Wizard

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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.

Circle Name Sphere
Arcane Prime Arcane Magic
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 spell 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 Ars Av Arcane Magic
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.

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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