Skip to content

Wizard

A Wizard studies three formal circles and the craft that makes magic persist in matter. The calling's breadth is real, but so is the need to choose: bolts, wards, familiars, travel, item work, and enchantment all compete for the same study and mana.

Calling feature Wizard
Aptitudes Attunement, Insight
Casting aptitude Attunement
Magic all foundations, Greater Vein, Wizard's Wheel
Guild none currently
Natural strengths circle study, Spell Targeting, Attunement, item magic, enchantment

Building the character

Attunement drives the Wizard's mana and elemental force; Insight supports study and magical problem-solving. Finesse matters for bolts, while Resolve, Grace, and Vigor keep casting errors survivable.

A dependable early plan includes:

  • one offensive answer: Spell Targeting for bolts or a warding line with enough circle study;
  • Channeling and Elemental Attunement;
  • the circle ranks required by named workings, not ranks bought only because a column is cheap;
  • Conditioning and a realistic defensive plan;
  • Sigilcraft or Relic Attunement if found magic is part of the character.

Runestaves are useful tools, not a public category rule. Equipment should follow the skills and workings actually trained.

Three circles, three jobs

Lesser Vein supplies shared wards, perception and lock utilities, mana shaping, and practical elemental craft. Greater Vein controls heavier forces, movement, timing, and powerful defenses. Wizard's Wheel carries the calling's signature bolts, familiars, enchantment, and far-reaching capstones.

SPELLS shows the whole implemented catalogue. A code such as 3310 Needle Spark is an address; its suffix does not equal the ranks or mana it needs. This keeps study, resource price, and input binding separate.

Bolts and target choice

Bolts test Attack against Guard and carry their own armor matchup. Spell Targeting and Finesse matter, but bolt choice matters too: electricity, cold, fire, acid, water, and force do not all meet armor in the same way.

Begin new fights in READY, learn the target, and preserve mana for a miss or second creature. A Wizard who spends the entire pool proving the first bolt works has no answer when the room changes.

Enchantment

ENCHANT <item> is the Wizard's protected permanent craft. It requires the proper workspace, materials, skill, and time; deep circle workings extend what ordinary bench work can achieve. Enchantment is not a free side effect of leveling and should be approached as its own career.

Wands, scrolls, charged vessels, and familiar-bound travel add other item and logistics roles. LOOK, LORESING from a Bard, and the relevant craft pages help identify what a piece can safely accept.

Common mistakes

  • Spreading ranks evenly across three circles without naming the next working.
  • Raising catalogue study while neglecting Channeling and Attunement.
  • Assuming every bolt has the same armor matchup.
  • Ignoring Finesse, Conditioning, and Guard because Attunement drives magic.
  • Beginning permanent item work with irreplaceable equipment.

See also