Wizard

Wizards are intellectuals drawn to the wonders of arcane magic. They spend years and years practicing cantrips until they are able to cast their first real spell. With the aid of a spellbook and by intensive study wizards eventually tie themselves to the Allfather, forging a powerful arcane bond. As the great ritual of bonding is completed they obtain a familiar, a magical guide into the realm of arcana. Wizards are respected and revered as sages, fortunetellers and prophets by most of the common people.

Adventures
Magic holds many secrets: it ties to the power of elements, good, evil and even life itself. A wizard spends the lion’s share of his life unraveling these mysteries for curiosity or personal gain. They go on adventures to uncover forgotten knowledge, unearth hidden artifacts or study magical monsters.

Abilities
A wizard must have a high intelligence score to grasp the finesse of magic. Intelligence determines the highest level of spells they may learn and how difficult they are to resist. A high constitution and dexterity score helps to keep the wizard alive in dangerous situations. Because the power of magic tends to corrupt, a high wisdom score helps a wizard to refrain from abusing it.

Alignment
Because becoming a wizard is a time consuming process which involves hours upon hours of study, many wizards tend towards a lawful disposition. However, chaotic wizards, especially incredibly talented ones taught among personal mentors, are not unheard of.

Religion
Untamo, god of knowledge, is commonly worshiped among wizards. Each of the eight known schools, each located in Nyphville, has a shrine dedicated to Untamo. It is not uncommon for wizards to worship alien, forgotten deities they discovered during their studies of forbidden lore.

Background
The common folk, especially elves, have always been drawn to the power and wonder of arcane magic. It is believed the first elven wizards were self-taught; they learned magic by studying sorcerers and other spellcasters. These sages flocked together to exchange secrets and stories. They were the first to categorize magic in five groups, one school for each of the elements.

As strife and civil war tore at the elven clans, their leaders begged the sages for magical help. What started with protective spells soon escalated in full-scale magical warfare, driving the circle of sages apart. Coming together in a last meeting, called the Night of the Weeping Stars, they swore to remain a neutral party as long as conflict would destroy their communities. The sages, split into eight different groups, retreated into the wilds, not to be seen for hundreds of years.

As the clans ended their vendettas on the Day of Friendship ten generations ago, the wizards of the circle came together once more in Nyphville. Each of them had seemingly, and strangely enough explored a different branch of magic, which they eagerly demonstrated to each other. It is not to say the years had not changed the wizards, however, there was some mistrust among those with different convictions. Harsh words were spoken, but all were carefully wiped under the table. The eight schools build conclaves in the city center, close to the source of the arcane power hidden underneath the mountains. Up to this day, wizards with different specializations are as likely to see each other as allies, colleagues or rivals, depending on the politics of their specific school.

Wizards make fine additions to adventuring parties because they tend to have genius-level intellect and a wide range of knowledge. They know much about the power of magic and have access to an extensive selection of different spells.

Races
Elves still make up the brunt of the students at the wizard colleges. Half-elves and humans have also proven themselves to be quick learners, however. Some halflings and kuo-toa show interest in studying magic. Dwarves cannot cast arcane spells and gnome wizards are almost unheard of.

Wizard

On the Shoulders of Heroes Meeks