There are two widely accepted ways of learning to be a Wizard:
1) Being apprenticed. Preferably to an Ancient Wizard living alone in a tower, jealous of their secrets (cf: Jonathan Strange and Mr. Norrell, Gunther and Evergreen, Mickey and Yen Sid, and Jack Vance's Dying Earth)
2) College of Wizards, an academic institution with rules, protocols, and probably exorbitant tuition fees (cf: Discworld, Name of the Wind, A Song of Ice and Fire)
Now I really love both of these from a story point of view. Who doesn't love the idea of the isolated mad mage toiling away in his Wizard's tower, prying into knowledge man was not meant to wot of, becoming dangerously devoid of human feeling drifting further away from being completely human.
I also love Wizard colleges, because I love academia in general. Also, because they can be fun and silly places, full of wacky rituals, odd student pranks, sniping rivals, and sudden danger just when everyone thinks they are nice and friendly. Plus, there's a certain air of privilege and law unto themselves of Medieval Universities (see: Town Vs Gown Riots of Medieval Oxford) that lends itself well to the attitudes of Wizards.
Magic is Mad, Bad, and Dangerous to Know
In the Orrery, magic is a wild and uncontrolled thing. It is a dangerous force best not handled at all. Magical artifacts almost universally from the time of the Naga Empires before the coming of Humans, or salvaged from the Depths of the mysterious Pyramid of the Lich King.
As the Bible tells us, all supernatural forces come from either God or Satan, and magic doesn't look very holy to anyone. Wizards of course hold that all their Magics are just elemental forces of the Universe that are there for the taking an manipulating, no-one needs to form any sort of Faustian compact.... unless of course you are really serious about it, but no need to discuss that sort of thing with the uninitiated is there.
Wizards of course hold that magic is dangerous, so it is a good thing that it is only handled by them. Wizards jealously guard their secrets, both from all outsiders, and from each other. Even within the Collegiate atmosphere, there is nothing so feared as plagiarism.
[This distrust between skilled practitioners, as well as the fact that even when wielded by the trained and canny it is still wild and unpredictable, goes some way towards explaining why there aren't just magical solutions for everything. Although that may be an event that lies in the future, after all steam engines could still be built thousands of years before anyone found any real use for them.]
Town Vs. Gown
The Church, however much it is against magic, is not all powerful in all places. The Colleges are Laws unto themselves. They have ancient privileges, fortified campuses, and a rather more literal literary cannon.
The College looks after its own. However, they are hidebound and traditional, and tend to expect alumni as well as students to be at the beck and call of the faculty whenever they see fit. Colleges are also expensive; social, political, and economic power tend to cluster, and for the privilege of warping the fabric of space and time you had better be willing to pay for it.
What a cool looking place, certainly wish I had matriculated there |
Examples of Colleges
- Church College. This College evolved out of a seminary for the training of Priests before expanding to include other, more esoteric, fields. Male-Only admission, and a strong emphasis on the deleterious effects of sexual activity on magical potency. Offers degrees in Theology, Divinity, Cannon Law, and Church History
- New College. This College is extremely young, and founded on emergent principles of enlightenment and scientific reasoning. Far more prone to explosions than other Colleges. Generally looked down upon by more established institutions. Likely to offer courses in Natural Philosophy, Mathematics, Alchemy, and Political Science.
- Guildhall. Originally founded by one of the larger Guilds to induct apprentices into an increasingly technical skill. The secrets of the Guilds have always been a sort of magic of their own. The Guild will teach explicitly its own field, although that may indeed span a broad spectrum of disciplines. Wizards are expected to become proficient craftsmen and supporters of the Guild, developing magics in line with their craft. Guilds include Masons (Architecture and Engineering), Goldsmiths (Metallurgy and Design), and Brewers (Transmutation of Grain into Beer). Unlike other Colleges, you may actually graduate with practical skills related to your craft.
- Military Academy. All graduates are expected to have Magic Missile as one of their spells, and will generally graduate with a commission in a branch of armed forces. In addition to this, you may be called up to serve in a conflict in which your regiment is involved, or loaned to some potentate. Teaches Military History, Engineering, and Tactical Studies
- Philosophical Academy. The most purely academic of the Colleges. The wonders of existence made possible by exploration into the arcane magics of the Universe being just as important to the expansion of the mind as any other pursuit. Seen by the Church as hotbeds of pagan practices and Atheism, graduates should not expect a positive reception by the pious. However, they are often much more in favour at the courts of nobles who like to think of themselves as cultured intellectuals. Offers courses in History, Philosophy, Music, Grammar, and Rhetoric.
- Royal College. A college founded out of the pride and deep pockets of some Prince, King, or Emperor. Possibly one of the freest when it comes to what is taught, since the point is to give the scions of nobility a rough grounding in numeracy and nepotism before dumping them into the courtly scene. Often very big and imposing to impress upon its students (and any tourists it may attract) the splendidness of the Monarch in question. The actual learning here is secondary to the friends you make along the way, expect to spend a lot of time carousing, fighting with the locals, and sleeping through exam times. You will also graduate knowing at least one or two aristocrats by inexplicable nicknames ("Lord Walton of the Dawn Guard, Protector of the Marches, Fourth Earl of Pembrokeshire, or Scruggers as we used to call him").
- School of Law. Look, with all the Latin flying around in court, someone was eventually going to summon a Demon, weren't they? These produce the Doctors of Law that untangle the ancient rulings of long forgotten civilisations, maintain the rule of a civilised society, and interpret constitutions to fit their own ends. Here you will learn Law, as the name suggests.
- College of Heralds. Sort of a guild, sort of a college. Keeps Coats of Arms up to date, tracks family lineage, and act as trusted messengers between the high and mighty. Mostly started bringing Magic Users into their ranks because no-one would take them seriously. Here you will learn the fine and ancient art of Heraldry
Fuck yeah Heraldry! |
As a Collegiate Graduate you begin with the following:
Student Loans
You owe your college an appreciable amount for your education. 150,000 in silver to be precise. You are expected to repay this promptly. Every year you must pay at least 10% of your overall debt to your college. The debt also bears a 15% interest rate. If the student ever misses a payment, the college is well within its rights to hunt down the debtor using any and all means necessary. Your College may deputize you on a mission to track down a defaulter, or may bribe you with a reduction of your debt if you go do something for them.
Town Vs Gown
Regular folk instinctually distrust you. Wizards are alien, powerful, dangerous, and often in direct opposition to the Church. If you are wearing your Collegiate Robes (and why wouldn't you?) or are otherwise identified as a College Educated type, common people will distrustful and standoffish, stopping just short of outright hostility (although, if there is any reason to suspect weird goings on, they are only a few inflammatory comments away from forming a lynch mob). Conversely, you will always be welcome among the company of other collegiates (even those of rival colleges), and the upper echelons of society will treat you with greater respect than other adventurers.
College Education
Magic was not the only thing you studied, gaining a rather broad array of largely useless, or academic knowledge. You may pick a field; History, Law, Rhetoric, Natural Philosophy, etc. You are assumed to be fully competent on the latest studies in the field, and can answer any given academic question (this gives you no practical skills, Nautical History allows you to determine the exact difference in hull shape and carrying capacity between a Dromond and a Trireme, but you have no better idea how to actually set a course or tie a knot).
Correspondence Courses
Colleges may be traditional and hidebound, but chances are that within their long history someone has already asked the same question that you have asked. When attempting to research a new spell, provided it is one from one of the standard spell lists, you may simply send off for it. The cost is still the same (courier/mail charges not included), but there is no chance of research failure. The details of how to courier such a valuable package are left to you. If you are resident at your college, the delivery is instant. It takes hours equal to the spell-level to transcribe.
Beginning Equipment
Collegiate Robes
Class Ring
Diploma
Leather-bound Spell-book
Sense of Entitlement
A Sorcerer's Apprentice
Attending College is not the only way to become a Wizard, you can always take the path of the apprentice. There are those Wizards powerful enough, with strong enough towers, living far enough out of the way, that the Church and civil authorities will tolerate/ignore them. Being the servant cum student to a crazed and powerful Wizard can have its benefits. You don't generally have to pay as much, ancient Wizards tend to have as much gold as they need right now, and they can often take you on as a pupil if you are in the right place at the right time and simply take a shine to you. Ancient Wizards often don't seem to have much family for some reason, and may be seeking an heir. They tend to be more powerful, and more willing to push the boundaries of knowledge than their stuffy counterparts in the Colleges.
However, they are also far more demanding. They are generally willing to teach you just enough to be useful to them, and that's it. Ancient Wizards also got to live to be ancient by being super paranoid, and may just decide to kill you because you are too powerful/for reagents in a ritual/for shits and giggles (Power and Insanity tend to be linked with Ancient Wizards).
Some Mad Mages
- Crazy Old Woods Witch; living in a hovel in a swamp because the water is life, and life is the source of power. Or maybe she just really likes frogs, not really sure. May also live in a run down shack with an hundred cats. Quite learned in deep ancient natural magics, and quite, quite mad.
- Ælfen Koenig; a rare amalgam of Fey and Human spirit, born of a stone locked Fey possessing a human. This Koenig has taken it upon themselves to attempt to teach the Fey path of sorcery to a human (without, this time, gutting them and writing a spell on their heart). Very powerful, not in the least paranoid, quite charming, but as inexplicable and capricious as any of the Fey.
- Tower-Bound Hermit; the classic wizard alone in his ancient crumbling tower. Resentful and paranoid. Likely to order you to sweep the floors, or go fetch food, or re-alphabetise their library (in a complex multi-lingual system), or watch this potion for 18 hours until it turns the right shade of blue. Never lets you ride with them on the Ice Palanquin when you go on long journeys
- Demonologist; a worker in forbidden magics. Outcast by both Church and Colleges, forges their own path via dark pacts with unknown powers. Most likely to believe that you are an agent of their many enemies sent to destroy them from within, or assassinate them in their sleep. May command you to kidnap local infants for blood sacrifice. On the plus side, no one wants to mess with you when you wear their sign.
- Mad Scientist; a creature of staggering intelligence and non-existent morals. Cares for little beyond the increase of their own knowledge and power. No research is forbidden or unethical, no power to great for their intellect to bend it to their will. Has a tendency to drag you off on crazy adventures, demean and insult your intelligence, and use you as the subject in their latest super-science experiment. Congratulations, you're a Morty.
- Ancient Evil; a shadow out of time from some great fallen Empire rich in magic. Filled with strange zen wisdom and inscrutable plans, looks out through the borrowed eyes of a stolen body. Will tend to go on long rambling stories about their home time, and how their kingdom will one day rise again. There is a definite feeling that if you stick with them, you are either guaranteed a place in the New World Order, or a shallow grave at the hands of the Last Alliance (or some such other high fantasy plot device). Most interested in "reclaiming" ancient devices and long lost books.
- Lich Lord; one of the end goals of great magic-users, to transcend death itself! Tends to be of great magical power, and generally unafraid of treachery. However, they are slightly forgetful of things like your constant need for nourishment and rest. Often instruct you to go out into the light of the sun, cross holy ground to fetch an artifact in a sanctuary, or to donate your living blood to their latest experiment. Otherwise relatively undemanding. Main danger: the constant bands of adventurers breaking into their keep to slay them.
- Not Actually an Arch-Magus at all; despite wearing the trappings of a crazy powerful (or crazy/powerful) magician, and possessing a great grimoire of powerful spells, this is not actually a magic-user of any stripe. Rather someone who has found or stolen a true Archmage's spell-book, but can't really read it. After wandering around for a while running the "ancient wizard" grift, they finally found someone who could understand the mad scribblings: you. By using a lot of cold reading, leading questions, and "If you can explain it, only then have you truly mastered the art" sort of lessons, they have been gleaning the information through you. However, of late you have been getting a bit suspicious, and they may be thinking it is time to find a new stooge.
What do you mean "Will this be on the test?" It will ALL be on the test |
As an Apprentice Mage you begin with the following:
Advanced Education
Archmagi who take on apprentices tend to have two things in common: incredible arcane power, and a rather lackadaisical approach to structured learning. You already know several massively powerful spells, which you have no way of casting. Choose one Fourth, Sixth, and Eighth Level Spell, and put them in your spell-book. You will not be able to cast them until you reach the appropriate level, but having them sure makes you feel cool and powerful. Plus, they might be worth something to the right eyes.
"Friend" in a High Tower
At the beginning of your journey you have finally been judged trustworthy enough to leave your master and venture into the wider world with some of their secrets rattling around in your brain (or maybe not, more on that in a minute). However you are still beholden to them as their apprentice. As with the case of Strange v. Norrell, master magi often have trouble determining exactly when (or if) an apprenticeship will end. Even when you are reshaping the very essence of the winds of magic yourself, you will still be nought but a protegee in your master's eyes.
Your master may see fit to at any point burden you with a difficult, or inconvenient, or dangerous (or possibly all three) mission, upon pain of their displeasure. Generally these will be some sort of magic geegaw fetch quest, or to deliver an important missive that must be done by hand, but sometimes it may be something as mundane as "I have run out of that milk that I like, go find that brindled cow again and fetch me two buckets of the finest full cream". If you refuse, or fail, or if you have begun by wandering off without your master's leave, you now have an implacable enemy. You may be able to apologize and worm your way back into their good graces, however these sort of super powerful recluses are generally ridiculously paranoid, and will no doubt fixate on you as their enemy, rival, and eventual assassin.
Bad Reputation
Unlike your more classically educated peers, you have no esteemed college reputation to sustain you. There will be no great fraternity watching your back, nor any social capital to schmooze with the bigwigs. You have but your own reputation, and your master's. However, where your master is known people will respect you. Respect and fear. The writ of your master will really depend on their power and renown, but it is generally tied geographically to a region. However once you get beyond the limits of your master's reputation (or just run into someone who has never heard of them), all that protection runs out, and there are many who would like to see every sorcerer flayed.
Servant's Training
A sorcerer's apprentice does gather some very useful practical and theoretical training in magic, but that is more of a sideshow to the primary reason they are kept around: to sweep floors, fix meals, carry bags, and generally carry out any task that your master just doesn't feel like doing. As such, you can be assumed to have all the skills to make a top notch maid/butler/valet (Archmagi are notoriously prickly and prone to fireball throwing, sub-par servants do not last long).
Beginning Equipment
Some sort of unsettling and probably highly magical trinket (eg. a Lucky Rabbit's Foot that always points to the nearest source of fresh water, but never stops bleeding)
Ancient Wizard's Tome complete with your own margin notes/doodles
A well earned terror of magic, ancient wizards, and things beyond the ken of man
“You wasted $150,000 on an education you coulda got for $1.50 in late fees at the public library.”
-William Hunting, Hedge-Wizard
Magic isn't always earned or bought, sometimes it is stolen. In the eyes of all established magi, wizards, sorcerers, and other legitimate magic users, hedge-wizards are thieves. They may have been collegiate students who absconded without completing their degrees and with an arm full of library books, or an apprentice who had their fill of their tyrannical master and shot the moon with a number of arcane tomes of inestimable value, or perhaps they robbed the grave of some great Archmage of the past, or Warlock King, plundering ancient knowledge which would have been more suited to end up in the hands of true scholars.
Whilst a genius may be able to conceive of Newtonian Physics from nothing more than first principles, you need access to a copy of A Brief History of Time to understand relativity. This is how magic is seen, you cannot achieve mastery without a teacher, standing on the shoulders of giants, so if you are indebted to no master, you must have stolen your knowledge from some source unwilling to let go of it.
In any case, self taught magic-users, do indeed have access to some learning, but to no master. They are not all as incurably criminal as established wizards hold them to be, however their very existence is seen as crime enough to warrant immediate execution. They are the witches hunted by the Church, and distrusted by villagers for putting the evil eye on them. Generally you have a pretty bad lot.
That Damned Book
As previously stated, you need something to work from if you are going to teach yourself magic. It might have begun as shreds of an old forgotten scroll, or the ancient vestiges of magical lessons inscribed upon a lost obelisk, or maybe you really were foolish enough to steal a book of magic from a solitary magus. In any case, perhaps it was the first spell that began your research into the arcane, and you have a natural knack for it, or perhaps you are only just learning to decipher a huge tome whose secrets remain yet to be unlocked. Whatever the case, there is probably someone who wants it back (or at least, knows it exists and wants it more); be it the original tome's owner, magio-historical researchers, or vengeful ghosts of a lost civilization, someone is probably out to get you.
Types of damned book
Nothing can go wrong |
Types of damned book
- An old book found in a forgotten bookcase turned out to be a fascinating diary written hundreds of years ago, it contained a detailed description of a young wizard's first forays into magic. [The Ancient Wizard is still alive, and very much wishes to purge the world of all record of his awkward angsty teenage years]
- Clay Tablets from the Tomb of the Sorcerer King Sardanapalus, gathered from the ruins of a desert city, the ancient stick like writing obsessed you. Although obscure, glossaries do exist to translate the ancient learning. [The vengeful spirits of Sardanapalus and his High Priests search the world for those who have defiled their libraries]
- Rubbing of Naga Inscription, taken from the ruins of the Ancient Naga Empire, perhaps taken yourself, or traded by a passing adventurer for a bottle of half decent wine. The pictrogrammatic language seems clear in its instructions (although you are never really sure what to do in lieu of a tail). Relics of the Naga, even incomprehensible ones, are worth their weight in gold to the right people, and if it ever was known that you had writings that could be read... The scholar who deciphered the Naga language would be world famous, or at least whoever published first would be.
- Overdue Library Book, found resting on the shelf of a tavern or coaching inn, it is a very overdue College Text, no doubt left by a drunk/hungover/absentminded student many years ago. A careful perusal of the text finds it instructive and concise, it is after all a primer for a student of the arts. The College, and specifically its librarians, would be most eager to retrieve one of their volumes, and surprisingly deaf to any protestations about the innocence of its discovery.
- Hidden Spell-book, an otherwise innocent book on philately, or flan making, or philosophical philosophy seems to speak to you somehow, almost as if there is a hidden code within the book that shows the meaning behind the meaning. After many weeks of Beautiful Mind style string connections you finally stumble on to the terrible truth. This book is actually the spell-book of a powerful Archmage, written in a code that was believed unbreakable. Although this first window into the occult sets you on the path of the wizard, there is always the sneaking suspicion that the wizard, his successors, his enemies, or his shadow from beyond the veil will be after you to retrieve it.
- Rotten Remains of a Great Spell. Found in the depths of some catacomb, or in the ruins of some long forgotten wizard's tower, or in an ancient treasure chest, this is one of the great and powerful lost spells. Not so much a case of being a guide to magic, so much as the spell itself has some crude self-awareness. It wants to be cast, for that it needs to find or make a wizard of power enough to wield it. Many great mages spend their lives in pursuit of the merest fraction of such a thing, and the life of one unknown hedge-wizard is unlikely to stand in their way at the last. Plus, who knows what the effect of such a powerful spell would be?
- Scraps of paper with spell scribblings all over made up of play bills, tavern receipts, and whatever other pieces seem to have come to hand. The tale tells of magic, and the best practices of its learning, but also breaks off every few paragraphs to detail the terrible persecutions the author suffers at the hands of their many enemies, to decry the politics and societies of non-existent (or at least unknown) kingdoms, and generally reads like the ravings of a madman. Whoever wrote this is likely unhinged enough to believe that your mere possession of this book is proof enough that you are an assassin/jealous rival/centuries old nemesis in disguise/Satan himself come to earth in human form.
- You have a wise old benefactor who kindly gave you his first magical texts as a gift to open your eyes to the wonders of the world, yet did not want to hinder your free exploration by taking you on as an apprentice. Seems pretty good... Too good... Your DM probably has it in for you and is lulling you into a false sense of security! Run!! Run now!!
As an Autodidactical Magic User you begin with the following:
Jack and Shit.
You do not get any bonus whatsoever, but again, you are beholden to no-one. You have no great debt to an institution, nor a sinister former master. However, you have no-one looking out for you either.
You do not get any bonus whatsoever, but again, you are beholden to no-one. You have no great debt to an institution, nor a sinister former master. However, you have no-one looking out for you either.
Suffer Not the Witch to Live
People do not trust magic, and for good reason. It is an unholy anathema to the nature of God and creation. It is dangerous, prone to destruction and mutation, and those who use it have a tendency to be megalomaniacal and divorced from humanity. Witches are staples of terrifying children's moral stories.
However, hedge mages are much more likely to have the common touch, to have come from lowly stock themselves, and if you can occasionally put on pretty light shows or make things easier, what's the harm? However, you will be the first lynched as soon as someone's pig gets sick.
On top of the general distrust of the sorcerous there are actual Witchfinders, Inquisitors and other Templars of the Church intent on hunting down and destroying all magics (it is only the influence of college/super powered ancient mages that protects other stripes of wizards). Additionally, you are seen by College wizards as a danger on par with a terrorist that had stolen weapons grade plutonium (they can build a time machine out of that after all), and will not hesitate to sic the authorities on you/deal with you themselves. Solitary Archmagi, jealous of their power and paranoid about competition are likely going to try to bump you off on principle or to steal your spell-book.
Beginning Equipment
That damn book that caused all this/Wherever you keep your spells
Hubris
However, hedge mages are much more likely to have the common touch, to have come from lowly stock themselves, and if you can occasionally put on pretty light shows or make things easier, what's the harm? However, you will be the first lynched as soon as someone's pig gets sick.
On top of the general distrust of the sorcerous there are actual Witchfinders, Inquisitors and other Templars of the Church intent on hunting down and destroying all magics (it is only the influence of college/super powered ancient mages that protects other stripes of wizards). Additionally, you are seen by College wizards as a danger on par with a terrorist that had stolen weapons grade plutonium (they can build a time machine out of that after all), and will not hesitate to sic the authorities on you/deal with you themselves. Solitary Archmagi, jealous of their power and paranoid about competition are likely going to try to bump you off on principle or to steal your spell-book.
Beginning Equipment
That damn book that caused all this/Wherever you keep your spells
Hubris
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