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. An additional circle is available at levels 15, 30, and 50.
Click on the column header to sort by that column, or click on the circle name to see details about that circle. For an explanation of magic and its use, see the About Magic page.
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.
Shortname
Name
Cost
Description
vpp01
Grab
1
This spell will cause an item on the ground or atop something to blink from existence and reappear in the caster's free hand.
vpp03
Shaky Hands
3
By increasing one's speed and adrenaline, the caster's dexterity is increased. Gives a magical bonus to dexterity that scales with sorcery skill.
vpp06
Ripple
12
Using ancient scientific proofs, the mage once again displaces physics by causing a ripple in the aether, allowing him to travel to another living thing's range in a room. (The syntax is ripple <target>. More than one target can be "rippled" to during the duration of the spell.)
vpp09
Sloth
9
Using his connection to the weave, the mage makes his foe's movements slothlike and gluey. Warding spell that causes the target to suffer an additional rt to its actions.
vpp12
Levitation
12
Causing a schism in the laws of gravity, the mage uses arcane lore to cause a target to levitate slightly above the ground.
vpp15
Teleportation
30
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. The possible range increases with sorcery skill.
vpp19
Teleportation Hinder
19
Blocks teleportation and summoning attempts upon individuals or upon a room.
vpp31
Tesseract
31
Allows the caster to teleport to the location where the spell was previously cast. Casting the spell for the first time sets the location. Subsequent casts return the caster to the last room the spell was cast in, setting the caster's original location as the new room to return to. Items can contain their own return points and discern will reveal the return points.
Via Ars Av
Arcane
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.
Shortname
Name
Cost
Description
vaa01
Essence Eye
1
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. Instant cast and can determine the spell the target is prepping.
vaa04
Feedback
4
Instant cast warding spell usable on targets prepping spell. Gains a damage and tohit bonus based on the essence of the spell being cast by the target. Upon a successful hit, this spell does essence damage and causes the caster to lose the spell.
vaa07
Dispel
7
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. Warding spell that removes one spell effect from a target or item.
vaa10
Essence Bending
10
A self-cast only spell that provides a defensive bonus against warding spells of the specified type of magic that increases with sorcery skill and reasoning. cast astral, cast arcane, or cast vedic to use.
vaa13
Aethershield
13
Provides resistance to essence damage that scales with sorcery skill and a much smaller damage reduction to all damage.
Via In Flux
Arcane
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.
Shortname
Name
Cost
Description
vif03
Displacement
3
Provides a magical bonus to reflexes that scales with sorcery skill.
vif06
GlassSteel
12
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.
vif09
Lock Weakening
18
Lowers a lock's difficulty, this effect scales with sorcery skill.
vif12
Essence Leak
12
Provides a large penalty to the target's essence regeneration that may cause them to even lose essence every regenerative tick.
vif15
Aethersight
15
Self-cast spell that provides a massive physical bonus to the evasion skill.
Via Flam
Arcane
This circle is available to 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). This circle is mutually exclusive to Via Glas.
Shortname
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.
Arcane Prime
Arcane
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.
Basic Arcane Prime spells may be learned from Chaemim in the Lyceum. Intermediate Arcane Prime spells may be learned from the arcane prime tome sold in the Lyceum.
Shortname
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 Ful Flux
Arcane
This circle is available to Wizards.
This via is a study of pure displays of essence, and to a lesser extent, electricity. Extrovert spells, as is their nature, affect 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.
Shortname
Name
Cost
Description
vff02
Essence Burst
4
Chargeable bolt spell that deals damage to the target's essence as well as physical body.
vff05
Aether Blast
2
A bolt spell that always has 3 seconds of roundtime. This spell may be charged from 0-25, which will increase its essence cost, damage, and tohit.
vff08
Essence Saturation
8
Warding spell that causes a significant drop in the target's gnosis. The duration and gnosis penalty scale with the caster's sorcery skill.
vff11
Essence Surge
0
Instant-cast spell with roundtime that restores essence at the cost of willpower.
vff14
Essence Theft
14
Chargeable warding spell that steals essence from the target.
Via Jus
Arcane
This circle is available to Wizards.
One of the four elemental magicks, this via deals with the elemental force of wind. This circle is mutually exclusive to Via Teg.
Shortname
Name
Cost
Description
vj01
Gust
1
Introductory spell to the ways of Via Jus, can do not much more than rustle someone's hair and put out the flame of a lit object.
vj03
Spark
5
Chargeable bolt spell, a spark of electricity is released towards the target.
vj06
Gale
6
Chargeable instant-cast warding spell with roundtime that stuns and knocks down the target. This spell has a caster-based cooldown.
vj09
Arc Impulse
9
Bolt spell that does electricity damage over time to its target. The duration of the spell scales with sorcery skill.
vj12
Wind Shear
12
Self-only, this spell surrounds the caster in buffeting winds that provides physical protection akin to armor that scales with sorcery skill and stacks with armor.
vj15
Instill Electricity
15
As electrical current races around the edges of a sword, the mage has instilled electricity into the weapon. Flare damage scales with the caster's sorcery skill and can be layered with other flares on weapons, dependent on sorcery skill.
Via Glas
Arcane
This circle is available to 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. This spell circle primarily deals with shields, offensive effects, and some minor water effects, all within the domain of elemental cold. This circle is mutually exclusive to Via Flam.
Shortname
Name
Cost
Description
vg01
Chill
1
Chill is a minor example of the power of ice, chilling drinks and causing people to shiver, feeling slightly cool.
vg03
Freezing Shard
5
Chargeable bolt spell, creates a shard of ice that will embed itself in the target.
vg06
Freeze
6
An instant cast warding spell with roundtime that paralyzes the target with cold. This has a target-based cooldown and counts as a petrification effect for purposes of healing. The duration of the freeze scales with sorcery skill.
vg09
Fetters of Rime
9
Warding spell that causes a temporary defensive penalty to its target.
vg12
Frost Lash
12
This self-only spell summons a shield of ice around the caster. Anyone who physically assaults the target, and is in range, can face a backlash of cold. Gives magical bonus to evasion skill.
vg15
Instill Frost
15
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. Flare damage scales with the caster's sorcery skill and can be layered with other flares on weapons, dependent on sorcery skill.
Via Teg
Arcane
This circle is available to Wizards.
One of the four elemental circles, Via Teg involves the manipulation of earth, metal, and matter. This circle is mutually exclusive to Via Jus.
Shortname
Name
Cost
Description
vt01
Earthworks
1
A minor display in earth magicks, this spell delves into the ground, plucking out heavy rocks and spewing them about. The rocks conjured up by this receive a small quality boost based on sorcery skill and can be used as thrown weapons.
vt03
Hurl Earth
5
Chargeable crushing bolt spell that rips a chunk of earth from the ground and hurls it at the target with great force.
vt06
Tremor
6
Bringing forth a small quake, this spell causes the ground the target is standing on to shake and tremor, causing him to fall down, stunned. Chargeable instant cast warding spell with roundtime and a caster-based cooldown.
vt09
Petrify
9
Calling on his earth magicks, the mage has the ability to solidify the blood of his enemy and petrify them. Instant-cast warding spell with roundtime and has a target-based cooldown.
vt12
Mud Melding
12
Self-only, this spell surrounds the caster in mud that grants defense against both physical and magical attacks. Provides physical protection akin to armor that scales with sorcery skill and stacks with armor.
vt15
Instill Gravity
15
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. Adds a flare of the damage type of the weapon if the weapon does physical damage (piercing, crushing, slashing), or a crushing flare to non-physical damage weapons. Instill Gravity scales its flare damage with the caster's sorcery skill and can be layered with other flares on weapons, dependent on sorcery skill.
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
Good
Evasion and 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
Metallurgy
Normal
Observation
Normal
Outdoorsman
Bad
Parry
Normal
Shields
Very Bad
Skinning
Normal
Sorcery
Very Good
Stealth
Very Bad
Tactics
Good
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.