Wizard

Wizard (3 CP) REQUIRES: any Knowledge (Novice) skill Arcane Reserves Magical Art: Major (any 2) Staff of the Arcane Dispel Magic Heroic Will, Heroic Endurance, or Heroic Vitality Many seek to control the world around them by manipulating the forces in the world around them. Shamans appeal to spirits, priests and holy champions to their gods, soldiers and rogues alike must practice and hone their skills in order to be proficient at their work. Those who follow the path of the wizard understand that the best way to control the world is to master themselves, changing reality by the power of their mind and nothing else. Only those with the strongest self-discipline can explore the depths of magic, as the self may be the most difficult opponent one ever faces. It takes iron will and a sense of purpose greater than most mortals to look into the fabric of the universe and have the nerve and audacity to re-shape it by power of your will alone. To many, the robed and haughty wizard embodies arcane magic-- and rightly so, for wizards outnumber other kinds of arcane casters dramatically. The reason for this is simple: standardized education. This education comes in two forms: first, the Arcanum is a place where folk who aspire to learn magic can go and be taught in a formal setting; second, wizards will often take apprentices on and teach away from the Arcanum-- but the lessons remain mostly the same. All of the other traditions of magic are either self-taught (a dangerous endeavor under the best circumstances) or taught in a family style, parents teaching children their skills. Formalized education means that far more arcanists learn the ways of the Tiberian mages of old than any other tradition. Wizards believe that only they harness the true power of magic, for they learn to use it in its purest form first, and only then move on to other applications. They attest that other traditions learn to use magic, but no-one but a wizard truly understands the magic that they harness. Wizardry as it is known today is largely a product of mingling traditions during the invasion by the Tiberian Empire. When the Empire invaded, they struck a deal with the Erin'Tar of Rendayn and established a school there that would later be known as the Arcanum. Over the 600 years of the Tiberian occupation, the rigid and structured teaching of the Tiberian Archmages was combined with the ancient wisdom of the High Elves, forming the education that the Arcanum and nearly all wizards use today. Wizard spells use gestures or small rituals in addition to incants to perform magic. These rituals or gestures can be interrupted by an attack just like incants. Some schools of magic may teach different gestures (ie, NPCs may sometimes use different gestures), but all PCs must start out using the gestures described in each spell. (If you have physical limitations making it difficult to perform some of the gestures, contact staff about designing alternate gestures.) A skill with both the Spell and Gesture keywords can be used without an incantation—in this case, the gesture IS the incantation and can be interrupted in the same way as a verbal incantation. A wizard can research new versions of spells that use Gestures instead of Incantations. See the Spell Research section for details. You must complete your gestures before taking the packet you are about to throw into your throwing hand. All wizard spells begin with the gesture of pressing your palms together.This gesture focuses the wizard’s mind and channels the magic to one small point and binds it to your hands to cast the spell. If you have the skill Wizard Weapon, or have too many packets in your off hand to press your palms together easily, you can bump your fists (including the one holding your weapon in the case of Wizard Weapon) together instead of pressing palms. You cannot walk around with your hands pressed together to get ready to cast; if you already have your hands pressed together before starting a spell, you must make a broad, circling gesture with both arms and then bring your hands back together before casting. All subsequent gestures, ritual actions, incants, planting of feet, etc. follow this one initial common gesture. If a spell prepares a charge for later packet attacks, you do not need to press your palms together before throwing the packet attacks if there are no further gestures or ritual actions required at that time. Wizards cannot cast any Wizard spells while either arm is Maimed. For spells requiring circles and components, multiple wizards can share the same components and circle, but each wizard must go through the entire casting process (retracing the circle & symbols, laying out the components from scratch, etc). If you unlock the Wizard header, you cannot unlock the Hearth Mage or Elementalist headers. Free Skill When you unlock the Wizard header, you gain the Arcane Blast skill for free. The 0 CP version is considered the 1st Purchase. Arcane Blast (0, 2, 3, 4 CP, 1 Stamina; Spell) You call forth pure arcane energy and hurl it at your foe. Make a packet attack for “2 Damage by Magic. 2nd Purchase: “3 Damage by Magic” 3rd Purchase: “3 Damage and Slam by Magic” 4th Purchase: “X Damage and Slam by Magic” where X is your Tier+2. Gestures: With your hands still pressed together from the opening gesture, twist your hands in opposite directions. Then fling your arms apart, ending with them straight at shoulder level, palms away from your body. If you do not have enough space around you to perform the final gesture safely, you can sweep your arms down into an A-line instead. Wizard Skills Wizard Weapon (3, 3, 3, 3 CP) Requires Staff of the Arcane. You can cast spells while holding and using a single Small Weapon. You must have the skill for the weapon in question.This overrides the restriction requiring both hands to be free to cast spells. You must still complete all gestures as written, but may do so with a weapon allowed by this skill in your hand. 2nd Purchase: This skill allows a single Short weapon. 3rd Purchase: This skill allows a single Medium weapon. 4th Purchase: This skill allows a single Large weapon. Like a staff, the Large weapon must be held in a single hand while casting. Notes: · A two-handed weapon must be held in only one hand for purposes of this skill, and can therefore not be used to attack or defend while the casting is taking place. · You cannot use Mage Weapon with any two-weapon style, including buckler or shield. You must have only a single melee weapon in hand. · This skill also works with any skill with the Spell keyword. Magic Shield (2, 2, 2 CP, 1 Stamina; Spell, Gesture, Rest, Battle) You can guard the target against magical attacks. Touch the target and call, “Grant Defense by Magic: Shield vs. Magic” · 2nd Purchase: usable 2/battle · 3rd Purchase: “Grant Defense by Magic: Double Shield vs Magic” Gestures: Keeping both hands pressed together, push hands upward as far as they will go, then forward as far as they will go. Mind Ward (2, 2, 2 CP, 1 Stamina; Spell, Gesture, Rest, Battle) You can guard the target against mental attacks. Touch the target and call, “Grant Defense by Magic: Shield vs. Mental” · 2nd Purchase: usable 2/battle · 3rd Purchase: “Grant Defense by Magic: Double Shield vs Mental” . Gestures:Raise one hand to be edge-on vertically in front of your face at eye level,with index and middle fingers out and the rest folded. Then sweep your arm tothe side and down, as if casting something away from you. Trembling Hands (2, 2, 2, 2 CP; 1 Stamina; Battle, Spell, Gesture, Rest) Your magic causes the enemy to shake and shudder, dropping weapons. Make a packet attack for, “Disarm by Magic,” · 2nd Purchase: usable 2/battle · 3rd Purchase: 2 packet attacks · 4th Purchase: “Double Disarm by Magic” Gestures: Raise one hand high over your head. Then sweep it down and to the side in a slashing motion. Berserk (4, 4, 4, 4 CP, 2 Stamina; Spell, Gesture, Battle) Your magic manipulates the mind of your foe, causing them to attack all near them. Make a packet attack for, “Short Frenzy by Magic” · 2nd Purchase: usable 2/battle · 3rd purchase: usable 3/battle · 4th purchase: “Frenzy by Magic” Gestures:Hold a hair, stick, blade of grass, or similar object in both hands, then break it in half. Scramble (4, 4, 4, 4 CP, 2 Stamina; Spell, Gesture, Battle) Requires 5 skills from this header. This spell attacks the mind of the target, causing their brain to become confused and nonfunctional. Make a Packet attack for, “Short Stun by Magic” · 2nd Purchase: usable 2/battle · 3rd purchase: usable 3/battle · 4th purchase: “Stun by Magic” Gestures: Make one hand into a fist over your heart. Then open the fisted hand and blow imaginary sand off it towards your target. Gripping Fear (3, 3, 3, CP, 2 Stamina; Spell, Gesture) You can perform a small personal ritual (see below) to Imbue yourself with the ability to terrify your opponents with a mere gesture. Perform a personal ritual including the elements listed below, then call out “Imbue to Self by Magic.” You now have the ability to gesture at a target with a clawed hand and call out, “By my Gesture, Repel by Fear.” You can do this once each time you perform the ritual. You can have only one of these spells active at any given time. The Ritual counts as the Gesture for this spell. Interrupting the ritual can be done in the same way as interrupting a spell incantation, and the same restrictions apply. An interrupted ritual must be re-started from the beginning. As with all gesture attacks, the Repel lasts for as long as you maintain the gesture. The spell ends or when you refresh Stamina. Using this ability counts as casting in terms of requiring both hands free and being interrupted by an attack. You cannot use other offensive game skills while maintaining your gesture. · 2nd Purchase: you can call,“By my Gesture, Repel by Fear” twice for each time you perform the ritual. The first effect must completely end before you can use the second. · 3rd Purchase: “By My Gesture, Double Repel by Fear” Ritual: Draw a circle at least 3' across. You can in the dirt or with chalk IF the campsite allows it (be sure), or you can lay out a prop like a rope or mat with a circle drawn on it for your circle. If you use a prepared circle like a rope or mat, you must trace the entire circle with your finger, “drawing” the circle with your finger over the prop. Next, draw at least two arcane symbols of at least three strokes each at points around the circle. Again, if you use a pre-prepared symbol (on a stone, mat, etc), you must instead trace the symbol with your finger. Then enter the circle and hold a spell component before you in your cupped hands (Spell components are your personal props, not game items, and can be anything that looks cool and magical: crystals, flowers, candles, etc.) Utter at least a few words of arcane gibberish (including obscure foreign languages) or formal/dramatic English to complete the ritual. Rooting Burst (2, 2, 2, 2 CP, 1 Stamina; Spell, Gesture, Battle, Burst, Rest) Your magic sticks the target’s feet to the ground, holding them in place. You plant your feet (Burst keyword), perform the gestures, and then twice make a packet attack for “Short Root by Magic.” · 2nd Purchase: you gain 3 packet attacks · 3rd Purchase: usable 2/battle · 4th Purchase: “Root by Magic” Gestures:Stomp one foot (while your palms are still pressed together; you must not stomp until after the action of bringing your palms together). Then extend one arm in front of you, palm out, while bringing the other arm back and up in a curve over your head like a scorpion's tail. Sweep the scorpion's tail arm down to end the gesture. Repelling Burst (2, 2, 2, 2 CP; 1 Stamina; Spell, Gesture, Battle, Rest) The force of your magic keeps enemies at bay. You plant your feet (Burst spell), perform the gestures, and then twice make a packet attack for “Short Repel by Magic.” · 2nd Purchase: you gain 3 packet attacks · 3rd Purchase: usable 2/battle · 4th Purchase: “Repel by Magic” Gestures:Cross your arms in an X in front of you, then sweep them both down and back to form an A line down from your shoulders. Maiming Burst (3, 3, 3, 3 CP, 2 Stamina; Spell, Gesture, Battle, Rest ) Your magic numbs limbs and nerves, making hands and legs useless. You plant your feet (Burst spell), perform the gestures, and then twice make a packet attack for “Short Maim [limb] by Magic.” · 2nd Purchase: you gain 3 packet attacks · 3rd Purchase: usable 2/battle · 4th Purchase: “Maim [limb] by Magic” Gestures:Bring your forearms together, fists facing you, in front of your face. Sweep arms down into an A-line, around in a circling motion, and back up to end crossed in front of your face. Weakening Burst (2, 2, 2, 2 CP; 1 Stamina; Spell, Gesture, Battle, Rest) Your magic saps the enemy’s strength. You plant your feet (Burst spell), perform the gestures, and then twice make a packet attack for “Short Weaken by Magic.” · 2nd Purchase: you gain 3 packet attacks · 3rd Purchase: usable 2/battle · 4th Purchase: “Weaken by Magic” Gestures:Dribble sand, dirt, pebbles, crumbled bits of leaf, or other particulate matter from your extended hand for two seconds. If you do not have any, you can flutter the fingers of your other hand downward to represent the falling sand, but take three seconds instead of two. Shard Burst (2, 2, 2, 2 CP; 1 Stamina; Spell, Gesture, Battle, Rest) You conjure shards of hardened magical force and hurl them at your foes. You plant your feet (Burst spell), perform the gestures, and then twice make a packet attack for “Waste 2 Vitality by Magic.” · 2nd Purchase: you gain 3 packet attacks · 3rd Purchase: usable 2/battle · 4th Purchase: “Waste [Tier+1] Vitality by Magic” Gestures:Sweep arms down, out to the sides, and then up over your head in a large circle; bring back down to center and finish with your hands making a triangle in front of your chest. Endless Circle (3 CP, 2 Stamina to cast, 1 Stamina to reset; Watch, Spell) You can attune any one Arcane spell with the Burst keyword in a specially prepared circle (see guidelines below) by performing a personal ritual for 5 minutes of Activity. It must be a spell you can already cast. Cast the spell into your ritual circle as part of your personal ritual, expending the appropriate Stamina. You can now cast this spell once for no Stamina cost later, and can refresh this free casting anytime by performing your personal ritual again with one minute of activity. Notes: · You can have up to two instances of Endless Circle active at once; thus, if you spend 2 Stamina (adding the second at any time), you can reset two different spells (or two instances of the same spell). However, the Activity time does not overlap, so you must take a full minute to reset each. · If you attune a third Endless Circle spell, it replaces one of the others you already had active (your choice),ending it. You can switch which spells you have attuned in this way, but must spend the attributes for attuning the new spell. · Preparing the ritual circle can count as part of your personal ritual; you can also reuse a circle that you or another wizard setup, though in that case you should work retracing the circle and symbols into your ritual. · Once you activate this spell, it remains active until the end of the current Watch. · Each reset counts as casting a spell;you cannot do it while Maimed, and your reset ritual can be interrupted by an attack just like a spell incant. Ritual: Create a circle large enough to sit in: either by drawing in the dirt or with chalk IF the campsite allows it (be sure), or you can lay out a prop like a rope or mat with a circle drawn on it for your circle, or you can even create a circle of stones or other objects. The shape of the circle must be clear, but need not be a ontinuous line. Trace four symbols at four points of the circle (you can draw them in the dirt or with chalk, lay out stones with the symbols on them, o rjust trace them invisibly with your finger). Other details of the ritual are up to you, but it must take at least 30 seconds. ************ Many thanks to Melissa Caruso of 7 Virtues LARP for the core of this class.