Joined: 02 Jun 2015 Location: Georgia, United States.
Hello guys, I'm seeking advanced information on Wizards, Schools, advanced schools (Chronomancy, Blood Magic, e.t.c). If the community of Wizard knowers would please aid me.
For the longest time I've been thinking of making a Wizard. But not just any wizard. One that has a primary focus, with a detailed history and other memes. I was going to request a Chronomancy once I learned more about it. But learning recently that'd never happen, haha. So if anyone has information on not just Wizards, not just Schools, but advanced information I'd be very thankful. No information is too much. I know fairly enough about Wizards. But having once primary source to look back on instead of multiple small ones aid me a lot more.
I do not wish to sound rude or condescending but.. if you need other people to give you more in depth ideas and lore for different specialist classes.. perhaps you should not try to play one. Especially wizards who need a lot of lore research to do anything beyond spells ingame.
_________________ I can be found as: Tess Marbury - Girl from luskan Erth'dar Songspinner - Drow bard Celador Moonhelm - Elven merchant Garambar of Hillsalar Hall - Dwarven sage Moraina - Grumpy Monk
That's kind of harsh. He's already doing exactly what you're advising: gathering up lore and understanding before rolling up the character. How else is he supposed to do that, if not by asking people to cite some good sources? Nobody's born knowing how to play a wizard, dude.
_________________ Winner of Amia's "Most Ethical Time Traveler" award 2026 Character Portraits!
Joined: 02 Jun 2015 Location: Georgia, United States.
Bjorn wrote:
I do not wish to sound rude or condescending but.. if you need other people to give you more in depth ideas and lore for different specialist classes.. perhaps you should not try to play one. Especially wizards who need a lot of lore research to do anything beyond spells ingame.
Haha. Nice way to put me down man, I was so mellow. You understand Wizards have a lot of information to cover, right? Simple information I know won't cut it. I also research a LOT of information before I make a character. And even more detailed Wizards like say the Chronomancy is very detailed and requires a lot of knowledge.
Advanced schools like chronomancy and blood magic (particularly Amian blood magic and it's other offshoots) are stuff which was more or less either directly homebrewed by the DM's here, or heavily adapted by the DM's here and isn't available in books much. More the point, in game they're also secrets which either haven't been discovered by mortal minds yet, or all practical written record of the subject was erased from reality following evidence of their abuses by Oghma (such was the case with blood magic).
This all sort of puts it kinda fiiiirrrmly on the 'you have to find out in game' train of thought. Although there are people around who can teach it to you if you want to go to the effort of learning from them.
_________________ Player of: Asya Goodmonsdottir - Knight of Lesser Gods. -Winner of 2014's "Razored Tongue" Award, and Emcee's pick "Authoritarian of the year". Jannah Vindle - Mistress of Coin.
That's one of the things I referred to when I said 'heavily adapted'. However I wouldn't discount the possibility of timey wimey stuff still happening. It all just needs to be very heavily DM supervised. Other forms of primordial magic like it can still be sort of practiced, but for the most part it's just a prop to be learned from to adapt more common forms of magic rather than learning anything truly above and beyond.
Most things that are "above and beyond" common magic are treated solely as plot devices, and can only be done under DM supervision. At the same time, all of it is ICly so obscure that you'll either need DM permission to have any of it in your background, or you'll need to just learn it in game.
_________________ Player of: Asya Goodmonsdottir - Knight of Lesser Gods. -Winner of 2014's "Razored Tongue" Award, and Emcee's pick "Authoritarian of the year". Jannah Vindle - Mistress of Coin.
As someone who has been equally invested and interested in the arcane community chapter of the game, here are some IG references written by characters about magic on the topic of magic and its schools that I think are noteworthy, and might be useful to you. There is a lot of RP investment in defining the arcane community thus far, and no reason you cannot join in on the path to magic this way, if it suits you. I highly would encourage you to focus in a school and make that your domain, start there at least, if you know where you would like to end up; say Chronomancy, then you would obviously begin as a Diviner. In any event, I like focused magicians, I encourage them, and tell all players becoming a mage to try and narrow their interest in magic in this way.
I do not wish to sound rude or condescending but.. if you need other people to give you more in depth ideas and lore for different specialist classes.. perhaps you should not try to play one. Especially wizards who need a lot of lore research to do anything beyond spells ingame.
...No. This is untrue. You learn by asking and seeking answers.
I do not wish to sound rude or condescending but.. if you need other people to give you more in depth ideas and lore for different specialist classes.. perhaps you should not try to play one. Especially wizards who need a lot of lore research to do anything beyond spells ingame.
...No. This is untrue. You learn by asking and seeking answers.
Knowledge is power....
_________________
Life should be prolonged only when it serves the greater cause of the death of the world.
Hello guys, I'm seeking advanced information on Wizards, Schools, advanced schools (Chronomancy, Blood Magic, e.t.c). If the community of Wizard knowers would please aid me.
For the longest time I've been thinking of making a Wizard. But not just any wizard. One that has a primary focus, with a detailed history and other memes. I was going to request a Chronomancy once I learned more about it. But learning recently that'd never happen, haha. So if anyone has information on not just Wizards, not just Schools, but advanced information I'd be very thankful. No information is too much. I know fairly enough about Wizards. But having once primary source to look back on instead of multiple small ones aid me a lot more.
Well! A lot of good information had been offered already.
To add a bit: consider that in case of magic, arcane magic, and wizardry in particular, eccentricity and variety are not frowned down on at all, but are, in fact, sometimes encouraged. Very few things are actually "set in stone", and even then. d20 system reference document is your most loyal ally in the cause of figuring both fine details and general tendencies alike; for example - consider a spell: Light - a simple spell, popular among overwhelming majority of magic users. A simple, 0,5 level spell (a cantrip), which any spellcaster is virtually guaranteed to know at level 1 - that is, before starting the actual adventuring career, unless you're becoming a magic user through multiclassing. You have two essentials: a vocal and somatic components, nonessential - divine focus / material component, and other details limiting interpretation of the spell (range, target, etc.).
Those vocal and somatic components may take any whatsoever form, so long as they fit into descriptions given here. Virtually anything beyond is an interpretation, a magical tradition, eccentricities or just plain flaws in magical education. Planar [setting] traits can sometimes take precedence over those basics, and limit / alter the ways particular spells are performed.
In case of "advanced schools", however, there are no such basics, or bones, if you will - as Murkoph correctly points out, such were first home-brewed by DMs, introduced onto the server as plot devices and tools, and kept, with some plot-related (?) exceptions, outside of hands of meddlesome PCs, limiting most of abilities that go beyond mechanically available to NPCs and rare DM-events.
Thus, there are three hypothetical ways of gaining practical IC knowledge of the "advanced spellschools" you mention: 1) meeting unreasonable quality demands for a character request (self-explanatory), 2) getting lucky, and receiving DM-sponsored knowledge of extremely limited of "advanced spellschool" you pursue in accordance to the need of the plot (also self-explanatory), 3) research those yourself - which is not unlike searching an object, known by vague description only, in the dark room of indeterminable size and shape, containing various sharp objects and other, competing seekers (doesn't keep some from trying, of course), 4) learning "advanced spellschools" from NPCs & PCs already in possession of such knowledge - arguably easiest, if that definition can be applied to the venture, way to achieve results different from complete failure. Unfortunately, it so happens that all such are highly secretive of their knowledge, and most of them are competing with each-other to various (sometimes rather violent) extent.
To conclude, playing a wizard with a lofty goal of discovering previously obscure or taboo, or establishing brand new magical tradition offers many and various opportunities for roleplay and character development, however it's necessary to bear in mind that quest will inevitably result in repeated failures, pattern that can be broken either by successfully meeting one of the four requirements listed above... or giving up altogether. Whichever course you'll take - good luck. You're going to need it.
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