Want to support CHYOA?
Disable your Ad Blocker! Thanks :)

Chapter 5 by shirasaya shirasaya

The Base Classes

Wizard

Wizards are the epitome of arcane study. Their magic is disciplined, measured, precise, and powerful. They are studious, but that does not prevent them from getting out into the world and influencing it. The arcane power of a wizard is immense, and his versatility is only limited by the number of spells in his spellbook. Wizards are masters of the arcane, and possess intimate knowledge of all things magical.

Wizards in Gristhaia may generalize, studying all schools of magic in varied amounts. These wizards are masters of versatility, and may specialize their daily allotment of spells to match any challenge they might face. A Generalist wizard is one of the most common types, as magic is widespread and any given collection of knowledge is likely to be a collection of various schools of magic, and contain various philosophies regarding such magical knowledge and its applications.

Some wizards specialize amongst the schools, choosing among abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy or transmutation. Each school has its own set of specializations within, and you will rarely find two spellbooks that contain the same variety of spells. True specialists among the wizard world are more uncommon, but definitely not unheard of. Some even band together to form powerful sects, and may even develop abilities that are beyond that of a typical wizard.

Abjuration is the school of denial. It is also known as the protection school, as many of its spells focus on protecting the caster from negative effects. It can even cancel or reverse the effects of magic itself. This school of magic can make one immune to weather, elements, magic, fear, swords, arrows, and many other effects. One would be hard pressed to even touch a specialist abjurer who is fully prepared.

Conjuration is the school of summoning. It specializes in summoning creatures, effects, and objects that were not previously there. The limit to what one can conjure is limited only by the imagination. A wizard who is well versed in conjuration magic could summon a ferocious beast to assist him in battle one day, and use it again the next day to summon a quill and ink to help him sign an armistice. One can summon objects, creatures, elements, or even forces in their pure essence. One can also use conjuration magic as a manner of transportation. After all if you can bring things from various places to your location, why not also bring yourself to various locations via teleportation? A specialist in conjuration would be a valuable asset to have in nearly any capacity.

Divination is the school of knowledge. It is an asset to those who seek knowledge, which is to say all wizards in existence. Nearly every wizard knows a small amount of divination magic, as it is necessary to those to whom knowledge itself is power. Those well versed in divination can sense what is, what has been and even what will be, to a limited extent. Divination magic allows those who use it to extend their senses past what a mortal body is able to sense by itself, and broadens the horizons of those who utilize it. It is nearly impossible to catch a skilled diviner by surprise, and woe be to those who would make an enemy of one who discerns the past, present, and future.

Enchantment is the school of influence. It is used by those who would wish to affect the minds of others. Enchantment magic can be used to twist the mind, and use it for one’s own benefit. It can be used to inspire individuals to great deeds, as it is easy to put mind over matter if one is not hindered by any mental handicap or doubts. Emotions, senses, and even desires can be influenced and affected with enchantment magic. It can also be used to enslave beings, forcing their minds and bodies to betray themselves, using others as puppets to extend one’s will over others. A specialized enchanter is one who is a master of magical influence, and can bring entire nations to their knees if the right minds are reached.

Evocation is the school of energies. It is used to bring the energies that surround us and harness them to one’s own use. It uses the raw power of magic to bring elements and forces into existence, and direct them as one sees fit. It is often used in battle to destroy anything in the path of the wizard using it. Evocation magic and its raw power is awe inspiring, and a skilled wizard can be more destructive than any siege engine. Fire, water, heat and cold, darkness and light, sound and ****, all are at the fingertips of an Evoker.

Illusion magic is the magic of the senses. It plays with one’s perceptions, and can enhance or confound one’s faculties. After all, the entire experience of one’s life is only a compilation of experiences, and if the experiences can be warped, then one’s entire life can be changed. Illusion magic can enhance or deny one’s senses, and allow one to see things that most mortals cannot. Many illusions can be powerful enough to affect reality, and some can even affect it directly. Everything might not be quite what it seems when an Illusionist is at hand.

Contrary to popular belief, necromancy is not the school of ****. It is actually the school that focuses on the energy of life, and how to manipulate it. Undeath is simply life energy that courses through a being that has already died. Necromancy manipulates the life energy, and bends it to the will of the wizard who uses it. A wizard versed in necromancy can freely manipulate the living energy of others, taking it from one to imbue another. To a specialized necromancer, **** and life are just two sides of the same coin.

Transmutation is the school of change. Change is inevitable, and transmutation magic embraces that change. To a transmuter, nothing is absolute. Anything can be changed from one form to another. Transmutation magic is capable of augmenting or hindering things that already are, or transforming things that are into things that are entirely new. This magic can add or subtract to existing things, as well as cause changes in less tangible things such as weather, water currents, and temperature. If change is nature, then specialized transmuters embody the nature of change.

Wizards are a diverse group of arcane scholars, and no two are identical. They are spread far and wide, with each having their own repertoire of knowledge, spells, and motives. Some might answer the call to adventure, while others may remain in guilds to pursue status along with their studies. Others may shut themselves off from society and social interactions as a whole, and become hermetic scholars.Their power ranges from those who simply dabble in the arcane, to those who could rewrite reality itself. They have established themselves as one of the classes that exist in Gristhaia, and will be far into its future.

What's next?

More fun
Want to support CHYOA?
Disable your Ad Blocker! Thanks :)