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tradwizards [2022/11/29 14:59] admintradwizards [2025/07/03 09:30] (current) – fixed typo admin
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 The core rules of the Kalari are strictly enforced. Because of the power that wizards yield, few would ever argue that tight control is required to keep the order that most wizards support and require. A few of the other orders are strictly political, slightly questionable, but followed none-the-less. The seven Orders of the Sacred Trust: The core rules of the Kalari are strictly enforced. Because of the power that wizards yield, few would ever argue that tight control is required to keep the order that most wizards support and require. A few of the other orders are strictly political, slightly questionable, but followed none-the-less. The seven Orders of the Sacred Trust:
  
-  * No wizard shall awaken an Outsider+  * No wizard shall awaken an Outsider (Gifted, et.el.)
   * No wizard shall refuse an order of his Kalari or the Archmage representing it   * No wizard shall refuse an order of his Kalari or the Archmage representing it
   * No wizard shall exercise force outside of his Domain   * No wizard shall exercise force outside of his Domain
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   * **Abjurers** - Abjurers deal with protection, healing, and creation of portals. They have abilities to hold people and objects away and stop them from approaching or harming others. An apprentice abjurer may be able to cause a wound to close or stop a rock from falling on someone; a master may create moving portals and movable walls of force to push people off the edge of a high surface.   * **Abjurers** - Abjurers deal with protection, healing, and creation of portals. They have abilities to hold people and objects away and stop them from approaching or harming others. An apprentice abjurer may be able to cause a wound to close or stop a rock from falling on someone; a master may create moving portals and movable walls of force to push people off the edge of a high surface.
  
-  * **Conjurers** - Conjurers are able to create objects from a pattern or from nothing at all. Such items are usually of perfect construction and never contain any Essence or Vis. Conjurers also can transform small objects into other small objects. An apprentice conjurer may create a pebble or turn a pinch of sand into a marble; a master conjurer may be able to create a castle.+  * **Conjurers** - Conjurers are able to create objects from a pattern or from nothing at all. Such items are usually of perfect construction and never contain any Essence or Vis. Most conjurers are also adept transmuters (see below.An apprentice conjurer may create a pebble or turn a pinch of sand into a marble; a master conjurer may be able to create a castle.
  
-  * **Druids** - Vim wielders, shape-shifters, and holy protectors. They are the keepers of small domains of forests and watch after the waters, flora, and fauna. During apprenticeship, druids go through a calling to identify their spirit animal and over time they learn to shape-shift into, and become, that animal--developing a special connection with them. These spirit animals often have a bane, a primary opponent, for which the druid develops a zealous hatred. A few master druids have been able to shift into the form of more than one animal, but the special connection, if any, is always with a single type.+  * **Druids** - Shape-shifters, and protectors of the natural world. They are the keepers of small domains, oft times a forest, and they watch after the waters, flora, and fauna. During apprenticeship, druids go through a calling to identify their spirit animal and over time they learn to shape-shift into, and become, that animal--developing a special connection with them. These spirit animals often have a bane, a primary opponent, for which the druid develops a zealous hatred. A few master druids have been able to shift into the form of more than one animal, but the special connection, if any, is always with a single type.
  
   * **Ecomancers** - Ecomancers work with weather. They can raise and lower tides, call forth rain and lightning, bring clouds into a clear sky. Ecomancers deal with creation and change of weather, rarely having a reason or ability to destroy anything. An apprentice ecomancer may lighten a rainstorm; a master ecomancer may be able to call violent and fatal storms of lightning and hail. Although ecomancers can also call firestorms, they cannot decide where the firestorm will occur (because the storm will happen where the underground Vis is most dense.)   * **Ecomancers** - Ecomancers work with weather. They can raise and lower tides, call forth rain and lightning, bring clouds into a clear sky. Ecomancers deal with creation and change of weather, rarely having a reason or ability to destroy anything. An apprentice ecomancer may lighten a rainstorm; a master ecomancer may be able to call violent and fatal storms of lightning and hail. Although ecomancers can also call firestorms, they cannot decide where the firestorm will occur (because the storm will happen where the underground Vis is most dense.)
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   * **Necromancers** - Necromancers bind Essence to living material and control these objects. It isn’t exactly known where it comes from, but necromancers are able to summon large amounts of Essence to bind with the existing Essence in living materials. Necromancers are generally regarded as murky and chaotic, despite any real evidence. An apprentice necromancer may make a recently dead turtle get up and run around the floor for a few minutes, a master necromancer may bring an entire graveyard up from the ground as screaming and wailing zombies.   * **Necromancers** - Necromancers bind Essence to living material and control these objects. It isn’t exactly known where it comes from, but necromancers are able to summon large amounts of Essence to bind with the existing Essence in living materials. Necromancers are generally regarded as murky and chaotic, despite any real evidence. An apprentice necromancer may make a recently dead turtle get up and run around the floor for a few minutes, a master necromancer may bring an entire graveyard up from the ground as screaming and wailing zombies.
  
-  * **Transmuters** - Transmuters change one type of object into another. Objects are generally of similar size and type, but with more skill comes more power of differentiation. Transmutation is often combined with other schools and they do not have their own seat on the Kalari as a stand-alone art. An apprentice may turn a flash of water into a healing potion; a master may be able to change a stone statue into a golden statue.+  * **Nihilists** - Ordo Nihilists are the unconjurers. There are two core abilities that this school practice. They hide or even unmake the easily-forgotten. An apprentice may remove a loosely-held thought from another's mind or make a room full of people walk past an object nobody was expecting to come across. A master may be able to make a room full of fanatics forget a core belief that they were in the middle of discussing, or make a parent forget a child, or make a cherished object disappear as its owner actively searches for it. Commoners have little defense from the power of the nihilist, but a wizard would be aware of and could dismiss such power being used against them. Ordo Nihilists wield vis and a small amount of katravis (in the case of unmaking.) 
 + 
 +  * **Praesidist** - This is a small school that has earned respect for its behind-the-scenes importance. Praesidists are the purifiers and messagers. Their task is to clean up tainted vis/essence, contain outbreaks of katravis, keep echo in check, and remove ashfall and other leftover items. The nature of their jobs also makes them one of the first-line reporters of inappropriate awakenings, dangerous uses of magic, rumored events, and worrisome ashfall foreshadowings. 
 + 
 +  * **Transmuters** - Transmuters change one type of object into another. Objects are generally of similar size and type, but with more skill comes more power of differentiation. Transmutation is often combined with other schools and they do not have their own seat on the Kalari as a stand-alone art. Transmuters are usually conjurers at their core. An apprentice may turn a flask of water into a healing potion; a master may be able to change a stone statue into a golden statue.
  
tradwizards.1669762771.txt.gz · Last modified: 2022/11/29 14:59 by admin