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Wizard

Controlling the complex nature of elemental magic is the primary focus of Wizards. Studying for long hours, they discover and harness the powers of earth, fire, ice, and lightning. In Unwritten Legends, they are the most pure spell casters of the arcane sphere of magic and the most adept at sorcery. Outside of their elemental knowledge, wizards also have access to many other powerful spells involving the manipulation of motion, energy, light and their own bodies.

The wizard relies on its spells offensively and its evasion defensively.

Available Spell Circles

(Wizards begin with 4 spell circles):

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Arcane Prime – Arcane Cantrips and Rotes

This circle is available to Arcanist Mechanists, Channelers, Illusionists, and Wizards.

The Arcane Prime spell circle encompasses all the basic precepts of the Arcane sphere. Generally prime lists have many simple spells that demonstrate the general rotes and rules of the sphere in question. Arcane Prime spells are divided up into two catagories: cantrips and rotes. Arcane Prime cantrips are smaller spells known particularly for flashier effects; while Arcane Prime rotes are simply minor spells which demonstrate Arcane concepts.

Number Name Cost Description
ap01 Essence Twist 1 Using the arcane energy inherit in the aether, the caster converts it into a weapon, causing it to strike at his foe.
ap02 Arcane Shock 1 The caster builds up the essence in his own body and then forcefully expels it towards his enemy, causing damage.

This can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime.
ap03 Motes Cantrip 3 This spell surrounds the user with motes of light that enhance abilities, defense, but at the cost of becoming more susceptible to damage of specific types. The wearer feels the increase in that static that is affected.
ap04 Lesser Instill 4 Slightly and temporarily improves the quality of an item, allowing the item to perform its purpose more effectively. The bonus scales with sorcery skill.
ap05 Rigid Essence 5 Instant-cast spell that allows the mage to disrupt the essence within the target, giving the target round time.
ap07 Arcane Mastery 7 The wizard traces a series of arcane symbols in the air and becomes more in touch with the arcane realm. There is an increase in the sorcery skill. The bonus scales with sorcery skill.
ap09 Elemental Protection 9 This rote is the manipulation of essence into a form that impedes the progression of centralized elemental substances within the barrier. Through essence-bending, or the localized and unstable formation of essence around the caster, an elemental substance such as fire is interfered and thus diminished, although not quite nullified. Unstable is key, for a stable shell of essence in the same form will allow incorporeal substances to pass freely.

The amount of resistance scales with sorcery skill.
ap11 Force Field 11 This self-cast spell allows a mage to use his essence to build and maintain a wall that absorbs attacks. While it prevents critical wounds, the wall is not perfect and depends upon the mage's sorcery skill for its defensive capabilities.
ap13 Create Glyph 13 Pure essence, without proper manipulation, is disruptive. If such unrefined essence is made to contact with certain materials – especially metals – on a certain fixed area, the create glyph cantrip will rearrange a tiny fraction of the surface of the substance in tune with the caster's personal essence flow. This coin-sized area on the object is known as a glyph, and is often used to show ownership. It is invisible to the naked eye; however, if the item upon which this spell is cast already has a glyph, this spell will reveal the glyph's ownership. With lengthy study in this circle, the glyph can remain permanent.
ap17 Essence Field 12 This spell gives the wizard a stronger connection to the weave, allowing him to replenish his essence at a faster rate so as not to slow down his procedures and spells.
ap19 Lesser Equilibrium 19 This spell alters the flow of essence within the wizard, increasing its essence reserves. The spell's effect scales with sorcery skill.
ap30 Arcane Grand Mastery Ultimate This spell is temporarily disabled pending class revisions.
Via Ars Av – Spell Turning

This circle is available to Wizards.

This circle deals with the art of the counterspell, defeating spells before and while they are being cast. It is a very complex circle and has remained the linchpin of wizard supremacy throughout the ages. The road of Ars Av, while small, is composed entirely of meta-spells that are extremely powerful and encompass ancient principles.

Number Name Cost Description
vaa01 Essence Eye Slight Essence eye when cast at another mage will lowered their ability to use their sorcery skill, their focusing ability, and their kinesis skills, as well as their competency at channeling, thereby protecting the casting mage from their foes spell cunning.
va05 Critical Distraction Balanced A useful ability to know, this one. If cast upon another who has a spell prepared, or is in the act of preparing a spell, Critical Distraction can cause the target to lose focus and thus lose their spell.
vaa09 Disspell Greater The caster of this spell spontaneously dilutes the free and unhampered essence surrounding a target to the point where the local weave is sent out of balance. Naturally, a process of reconciliation occurs where the flow begins to take back what it lost. The most kinetically and potently charged forms of essence will have the strongest pull, thus ending the manipulation of that essence and sending it back into the weave. The nature of this spell causes for an immediate and short duration result.
vaa12 Essence Leak Impressive Sharing the same basic principle as disspell, the essence closest to a target's being is diluted slightly. The result is the slow drawing of magical forces from the living victim, which is quite draining and lasts for a considerable amount of time. Due to the more stable nature of the diluted essence, any spells present on the target will not be affected, only the victim's personal store.
vaa15 Essence Bending Marginal Molding to the will of the caster, a protective globe of essence forms around the caster. Like many spells in this circle, the essence is diluted and unstable, thus any other concentrated gatherings of essence, such as a bolt of elemental fire of lightning, will be absorbed. Fortunately, the field is far enough from the caster's body to not effect spells being utilizing.
vaa21 Counterspell Ultimate This powerful counter-magic spell surrounds the caster with an essence shield that is strong defense against various magical spells. The shield bounces any spells cast at the mage back at the attacking mage.
vaa24 Greater Disspell Ultimate Like Disspell, this spell causes a bend in the Weave, plummeting the victim's defensive spells back into the void. The difference between the two is the greater will effect more than one spell at a time, leaving the foe unprotected and vulnerable.
vaa27 Dimidate Ultimate Dimidate severs the target from the Weave, breaking their connection and making it impossible for them to cast any spells in the arcane circle.
Via Esu – Protection Magics

This circle is available to Channelers, Illusionists, and Wizards.

One of the oldest circles of magic in the Arcane sphere, the road of Esu involves the basic magic of protection and shielding from both spells and physical attacks. There is also an element of evasion magic inherent in the spell list. Unlike Via Ars Av, this circle does not deal with meta-magic, but rather the raw contest of defensive and offensive energies.

Number Name Cost Description
ve01 Lesser Shielding Marginal Upon casting this spell, the essence surrounding the target's body will become slightly viscous and in an invisible yet pseudo-solid state. The result is that any incoming physical blows will be impeded to a small degree.
ve03 Lesser Flux Disruption Lesser Magical energies begin to swirl and coalesce about the target in a swirling unstable state. Any centralized manipulations of essence directed toward said target will thus be diluted and do less physical damage.
ve06 Brittle Ward Lesser Tendrils of physical essence, which many simply call glass, forms a protective shell around the target's form. However, the nature of the spell allows for free movement, but the glass will shatter after too many successful hits.
ve08 Intuition Balanced By tapping into the currents of ever-present essence, a wizard can sense where there has been a recent disturbance, or possibly even where the essence flows are being directed. The result is a preconception of where one might be lurking in the shadows. This spell will grant a small bonus to ambush defense.
ve12 Sphere Discipline Greater This spell grants moderate defense against spells of a certain sphere, definable upon casting. So if the mage is fighting a creature that uses glas spells, he can ward them with this enchantment.
ve15 Armor Enhancement Greater This spell adds magical padding to armor to decrease the severity of hits taken by the person wearing the armor.
ve20 Greater Brittle Ward Ultimate The shell of glass that is produced by this spell, similar to that of ve06, will protect the target considerably but the duration is short due to the nature of glass, which is easily broken.
ve22 Greater Shielding Ultimate This spell is like ve01 expect more essence is used and is manipulated into a more viscous state.
ve25 Greater Flux Disruption Greater Like ve03, this spell grants magical defense but at a greater scale due to a greater amount of essence in a more chaotic state of existence.
Via Flam – Fire Magics

This circle is available to Illusionists and Wizards.

One of the four standard elemental circles, fire magicks are considered some of the oldest known to mage-kind. It was a dedicated study of this circle that lead illusionists to the outgrowth of their specialized magic (and subsequent forsaking a sole dedication to the Arcane sphere). Many illusionists with a link to the past still study this magic circle.

Number Name Cost Description
vf01 Fire Cantrip 1 This spell can cause a spark of fire to ignite flammable objects.
vf03 Fire Star 5 The caster throws a crystal of condensed fire towards a target, which then explodes in a burst of fire.

This can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime.
vf06 Blinding Flash 6 This spell gathers light and then frees it in an explosive flash that blinds the target. Has a target-based cooldown.
vf09 Blaze 9 This bolt spell lights the target on fire, dealing damage over time.
vf12 Emberwreath 12 By casting this spell, a shield of fire surrounds the caster and lashes out when the caster is successfully attacked. Gives a magical bonus to evasion that scales with sorcery skill.
vf15 Instill Flame 15 This spell instills the caster's hands with fire, allowing them to either touch a target and release the fire upon them, or touch a weapon to instill fire into it. The amount of damage dealt by the flare scales with the caster's sorcery skill.
Via Ful Flux – Flux Magics, Extrovert

This circle is available to Channelers, Illusionists, and Wizards.

This via is a study of pure displays of essence, and to a lesser extent, electricity. Extrovert spells, as is their nature, effect others and gather no small amount of interference from the caster's aura. The road of Ful Flux deals with electrical storms and gross displays of aether.

Number Name Cost Description
vff01 Essence Spark Slight A spell that causes a minor spark of flux that will deal damage to a target.
vff05 Essence Reserve Balanced The caster directs the flow of essence toward him or herself, resulting in an increased reserve of essence at the caster's disposal.
vff07 Essence Saturation Balanced The casting of this spell upon a target will decrease his/her/its essence pool and ability to perform sorcery-type spells.
vff11 Rip Flux Balanced A burst of energy explodes from around the caster, knocking down people not in the casters group and dealing out damage.
vff13 Essence Bolt Balanced This spell is a much stronger form of the previous essence spark. The caster draws essence from the Weave and fires it as a bolt at his foe.
vff16 Essence Foam Greater Although seemingly misplaced, this spell is a result of extensive manipulation of raw essence. The result, if done correctly, are small viscous bubbles of essence, which is accomplished by sending thousands of miniscule swirling flows of essence around a target, where they are perpetuated by the caster's energy until solidified. Once solidified, the bubbles cling to the target and disrupt movement.
vff19 Essence Detonation Exorbitant Activating this spell and touching a target causes the essence within a target to explode, damaging the target.
vff21 Essence Flash Balanced Through his connection to the weave, the mage draws essence from the aether around him and releases it as concentric rings of intense magical energy, dealing considerable damage to everyone in the area.
vff30 Matter Detonation Ultimate This spell allows the caster to turn an object into a bomb, destroying the object and cause extensive damage.
Via Glas – Cold Magics

This circle is available to Channelers and Wizards.

The road of Glas involves cold, one of the four elemental forces. An indepth study of cold magick lead to deeper studies into the power of the void, and (as some magi theoreticize), the creation of the channeler profession. True or not, those channelers willing to plumb the depths of Arcane knowledge today are able to learn some of the aspects of Via Glas. This spell circle primarily deals with shields, offensive effects, and some minor water effects, all within the domain of elemental cold.

Number Name Cost Description
vg01 Chill Marginal Chill is a minor example of the power of ice, chilling drinks and causing people to shiver, feeling slightly cool.
vg03 Freezing Shard Lesser This spell creates a shard of ice that will embed itself in the target, exploding several seconds later to cause extra damage.
vg05 Instill Frost Balanced A thin sheet of magical ice wraps itself around the edges of a weapon that instill frost is cast upon, allowing it to give cold crits.
vg09 Fetters of Rime Greater Focusing on dropping the temperature of the target, this spell can cause complete immobility.
vg12 Frost Lash Greater This spell summons a shield of ice around the caster. Anyone who physically assaults the target, and is in range, will face a backlash of cold.
vg15 Frozen Plume Greater A stronger version of vg03, this spells releases a frozen plume of water from the mages fingertips that hurls towards the target.
vg18 Essence Freeze Greater The caster can freeze the essence around his target, making it so they cannot use it to cast spells.
vg21 Snow Shield Ultimate The wizard harnesses the power of a snow storm that gathers around him and acts as a shield, not allowing him to be attacked.
Via In Flux – Flux Magics, Introvert

This circle is available to Wizards.

Like similar introvert spell circles, the road of In Flux concentrates on the influence of flux and electrical magic within the caster's aura and body-form. The circle typically is muted in its displays of pure energy, in direct opposition to its sister circle, Via Ful Flux. Flux Magicks, Introvert is known especially for some of the more complex manipulations of individual's essence pools.

Number Name Cost Description
vif01 Essence Turn Marginal Using his inner flux, the mage summons a shield of essence, using it to protect himself against arcane spells.
vif03 Aura Scry Balanced By casting aura scry, the mage is able to tell if an item is enchanted with arcane spells, or could be instilled with arcane energies, perhaps allowing him to use it in the making of amulets or wands.
vif06 Glass Steel Balanced This spell summons a stream of liquid glass that will rise up around the caster and party to create a dome that can protect them. The properties of the glassteel are such that you cannot cast within it, although a simple pounding on the walls will bring it down.
vif11 Essence Trap Greater The essence used for this spell is molded into a rigid encasement by the mage, surrounding the target and resulting in immobility and impairment of action. The effect lasts for a relatively short duration, and because of the essence's solid form, it does not inflict direct damage upon the victim.
vif13 Essence Globe Greater A globe of arcane energies is created by use of this spell. Unique to the caster, the globe contains essence that can be removed through concentrating upon the globe, although the caster can send essence into it. However, for upkeep, it will use some of its own stored essence and will disperse when empty.
vif17 Lock Dissolve Exorbitant The corrosive properties of raw essence are utilized in this specialized spell, which when cast will bathe a lock in magical energies and will possibly cause it to erode away.
vif19 Displacement Greater This spell will cause all those that peer at the wizard to see get a distorted image. Some may see a dual-like vision of the wizard, and others an unclear haziness. The result is an increased difficulty in attacking one in the displaced state of being.
vif24 Free Burn Slight This spell will cause a huge flux of essence to flood one's body, but the energy of such a surge will slightly drain the caster of stamina and will do physical harm.
vif27 Aether Beacon Ultimate The caster of this spell molds a beacon of pure essence, in tune with his/her being, and binds it within the area's flow of essence. After a second cast away from the beacon, the target will be teleported back to the manipulated essence.
vif32 Ley Line Focus Ultimate Upon reaching a certain level in a wizard's training, they have the knowledge to focus in on the magical lines of force which run through and permeate an area. These lines can be manipulated to cross at a specific point and cause for an increased rate at essence regain.
Via Jus – Wind Magics

This circle is available to Wizards.

One of the four elemental magicks, the road of Jus shares a distinction with Via Teg as one of the two elemental circles that are taught to the wizard profession, alone. This via, in particular deals with the elemental force of wind, and the negation of such (also called "vacuum"). Ancient rotes that manipulate speed and quickness also find themselves in the circle of Via Jus, drawing on the properties of elemental wind as much as the energy of the wind itself.

Number Name Cost Description
vj01 Gust Marginal Introductory spell to the ways of Via Jus, can do not much more than rustle someone's hair
vj03 Spark Marginal A spark of electricity is released towards the target and has the possibility to jump to other nearby targets
vj05 Instill Electricity Balanced As electrical current races around the edges of a sword, the mage has instilled electricity into the weapon, enchanting it so it can now attack magical creatures as well.
vj09 Gale Balanced Summoning a sudden blast of wind, the caster can knock a target off their feet, leaving them dazed and confused.
vj12 Windshear Greater This spell surrounds the caster in buffeting winds that can deflect arrows and offer minor protection against melee attacks.
vj15 Lightning Bolt Greater A stronger form of vj03, the caster is able to reach into the aether and pluck out a bolt of lighting, which he casts towards the target.
vj21 Static Discharge Ultimate By encasing one's own body in electricity, the caster is able to either touch a target and cause a major shock, or place their hand upon a weapon to instill it with power.
vj25 Electrocution Ultimate The mage draws all the electricity in the aether into his body and casts it out at his target, electrocuting them.
Via Min Vadis – Magic Item Enchanting

This circle is available to Tinkers and Wizards.

Number Name Cost Description
vmv02 Analysis Lesser Reveals what spell a magic item contains, how many charges it holds and how many max charges it can hold.
vmv04 Disjoining Lesser Prepares a magic item for infusion by stripping off any old spells.
vmv06 Runic Identification Lesser Allows the caster to identify the runes on an item.
vmv08 Leech Lesser Strips off charges from an item and adds the essence back to the caster.
vmv10 Streaming Ultimate Allows caster to infuse a magic item with a spell.
vmv12 Recharge Impressive Fully recharges a magic item.
vmv14 Create Wand Ultimate Creates a wand with bonus and max charges based on caster's sorcery skill.
vmv16 Swell Ultimate Adds max charges to a wand.
vmv20 Workshop Ultimate Makes any room a workshop where everyone in the room regenerates essence at a faster rate.
Via Pauz Port – Inertial Magics

This circle is available to Wizards.

The road of Pauz Port is a well-studied circle amongst wizards and the more intellectual alchemists. Inertial Magicks deal with the magick of movement and the restriction of the same. This spell list contains several movement and teleportation spells — as well as a few spells which prevent any sort of magickal transportation. This is a very storied via and many of its spells are well known amongst the general public.

Number Name Cost Description
vpp02 Shaky Hands Marginal By increasing one's speed and adrenaline, the caster's reflexes are increased. However, at the end of the spell, the caster becomes tired and drained.
vpp05 Grab Balanced This spell will cause an item on the ground or atop something to blink from existence and reappear in the caster's free hand.
vpp09 Sloth Balanced Using his connection to the weave, the mage bends reality, forcing it to go slower for his foe and making its movements slothlike and gluey.
vpp12 Haste Greater The reverse of Sloth, the mage uses his ability to bend reality by speeding up time for the target, causing them to move much faster, including their speech patterns, rendering them almost unintelligible.
vpp16 Shimmering Curse Greater Again, bending what seems to be the very science of what is reality, the mage uses the theorems of those mages who proceeded him to find a loophole in the very physics of matter. The spell forces the target to blink in and out of existence at random ranges within the area.
vpp18 Ripple Ultimate Using ancient scientific proofs, the mage once again displaces physics by causing a ripple in the aether, allowing him to bring his foe into melee. (The syntax is ripple <target>. More than one target can be "rippled" to during the duration of the spell.)
vpp21 Teleportation Ultimate Focusing his mind on a target a distance away, the mage turns time and place, allowing himself to be teleported to them. Due to the extreme difficulty in retarding the very science of physics, the ability to make this cantrip work has a high failure rating.
vpp25 Levitation Ultimate Causing a schism in the laws of gravity this time, the mage uses arcane lore to cause a target to levitate slightly above the ground.
Via Teg – Earth Magicks

This circle is available to Tinkers and Wizards.

One of the four elemental circles, Via Teg involves the manipulation of earth, metal, and matter. Many of the spells within this circle are slow to cast and take effect but represent considerable powers, nonetheless. Unlike the obvious rivalry between Via Flam and Via Glas this circle simply shares none of the properties of Via Jus, rather than opposing it outright (with a few exceptions).

Number Name Cost Description
vt01 Earthworks Marginal A minor display in earth magicks, this spell delves into the ground, plucking out heavy rocks and spewing them about.
vt03 Hurl Earth Lesser The first noticeably powerful spell in the list, this spell will rip a chunk of earth from the ground and then hurl it at the target with great force.
vt06 Add Gravity Greater Calling the pull of gravity, the caster forces dark essence energy to flows into a weapon, appearing to thicken it slightly and making it do more damage.
vt09 Tremor Greater Bringing forth a small quake, this spell causes the ground the target is standing on to shake and tremor, causing him to fall down.
vt12 Mud Melding Greater This spell surrounds the caster in mud that grants defense against both physical and magical attacks. However, when the caster next casts any spell, the mud will crumble and fall off.
vt15 Stone Spear Greater This spell is a greater form of the hurl earth spell, allowing the caster to throw huge boulders towards their target.
vt18 Petrify Greater Calling on his earth magicks, the mage has the ability to solidify the blood of his enemy and petrify them.
vt21 Extreme Gravity Ultimate By harnessing the pull on Thrael's surface, the mage can cause it to become a crippling entity, pulling weapons out of hands and drawing everyone in the area down.
Via Vas Vadis – Weapon and Armor Enchanting

This circle is available to Wizards.

Number Name Cost Description
vvv06 Attune Lesser By increasing casters skill in sorcery, it makes him more attuned to his magic. This spell is required to be cast on caster for any type of enchanting.
vvv08 Settle Balanced Causes harmony in the magical flux in the area. Must be cast on caster's room for any type of enchanting.
vvv10 Equalize Balanced Strips off all old spells and cleanses item, readying it for enchanting. Must be cast on target object for any type of enchanting.
vvv20 Flare Ultimate Adds a random flare to a weapon.
vvv22 Balance Ultimate Adds one point of offensive bonus to weapon.
vvv24 Edge Ultimate Adds one point of max damage to a weapon.
vvv26 Refine Ultimate Adds one point of bonus to a lockpick.
vvv28 Stretch Ultimate Adds one point of defensive bonus to a shield.
vvv30 Loosen Ultimate Adds one point of defensive bonus to armor.
vvv32 Harden Ultimate Adds one point of damage padding to armor.
vvv34 Lighten Ultimate Removes one pound of weight from a weapon.

Skills

(Click on the column header to sort by that column. For an explanation of skills and their values, see the Skills page.)

Skill Value
Alchemy Very Good
Animal Handling Bad
Archery Very Bad
Armor Very Bad
Channeling Bad
Conditioning Bad
Evasion & Dodging Good
First Aid Good
Fishing Normal
Focus Bad
Foraging Normal
Gnosis Very Good
Kinesis Very Good
Larceny Very Bad
Lockpicking Very Bad
Lore Very Good
Mechanisms Bad
Melee Weapons Bad
Observation Normal
Outdoorsman Bad
Parry Normal
Shields Very Bad
Skinning Normal
Sorcery Very Good
Stealth Very Bad
Tactics Normal
Throwing Bad
Unarmed Combat Very Bad

Spoiler Information

Hey there, new to town? Well, let me introduce myself. I'm BiBo Nose, haefdin extraordinaire, devourer of tarts and in my spare time I cast a spell or two. What's that? You're thinkin of being a mage? Oh, well I kin help with that. First things first, you gotta go to school. That's over on the east side of town and is called the Lyceum. You kin learn most of your spells there.

First you'll have to start off by going to lessons to learn your first spells. Then you kin study independantly from books to learn your intermediate spells. The top spells are a secret and only taught at master lessons. They're at the school though and when you're ready I'm sure you kin find em if you go through the right portal.

Now that you know how to find spells, how do you know what spells are best for you? There's so many schools to learn and no one kin possibly learn them all. Start with the basics. Arcane prime. Every mage learns arcane prime. These are the first cantrips that we learn to sort of figure out how magic works. You'll not get far without learning these. All this talkin has me kinda hungry. Kin I intrest you in a tart? No?

Oh well, more for me. Cherry's my favorite you know. Anyway, where was I? Oh yeah spells. Now, as a starting mage, you kin only learn about three schools other than arcane prime. You kin learn more later, but that's later. Your first school, other than arcane prime of course, should be an elemental school. There's four of them to represent the four elements. Via flam or fire, via glas or ice, via teg or earth, and via jus or wind. Personally I favor fire, nothin like lighting a little fire under the bum of some mouthy bigg'n. But I suppose if you want to get really technical, they all have their uses.

Fire and wind are more offensive elements while ice and earth are more defensive. So depending on your preferences for casting pick one of em. These elements oppose each other, specifically fire opposes ice and earth opposes wind. So if you decide to get two of them, which is really unnecessary in my opinion, you can't learn two opposing elements. Like I said though, it's really not worth learning two elements, there's so many other spell circles to choose from, it's just a limitation.

Alright, so now you've got your first couple of circles and are feeling kinda spiffy eh? Well, there's still plenty of options left.

Upstairs you kin find the non elemental circles. These are Via Ars Av, Via Esu, Via Ful Flux, Via In Flux, and Via Pauz Port. There's two other schools, Via Vas Vadis and Via Min Vadis, but those aren't here and I'll talk about em later.

Via esu is only protective magics. Personally, I don't use em all that much, I prefer to dodge over castin wards all day, but hey if you feel you need that extra protection, that's the way to go.

Via Ars Av is counter spells, a school that's very near and dear to my heart. This school is great for those situations when people want to start throwin around spells to prove a point. Nothin pisses em of more than seein their spells fizzle, or worse, get bounced back at em. Hee hee!

Via Pauz Port is inertial magics. Personally I think every mage should learn this school. It has all sorts of spells that manipulate movement such as haste, fly, and my personal favorite, teleport. Nothin's more fun than poofin in on people all over the place, causin a little mischief, then poofin out.

Via In Flux is introvert flux magics, or basically manipulatin essence. This spell circle is an absolute must for anyone who wants to do enchanting. It includes a lot of spells that allow you to regain essence quickly. There's a few other nifty utility spells thrown in as well, such as lock dissolve and essence trap.

Via Ful Flux is extrovert flux magic. This school focuses on getting raw essence and beatin the ever-livin arse out of someone, or better yet, everyone. It's one of the few schools, okay the ONLY school, that is almost completely offensive. You also get to learn how to smack people around a little earlier with this school than other elemental schools. If ya feel yer elemental school doesn't have enough of a kick as far as arse beatin's concerned, give this school a try.

Finally comes Via Min Vadis, and Via Vas Vadis. These two schools deal with enchantin'. They are a bit harder to find and learn, and really, they aren't for everybody. Via Min Vadis deals with makin wands and amulets, charged temporary items. via Vas Vadis deals with enchantin weapons, armor, and other things. These are permanent enchantments. If you're smart, you kin probably make a sov or two offa these schools, but keep in mind, they are higher level schools.

They also will keep ya from learnin other schools you may want to know. So if yer plannin on enchantin', be ready ta go full out on it.

And don't bother dabblin' in it without Via In Flux under yer belt. As to where ta find em, well that's a secret, but I'll tell ya that they aren't in Kaezar.

That's about all you need to know about magery. If ya need more help, just call out for yer local haefdin extraordinaire, BiBo Nose. Then when I don't show up, get up off yer lazy butt and look for me or someone else ta help ya out.