combat tactics to be sharper than any knight's blade, these arcane duelists known as spellshooters are respected and feared by any seasoned adventurer.
Gazing at the stars is an ancient art form, almost as old as history itself. Those with the arcane skills and knowledge have used the essence of the stars and their movements to enhance the potency of their foresight. The stargazers, with their understanding of time and fate, excel in manipulating the destinies of people around them.
They told you to put down the Codex Anathema. They feared that you would plumb its depths too greedily, too deep. They were right to fear you. The infamous Codex Anathema is the single greatest source of symbiont knowledge in all of the world. Originally written as a book of lore by a mad scholar, its dangerous pages have been replicated and passed down for millennia. At one point, there were twelve complete copies of the Codex Anathema, but the books were lost, destroyed, or broken apart in the intervening timeframe. The last scholar to find a complete copy of the book was Mordain d'Phiarlan, who mastered its secrets. Any formal arcane institution might hold a secret Cult of the Symbionts, its adepts of the Codex hiding in the wings, seeking to recruit young minds that are easy to corrupt and mold into the next generation of those who study symbionts.
These wizards empowered by ancient, obscure magic, allowing them to use the Rule of 3 to improve their casting, and shatter the battlefield. The only reason this school of magic exists in the first place is thanks to the deep dives made under the plane where ancient knowledge was recovered and subsequently studied.
Tricaster wizads have studied and uncovered that the Rule of 3 not only applied to nature's patterns, but also with the Weave itself. Now, tricasters practice the use of magic adhering to a dogma revolving that three rules the natural order of the weave and of the universe.
Umbramancy is not necessarily a separate school of magic, but rather a way of imbuing magic with the power of shadow realms. As a member of this school, you learn the spells that originate from these unholy realms. You can also manipulate your spells using shadowy powers. This school and its spells are forbidden in many organizations because they are seen as the distorted opposite of life and the material realm.
Out of all wizards, those most studious and dedicated to understanding the Art are called universalists. The path many accomplished archmages chose to walk even as young practitioners, universalists have no care for perfection of a single school of magic or casting style since they believe in the one True Magic. In pursuing it, they attain incredible mastery of the arcane, being able to reshape magic in ways even their colleagues find extraordinary.
To be a universalist, however, is not only about producing grandiose displays of magical crafting. Universalists, in their core, understand the Weave, the mana, and some say are those closest to peering through the veil of magic itself. While all wizards seek revelations hidden behind the arcane mystery, universalists see magic as the means of perfecting themselves and the world around them.
Veinscripters are wizards who have developed a way to study magic by the power of the blood in their own veins. As a veinscripter, you learn how to enhance your power and extend its limits by intertwining blood and magic. With certain methods, the spells you know meld into your blood and change it to some extent. You can change the principles of some spells and their components and at some point, bend and control your veins.
Some children grow up sword-fighting with sticks and become solders, but you’ve learned how to turn a simple stick into something more powerful than a blade. The study of wand lore delves deeper into old magic, beyond the normal lists of components and incantations, and into the rich history and tradition of wandcraft. As a wizard of wand lore, you know that a mage’s true power can be amplified with the right tool: for you, that tool is a wand of your own creation.
This guild is spread far and wide throughout almost all the known kingdoms. In many cases, they built their libraries and halls, which are generally referred to as schools, upon the very foundations of their predecessors, the Path of Karsus. There is no particular guildmaster or hierarchic command structure. There is, however, a system of ranks to which the magi adhere. These ranks mark both the power and acquired knowledge of a guild member, and are delineated by color and title. The greatest school of the White Order is Karsi, located near Marrinburgh. It sits atop a high cliff overlooking the seas to the south. The White Order do not tend towards evil. They are a scholarly order dedicated to the advancement of knowledge and the arcane arts.
A wizard learns through dusty old tomes and rigorous study. A witch learns through secret whispers and strict mentorship. A wizard witch melds these two ways of teaching into the School of Witchcraft, a school that takes both the unbending studying practices of wizardry with the oral tradition practices of witchery to make a school that seeks and sees knowledge in places that both wizards and witches can’t possibly imagine.
Wizard witches are characterized by their thirst for knowledge, but also for their unorthodox ways to obtain it. To a wizard witch, a skill or a spell can be learned by the words written in a book, the words of their mentor, or the words spoken by the spirits from the beyond, including those spirits that they have just slain.