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culture:wizard [2026/01/05 16:17] Cinderculture:wizard [2026/03/12 15:50] (current) Cinder
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 +<WRAP info center 25em>
 +**[[resource:books|Source Books]]** \\ 
 //Source: \\ Player's Handbook, Pg 115 \\ (Core) // //Source: \\ Player's Handbook, Pg 115 \\ (Core) //
 +</WRAP>
  
 //The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. \\  //The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. \\ 
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 +<WRAP info center 25em>
 +**[[resource:books|Source Books]]** \\ 
 //Source: \\ Tasha's Cauldron of Everything, Pg 76 \\ (Supplement) // //Source: \\ Tasha's Cauldron of Everything, Pg 76 \\ (Supplement) //
 +</WRAP>
  
 //Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways. \\ //Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways. \\
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 +**[[resource:books|Source Books]]** \\ 
 //Source: \\ Grim Hollow Valika, Pg 121 \\ (3rd Party) // //Source: \\ Grim Hollow Valika, Pg 121 \\ (3rd Party) //
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 //Wizards who study the Saga of the Burning Mind learn that a keen mind is sharper than any blade. Moving at the speed of thought, these blade-wielding wizards mete out death with preternatural precision. \\ Burning Mind practitioners are few, as the art can only be passed down via bloody ritual to an apprentice that already carries the gift of magic, a rare gift indeed. To be a Burning Mind is to be both magic and death incarnate, and many superstitions surround them. The flames of these rumors are fanned by their behavior on the battlefield—a Burning Mind knows that their incredible power comes at the cost of a shorter natural lifespan, so they never surrender, never retreat, never hold anything back.// //Wizards who study the Saga of the Burning Mind learn that a keen mind is sharper than any blade. Moving at the speed of thought, these blade-wielding wizards mete out death with preternatural precision. \\ Burning Mind practitioners are few, as the art can only be passed down via bloody ritual to an apprentice that already carries the gift of magic, a rare gift indeed. To be a Burning Mind is to be both magic and death incarnate, and many superstitions surround them. The flames of these rumors are fanned by their behavior on the battlefield—a Burning Mind knows that their incredible power comes at the cost of a shorter natural lifespan, so they never surrender, never retreat, never hold anything back.//
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 +<WRAP info center 25em>
 +**[[resource:books|Source Books]]** \\ 
 //Source: \\ Explorer's Guide to Wildemount \\ (Setting) // //Source: \\ Explorer's Guide to Wildemount \\ (Setting) //
 +</WRAP>
  
 //Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.// //Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.//
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 +<WRAP info center 25em>
 +**[[resource:books|Source Books]]** \\ 
 //Source: \\ Player's Handbook, Pg 116 \\ (Core) // //Source: \\ Player's Handbook, Pg 116 \\ (Core) //
 +</WRAP>
  
 //As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.// //As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.//
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 +<WRAP info center 25em>
 +**[[resource:books|Source Books]]** \\ 
 //Source: \\ Player's Handbook, Pg 116 \\ (Core) // //Source: \\ Player's Handbook, Pg 116 \\ (Core) //
 +</WRAP>
  
 //The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.// //The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.//
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 +<WRAP info center 25em>
 +**[[resource:books|Source Books]]** \\ 
 //Source: \\ Player's Handbook, Pg 117 \\ (Core) // //Source: \\ Player's Handbook, Pg 117 \\ (Core) //
 +</WRAP>
  
 //As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.// //As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.//
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 +**[[resource:books|Source Books]]** \\ 
 //Source: \\ Player's Handbook, Pg 117 \\ (Core) // //Source: \\ Player's Handbook, Pg 117 \\ (Core) //
 +</WRAP>
  
 //You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.// //You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.//
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 +<WRAP info center 25em>
 +**[[resource:books|Source Books]]** \\ 
 //Source: \\ Explorer's Guide to Wildemount \\ (Setting) // //Source: \\ Explorer's Guide to Wildemount \\ (Setting) //
 +</WRAP>
  
 //Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.// //Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.//
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 +**[[resource:books|Source Books]]** \\ 
 //Source: \\ Arcadia, Vol 2 \\ (MCDM 5e) // //Source: \\ Arcadia, Vol 2 \\ (MCDM 5e) //
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 //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 Order 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.// //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 Order 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.//
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 +<WRAP info center 25em>
 +**[[resource:books|Source Books]]** \\ 
 //Source: \\ Player's Handbook, Pg 118 \\ (Core) // //Source: \\ Player's Handbook, Pg 118 \\ (Core) //
 +</WRAP>
  
 //You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists – including many gnome wizards – are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.// //You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists – including many gnome wizards – are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.//
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 +**[[resource:books|Source Books]]** \\ 
 //Source: \\ Guide to Drakenhime, Pg 177 \\ (3rd Party) // //Source: \\ Guide to Drakenhime, Pg 177 \\ (3rd Party) //
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 //The path of the Malfeasant wizard unlocks eldritch abilities lesser spellcasters consider to be unnatural. Malfeasant wizards flout the restrictions of the Amethyst Academy which bar such forbidden magic. As a result, most hide from the Academy and the Silver Order, having been expelled from the school for their pursuit of such dark and dangerous magic.// //The path of the Malfeasant wizard unlocks eldritch abilities lesser spellcasters consider to be unnatural. Malfeasant wizards flout the restrictions of the Amethyst Academy which bar such forbidden magic. As a result, most hide from the Academy and the Silver Order, having been expelled from the school for their pursuit of such dark and dangerous magic.//
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 +<WRAP info center 25em>
 +**[[resource:books|Source Books]]** \\ 
 //Source: \\ Player's Handbook, Pg 118 \\ (Core) // //Source: \\ Player's Handbook, Pg 118 \\ (Core) //
 +</WRAP>
  
 //The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. \\ //The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. \\
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 +<WRAP info center 25em>
 +**[[resource:books|Source Books]]** \\ 
 //Source: \\ Grim Hollow: Player's Guide, Pg 76 \\ (3rd Party) // //Source: \\ Grim Hollow: Player's Guide, Pg 76 \\ (3rd Party) //
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 //Blending spellcasting with science, you distill your magic into concoctions that harm or heal. Plague Doctors often wear grotesque masks protecting them from toxic ingredients. Many regard the mask with fear as a sign of pestilence, making Plague Doctors a source of both hope and trepidation.// //Blending spellcasting with science, you distill your magic into concoctions that harm or heal. Plague Doctors often wear grotesque masks protecting them from toxic ingredients. Many regard the mask with fear as a sign of pestilence, making Plague Doctors a source of both hope and trepidation.//
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 +<WRAP info center 25em>
 +**[[resource:books|Source Books]]** \\ 
 //Source: \\ Grim Hollow: Player's Guide, Pg 77 \\ (3rd Party) // //Source: \\ Grim Hollow: Player's Guide, Pg 77 \\ (3rd Party) //
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 //You study an uncommon subschool of magic known as sangromancy or blood magic. Despite its dark reputation, there’s nothing inherently evil about the practice of sangromancy, though its demands on its practitioners are gruesome. As a sangromancer, your chosen magic demands more than knowledge—it demands sacrifice as well. Other wizards may view you with skepticism or even outright hostility, but none can deny the potency of your art.// //You study an uncommon subschool of magic known as sangromancy or blood magic. Despite its dark reputation, there’s nothing inherently evil about the practice of sangromancy, though its demands on its practitioners are gruesome. As a sangromancer, your chosen magic demands more than knowledge—it demands sacrifice as well. Other wizards may view you with skepticism or even outright hostility, but none can deny the potency of your art.//
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 +<WRAP info center 25em>
 +**[[resource:books|Source Books]]** \\ 
 //Source: \\ Tasha's Cauldron of Everything, Pg 77 \\ (Supplement) // //Source: \\ Tasha's Cauldron of Everything, Pg 77 \\ (Supplement) //
 +</WRAP>
  
 //Magic of the book-that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge. \\ //Magic of the book-that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge. \\
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 +<WRAP info center 25em>
 +**[[resource:books|Source Books]]** \\ 
 //Source: \\ Player's Handbook, Pg 119 \\ (Core) // //Source: \\ Player's Handbook, Pg 119 \\ (Core) //
 +</WRAP>
  
 //You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge. \\ //You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge. \\
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 +<WRAP info center 25em>
 +**[[resource:books|Source Books]]** \\ 
 //Source: \\ Xanatha's Guide to Everything, Pg 59 \\ (Supplement) // //Source: \\ Xanatha's Guide to Everything, Pg 59 \\ (Supplement) //
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 //A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses. \\ //A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses. \\
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 +<WRAP info center 25em>
 +**[[resource:books|Source Books]]** \\ 
 //Source: \\ Hexbound, Pg 48 \\ (3rd Party) // //Source: \\ Hexbound, Pg 48 \\ (3rd Party) //
 +</WRAP>
  
 //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.// //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.//
  • culture/wizard.txt
  • Last modified: 4 days ago
  • by Cinder