Wizard
Wielders of magic
- Vessel
- The Blessed
- Magic-Wielders
Wizards train at the The Hearth Tower of Wizardry for eight years or until they pass their final exams. As the age at which a person receives The Blessing can slightly vary, there is a mix of ages in classes. In their final year, they are mentored by a fully qualified Wizard, who helps them pass their final tests.
Wizards learn two forms of magic in their time at the Tower: first, they learn to use universal spells, charms and potions that anyone with magic can utilise. These are usually simple protection spells or charms that aren't very powerful but that can still be useful. Then, they learn to wield the unique magical powers given to them by their patron deity. For this, they split into separate classes depending on who they were Blessed by.
In their final exams, they must demonstrate a thorough knowledge of core magical theory, potion-brewing and basic spellcasting. Then, they must demonstrate their use of their Blessing-given magic by performing a task set for them by the Blue Wizard - the Wizard representative on the High Council.
A Wizard just needs eight years of training at the Tower and a pass in their magical exams to be able to call themself a fully qualified Wizard.
See above in Education.
When training, a Wizard is at the Tower for 6 hours a day, five days a week. However, after they have graduated, the work hours vary due to the wide variety of jobs a Wizard can pursue.
Wizards tend to get around in the usual Feralthian ways (such as carts and boats) unless they have a Blessing that allows them to transport themselves in another way, for example, by flying or summoning the winds. However, many of them do use enchanted carriages (carts that have been enhanced with universal magic) in order to get around faster.
If a Wizard has also trained as a Dragonrider (or knows someone who has) they can also get around via dragon!
- A standard-issue brown Wizard cloak enhanced with a simple protection spell
- A tunic in the colour of the Wizard's patron deity
- A grey shirt under the tunic and light brown skirt or trousers
- All-terrain boots (the Wizard must source these themself as they are not provided by the Tower. The most popular Wizard shoeshop in Hearth is Bazza's Boots, which even adorns your shoes with your patron deity's sigil if you so wish)
- A belt across the chest to hang possessions from, including your official Wizard I.D. badge
- Small pins on the top tunic pocket, one for every two years of training
- Magic-conducting gloves in the symbolic colour of your patron deity
- A staff unique to each wizard, which the Wizard creates with the help of a magic and a a specialist staffmaker. The staff acts as an amplifier for magic and can incorporate items or symbols special to the Wizard wielding it.
Spells, whether they be yours or a peer's, often backfire, especially when the Wizard is still in training. This doesn't usually cause too many problems, and serious magical-related injuries are fairly rare. Minor injuries, occasional property damage in the Tower, spells not doing what they should, and nasty hexes however, are common among Wizards in the first years of training.
Though it's very rare, Wizards may encounter dark magic when out in the field.
There are few risks of being a Wizard in Feralthia, however, in some other places (where magic has a less than favourable reputation), being a Wizard is enough to get you locked up.
Wizards are generally highly revered and respected in society. Many children dream of getting the Blessing and becoming able to use magic. The exact public opinion of a Wizard varies depending on the deity they were Blessed by. Vessels of Annerith and Magic are respected above all others, and are practically worshipped by some people in Hearth. They are seen as the pinnacle of goodness and revered as heroes - unfortunately, this can also lead to a lot of pressure being put on these Vessels and they are expected to fix any problem thrown at them.
Vessels of Netherith, on the other hand, are not seen so favourably. Over the years, some people have come to see destruction magic as dark and wrong, despite the fact that destruction magic is necessary to create balance in Istoria.