tradwizards
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| tradwizards [2025/06/26 15:27] – added Nihilists admin | tradwizards [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, | 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, | ||
| - | * No wizard shall awaken an Outsider | + | * No wizard shall awaken an Outsider |
| * 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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| * **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. | * **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 | + | * **Druids** - Shape-shifters, and protectors |
| * **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. | ||
| - | * **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' | + | * **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' |
| - | * **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 flash of water into a healing potion; a master may be able to change a stone statue into a golden statue. | + | |
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tradwizards.1750976856.txt.gz · Last modified: 2025/06/26 15:27 by admin