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Available Spell Circles
Skills

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. An additional circle is available at levels 15, 30, and 40.

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.

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Circle Name Sphere Info
Via Pauz Port Arcane

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.

Shortname Name Cost Description
vpp01 Grab 1 Allows the caster to retrieve an item at any distance to its hands.
vpp03 Shaky Hands 5 Provides a magical bonus to Dexterity that scales with Sorcery and Reasoning.
vpp06 Ripple 5 Allows the caster to instantly retreat from a target by using ripple <target>.
vpp09 Sloth 5 Adds 3 seconds of additional roundtime to all of the target's actions.
vpp12 Levitation 5 Allows the caster to levitate. Levitation can be accessed by using fly and ended by using land.
vpp15 Teleportation 15 essence, 2 willpower Allows the caster to teleport to a target or room it has anchored to. Casting to bind will cause the caster to attempt to anchor teleportation to the room caster is standing in. This will only work at certain monoliths throughout Thrael. Casting to release will attempt to remove a teleportation anchor to the room the caster is standing in, and will cost 1000 arcana. The number of anchors a wizard may simultaneously maintain scales with Sorcery and Reasoning.
vpp19 Teleportation Hinder 5 Blocks teleportation and summoning attempts upon individuals or upon a room.
vpp31 Tesseract 25 essence, 4 willpower Allows the caster to teleport to the location where the spell was previously cast. Casting the spell for the first time sets the location. Casting the spell in the location that it is anchored to will clear the anchor.
vpp45 Group Teleportation 25 essence, 9 willpower Allows the caster to teleport its group to a target, room it has left a tesseract beacon in, or room it has anchored to.
vpp60 Portal 25 essence, 10 willpower Allows the caster to open a small portal to a target, room it has left a tesseract beacon in, or room it has anchored to. This portal will allow anyone to peer, speak, or put items into it.
vpp75 Gate 25 essence, 25 willpower Allows the caster to open a magical gate to a target, room it has left a tesseract beacon in, or room it has anchored to.
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 Gives the caster information about the target's spellcasting skills relative to the caster's, as well as what spell the target is currently preparing, if any. Instant cast and 0 RT.
vaa04 Feedback 3 Causes the target to lose a prepared spell and does additional damage based on the spell's essence cost. You may charge this spell by adding a 1, 2 or 3 modifier when cast to have it take additional roundtime and do more damage. This spell's offensive and damage quality are improved by focus items.
vaa07 Baleful Dispel 8 Warding spell that removes spell efects from the targeted person. You may charge this spell by adding a 1, 2 or 3 modifier when cast to have it take additional roundtime and do more damage. This spell's offensive and damage quality are improved by focus items.
vaa10 Essence Bending 11 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 10 Provides a temporary essence resistance and a physical bonus to defense against physical attacks that scales with Reasoning and Sorcery.
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 5 Gives a magical bonus to Reflexes that scales with Sorcery and Reasoning.
vif06 GlassSteel 3 Creates a protective dome around the caster and party. pound will break the dome.
vif09 Lock Weakening 18 Lowers a lock's difficulty by an amount that scales with Sorcery and Reasoning.
vif12 Essence Conservation 12 Reduces the essence cost of successful offensive spells by 1.
vif15 Aethersight 13 Provides a mental bonus to Enchanting, Evasion, and Gnosis that scales with Sorcery and Reasoning.
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 Ignites flammable objects or heats up object that are not flammable.
vf03 Fire Star 1 Fire offensive bolt spell. You may charge this spell by adding a 1, 2 or 3 modifier when cast to have it take additional roundtime and do more damage. This spell's offensive and damage quality are improved by focus items.
vf06 Blinding Flash 5 Blinds a target. You must wait a short while after casting this spell before you may cast it again. You may charge this spell to have it take additional roundtime and inflict a longer blind. A second roll against Conditioning and Endurance is made following a successful hit. Should the roll succeed, the blind will last for four times the length taken to cast it. Should the roll fail, the blind will last for three times the length taken to cast it.
vf09 Blaze 5 Warding spell that lights the target on fire, dealing fire damage to random limbs over time.
vf12 Emberwreath 8 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 and Reasoning.
vf15 Instill Flame 12 Adds a temporary fire flare to a weapon that scales with Sorcery and Reasoning.

Adds a temporary fire resistance to armor equal to its cutting resistance.

Adds a temporary fire resistance to a person that scales with Sorcery and Reasoning.

When cast on the wizard, allows the wizard to build affinity to its element by successfully casting offensive Via Flam spells and on a successful emberwreath retaliation. At 10 charges of affinity, the wizard's next Via Flam spell will be modified as follows:
  • Fire Star - Negates a portion of aiming penalties that scales with Sorcery and Reasoning.
  • Blinding Flash - Causes the target to fall prone as well as be blinded.
  • Blaze - Adds an amount to offense that scales with Sorcery and Reasoning.
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 Arcane Twist 1 Basic offensive warding spell. You may charge this spell by adding a 1, 2 or 3 modifier when cast (e.g. cast <target> 3) to have it take additional roundtime and do more damage. You may specify the spell's element from the list available to you in abilities info. This spell's offensive and damage quality are improved by focus items.
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 Provides a magical bonus to a mental stat that scales with Reasoning, Sorcery, and focus item quality. You may specify the mental stat to receive the bonus. You cannot boost the same mental stat with another prime school stat bonus spell.
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 Reasoning and Sorcery, and caps at 800 Sorcery.
ap05 Rigid Essence 3 Instant-cast spell that allows the mage to disrupt the essence within the target, giving the target round time.
ap07 Arcane Mastery 6 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 8 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.

Provides a chance to block physical attacks and bolt spells and grants additional armor resistance against physical damage based on Reasoning and Sorcery. Armor too heavy for one's profession interferes with this effect. This is a primary defensive ability.
ap13 Create Glyph 4 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.
ap15 Dispel 7 Warding spell that removes spell effects from the targeted person, item, or room. This spell's offensive quality is improved by focus item quality.
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 4 This spell alters the flow of essence within the wizard, increasing its essence reserves. The spell's effect scales with sorcery skill.
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 3 Essence bolt spell that also deals damage to the target's essence. You may charge this spell by adding a 1, 2 or 3 modifier when cast to have it take additional roundtime and do more damage. This spell's offensive and damage quality are improved by focus items.
vff05 Essence Theft 3 essence, 5 willpower Warding spell that steals essence from the target and gives it to the caster. You may charge this spell by adding a 1, 2 or 3 modifier when cast to have it take additional roundtime and do more damage. This spell's offensive and damage quality are improved by focus items.
vff08 Essence Saturation 6 Warding spell that gives a magical penalty to the target's Gnosis that scales with Sorcery and Reasoning. This spell's offensive quality is improved by focus items.
vff11 Essence Surge 4 Bolt spell that gives a penalty to essence costs and prep time. The penalty to essence costs scales with Sorcery and Reasoning. This spell's offensive quality is improved by focus items.
vff14 Essence Rupture 3 essence, 1 willpower Essence warding spell that receives a bonus to damage and offense based on the number of curses on a target. You may charge this spell by adding a 1, 2 or 3 modifier when cast to have it take additional roundtime and do more damage. This spell's offensive and damage quality are improved by focus items.
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 Can extinguish a lit object, remove wetness, and remove unusual scents.
vj03 Spark 1 Electricity offensive bolt spell. You may charge this spell by adding a 1, 2 or 3 modifier when cast to have it take additional roundtime and do more damage. This spell's offensive and damage quality are improved by focus items.
vj06 Gale 5 Stuns the target. You must wait a short while after casting this spell before you may cast it again. You may charge this spell to have it take additional roundtime and inflict a longer stun. A second roll against Conditioning and Endurance is made following a successful hit. Should the roll succeed, the stun will last for four times the length taken to cast it. Should the roll fail, the stun will last for three times the length taken to cast it.
vj09 Arc Impulse 5 Deals electricity damage over time to random limbs on the target.
vj12 Wind Shear 8 A shield of wind that protects the caster, occasionally strengthening in response to the caster being attacked. Gives a magical bonus to defense that scales with Sorcery and Reasoning. If the caster is attacked, has a chance to give a temporary reduction to all damage.
vj15 Instill Electricity 12 Adds a temporary electricity flare to a weapon that scales with Sorcery and Reasoning.

Adds a temporary electricity resistance to armor equal to its cutting resistance.

Adds a temporary electricity resistance to a person that scales with Sorcery and Reasoning.

When cast on the wizard, allows the wizard to build affinity to its element by successfully casting offensive Via Jus spells and on a successful wind shear hardening. At 10 charges of affinity, the wizard's next Via Jus spell will be modified as follows:
  • Spark - Negates a portion of aiming penalties that scales with Sorcery and Reasoning.
  • Gale - Causes the target to fall prone as well as be stunned.
  • Arc Impulse - Adds an amount to offense that scales with Sorcery and Reasoning.
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 Lowers the temperature of the target.
vg03 Freezing Shard 1 Ice offensive bolt spell. You may charge this spell by adding a 1, 2 or 3 modifier when cast to have it take additional roundtime and do more damage. This spell's offensive and damage quality are improved by focus items.
vg06 Freeze 5 Instant cast warding spell that paralyzes the target with cold. You must wait a short while after casting this spell before you may cast it again. You may charge this spell to have it take additional roundtime and inflict a longer petrify. A second roll against Conditioning and Endurance is made following a successful hit. Should the roll succeed, the petrify will last for four times the length taken to cast it. Should the roll fail, the petrify will last for three times the length taken to cast it.
vg09 Fetters of Rime 7 Warding spell that gives a magical defensive penalty to the target that scales with Sorcery and Reasoning.
vg12 Frost Lash 8 A shield of ice protects the caster, occasionally doing damage to an attacker. Gives a magical bonus to Evasion that scales with Sorcery and Reasoning.
vg15 Instill Frost 12 Adds a temporary ice flare to a weapon that scales with Sorcery and Reasoning.

Adds a temporary ice resistance to armor equal to its cutting resistance.

Adds a temporary ice resistance to a person that scales with Sorcery and Reasoning.

When cast on the wizard, allows the wizard to build affinity to its element by successfully casting offensive Via Glas spells and on a successful frost lash retaliation. At 10 charges of affinity, the wizard's next Via Glas spell will be modified as follows:
  • Freezing Shard - Negates a portion of aiming penalties that scales with Sorcery and Reasoning.
  • Freeze - Causes the target to fall prone as well as be paralyzed.
  • Fetters of Rime - Adds an amount to offense that scales with Sorcery and Reasoning.
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 1 Crushing offensive bolt spell that ignores a percentage of the target's armor that scales with Sorcery and Reasoning. You may charge this spell by adding a 1, 2 or 3 modifier when cast to have it take additional roundtime and do more damage. This spell's offensive and damage quality are improved by focus items.
vt06 Petrify 5 Petrifies a target. You must wait a short while after casting this spell before you may cast it again. You may charge this spell to have it take additional roundtime and inflict a longer petrify. A second roll against Conditioning and Endurance is made following a successful hit. Should the roll succeed, the petrify will last for four times the length taken to cast it. Should the roll fail, the petrify will last for three times the length taken to cast it.
vt09 Vitreous Curse 6 Increases the target's susceptibility to damage. The amount of increased damage scales with Reasoning and Sorcery.
vt12 Mud Melding 8 A shield of hardened mud protects the caster, occasionally strengthening in response to the caster being attacked. Gives a magical bonus to defense that scales with Sorcery and Reasoning. If the caster is attacked, has a chance to give a temporary reduction to all damage.
vt15 Instill Acid 12 Adds a temporary acid flare to a weapon that scales with Sorcery and Reasoning.

Adds a temporary acid resistance to armor equal to its cutting resistance.

Adds a temporary acid resistance to a person that scales with Sorcery and Reasoning.

When cast on the wizard, allows the wizard to build affinity to its element by successfully casting offensive Via Teg spells and on a successful mud melding hardening. At 10 charges of affinity, the wizard's next Via Teg spell will be modified as follows:
  • Hurl Earth - Negates a portion of aiming penalties that scales with Sorcery and Reasoning.
  • Petrify - Causes the target to fall prone as well as be paralyzed.
  • Vitreous Curse - Adds an amount to offense that scales with Sorcery and Reasoning.

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
Enchanting Very 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
Thrown Weapons Bad
Unarmed Combat Very Bad