LAWNER CHARACTER TYPES:

WIZARD

Wizards are able to sense and focus upon the Manc in everything and in themselves. they can then after many Dodecates of study and learning, focus this energy and channelling it through them cast Manc to effect in the way they desire.

Unlike clerics, which gain their powers from their deity, wizards are scholars who have studied the foundations of this element in the world and with it various Power Words and symbols manifest those forces into their desired form. Essentially they are re-arranging the life force of the Plane to their own wishes. These Power Words and symbols, along with other ritualistic methods take much to learn and are respected fully. The focusing of these forces builds within the wizard. Without a deity to provide for them, the wizard Mancer must build up their own resistances and learn control with their minds and will and physical bodies. This can affect them as they gain experience and power, by giving them an inner strength matched only by the faith of the cleric.

Mancer is a term for any Manc using person, cleric or wizard, but also sorcerers, magicians, druids, necromancers, illusionists, and many others. The wizard, however, is the master of all fields, therefore like studying all histories, they can only do and recall so much from each form of Manc, be it creating physically-Manc imbued items, storing Manc as spells within themselves or conjuring up creatures, undead, or non-existent images to fool others. These specialists, sorcerers, magicians etc. have greater understanding, know more details and gain more power in those fields, while the wizard has a broader, and perhaps slightly lesser knowledge.

The power of focusing Manc through one's own body tends to make wearing too much metal a problem, as does the restriction of tight or heavy fitting clothing. This results in wizards being unable to wear much armour, and when high in the recognised ranks of wizards, any armour at all, be it metallic or hide, will cause the wizard much harm in the long run and maybe even in the short term.

Due to their studious manner, wizards often care less about their physical appearance than others, but also retain respect from others or they will be considered charlatans. This usually results in wizards letting their hair grow long or their beards if male. Physically they often appear thin and frail, but their inner strength makes up for this. Their clothes are usually robes, easily cleaned when an research experiment goes awry.

There are many different wizards, each usually an individual. And yet many may share common interests, desires or gravitate toward similar powers and ideals. These wizards tend to form Orders. Orders are like guilds of wizards that co-operate with each other and create a society or organisation that shares its common element. Usually there is a hierarchy within the Order and wizards attain to gain power within the Order or many may share similar power, and so one or few wizards are selected, by various means, to be the order's leader or head. Some orders of course do not follow this pattern and may form their leaders by power alone, combat, survival of the oldest and many other means, but by far the most common are elected leaders. A wizard that is not a member of an order is known a a Wizard of the Free, they may of course join an order if they wish.

Another characteristic of Orders are the similarity that they all share with each other. Disposition, element of Manc, ideal or even faith are all existing themes that bind some of the Orders together on Lawner. Generally wizard orders have a Glaive, which is a gathering place or home. This is often a lair made into a mountainside or it may take advantage of natural caverns. It can be a major tower or even a whole settlement on its own. Most are near civilisation, as the resources they need to continue research is often extreme. Orders often adopt some form of distinction in their apparel or a symbol to denote their allegiance, often a robe colour or hairstyle, but any such emblem or adornment could be used.

Some Orders take on a familiar theme to their studies, perhaps agreeing to study the finer points of fire-based Manc or protection spells or any field of wizard study. As they research their powers and practice their arts, often after many Dodecates, a wizard is able to create their own Manc, reforming the uncountable combinations of Power Words to form new and never before seen Manc. The only way to focus Manc is through an ancient language called Old Tongue. This language developed long before many of the races that now exist came into being. Sometimes through research new places of hidden knowledge can be found, this gives rise to new ideas and new powers. The search for ultimate knowledge of Manc is unending. In addition to normal XP gained for mêlée weapons wizards also gain the Weapon Use Bonus that applies to all classes.

The major Orders of wizards on Lawner are not necessarily the strongest or prevalent, but the most influential in the Lands Of Law. The minor Orders are usually secretive, smaller or of lower power than the major, but there are always exceptions.

 

The major Orders of Lawner (in alphabetical order):

Black Blue
Brown Grey
Mauve Red
Shenrish Star
Tooth Of Shanran Trankrach
White Yellow

The minor Orders of Lawner (in alphabetical order):

Air Artest Congest
Church Of Wizards Kregtar
Orange Purple
Wizards Of The Exiled Mind

All wizards, just like most other Mancers, cast spells as frequently as their level allows. The Frequency Of Spellcasting Table shows how many rounds must pass before a wizard who has just cast a spontaneous spell can cast again. This, of course, has no bearing on stored spells or item Manc.

 

FREQUENCY OF SPELLCASTING

LEVEL

ROUNDS

LEVEL

ROUNDS
1 60
14 14
2 56
15 12
3 52
16 10
4 48
17
5 44
18 8
6 40
19 7
7 36
20 6
8 32
21 5
9 28
22 4
10 24
23 3
11 20
24 2
12 18
25 1
13 16
26+ 1

Class Tables are individual for the order to which they belong. Only Wizards of the Free should use the Class Table below.

 

TITLE LEVEL XP ABV/DBV INT DEX STR END BONUSES
Acolyte 1 0 +0/+0 +31 +10 +15 +30 +4 Marketwise
Acolyte 2 4,000 +0/+0 +1 +0 +0 +1 +2 Oratory
Acolyte 3 8,000 +0/+0 +1 +0 +0 +1 +2 Timekeeping
Forward 4 12,000 +0/+0 +1 +0 +1 +1 +2 Memorising*
Forward 5 16,000 +0/+0 +1 +0 +1 +0 +4 Artistry
High Forward 6 20,000 +0/+0 +2 +0 +1 +1 +2 Timekeeping
Lok 7 26,000 +0/+0 +2 +0 +1 +0 +1 Memorising*
Lok 8 32,000 +0/+0 +2 +0 +0 +1 +2 Oratory
Lok 9 38,000 +0/+0 +2 +0 +0 +1 +2 Timekeeping
Lok 10 44,000 +0/+0 +2 -1 +0 +1 +1 Timekeeping
Magi (Mage if retired) 11 54,000 +0/+0 +3 -1 -4 +3 +2 Folklore
Magi (Mage if retired) 12 64,000 +0/+0 +3 -2 -1 +0 -1 Memorising*
Magi (Mage if retired) 13 74,000 +0/+0 +3 -2 -1 +0 +2 Occult
Magi (Mage if retired) 14 94,000 +0/+0 +3 -3 -1 +0 -2 Memorising*
Magi (Mage if retired) 15 120,000 +0/+0 +3 -4 -4 +0 -2 Memorising*

Note: All bonuses/penalties are cumulative
* = Must already have this ability to gain this bonus/penalty

Death Penalty: Loss of 5,000 XP


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