Wizards and Wizard Implements


Magic saturates the world and all the extraordinary realms beyond the world, an intrinsic force present in literally all things. Magic transforms and alters the natural world, sometimes actively and with sudden effect, other times subtly and over long centuries.

This arcane energy source is difficult to understand and even tougher to master. Wizards do so through years of study, practice, and apprenticeship to accomplished masters.

Wizards wield arcane magic, and they recognize reality for what it is: a thin veneer of structure supported and energized by a force that is ultimately malleable, to those who know its secrets. Though research and study, wizards learn esoteric rituals that allow them to alter time and space, hurl balls of fire that incinerate massed foes, and wield spells like warriors brandish swords. They call upon lesser and greater spells to unleash raging torrents of cold, fire, or lightning, confuse and enthrall the weak-minded, or even turn invisible or walk through walls.

What sets wizards apart from others who wield arcane magic are wizards’ unique implements. Most people recognize the three most common tools associated with wizardcraft: the orb, staff, and wand.

Any wizard can use an implement to increase the effectiveness of his spells. Just as a warrior gains a benefit when attacking an enemy with a magic sword, so does a wizard benefit from using a magic orb, staff, or wand with his spellcasting. In addition, each implement focuses magic of a particular discipline or tradition more effectively than the wizard would be able to accomplish otherwise. As a result, wizards are rarely without at least one of these tools.

The orb is favored by the Iron Sigil and Serpent Eye traditions. Serpent Eye cabalists use orbs to focus powers of enchantment, beguiling, and ensnaring. The mages of the Iron Sigil, on the other hand, employ orbs to guard themselves with potent defenses when invoking spells of thunder or force.

The staff is best suited to the disciplines of the Hidden Flame and the Golden Wyvern. Servants of the Hidden Flame wield fierce powers of fire and radiance through their staves. Golden Wyvern initiates are battle-mages who use their staves to shape and sculpt the spells they cast.

The wand is a perennial favorite for wizards who favor accurate, damaging attacks. Emerald Frost adepts use wands to help channel powers of cold and deadly acidic magic, while Stormwalker theurges channel spells of lightning and force through their wands.

A wizard without an implement is like a slightly near-sighted man with glasses: The man can still see, but without his glasses, he can’t read the road sign across the way. Likewise, while wizard traditions are associated with a particular implement, a wizard need not possess or hold a given implement to use a power belonging to that tradition. For instance, a wizard belonging to the Hidden Flame order can cast the fire spell cinder storm even if he doesn’t own, has lost, or is not holding a magic staff. But if he does have a magic staff, it aids the accuracy of his attack, and his mastery of the Hidden Flame technique allows him to deal more damage with the spell.

by Bruce Cordell / Art by William O'Conner

1 comments:

Miguel Enrico Gonzales said...

Rumor has it that staves and wands have lost their magical 3.5ed powers. Well, maybe they they changed the process they were usually used. In the past editions staves and wands normally have charges in when and can store a specific (or more than one) spell in them. based on the article, this doesn't seem to be true anymore.

I think that WotC has gone back to old school with this one. Much like the staves in LotR and the wands in Harry Potter.

Personally, am not really fond of carrying such items on my character. Call it an image problem but I just can't see my wizard carrying that bulking arcane staff with him all the time. Well, maybe...

As for the group, wizards (or arcane spellcasters in general) have been a staple character type in the group. It's very rare that we don't have one in a party (mostly when it's a theme adventure).

In the article, there is mention that there will be different sects. Again, a potential campaign setting problem.

The group does, however, have certain specific arcane tastes. Francis for instance is a mix of both attack and stealth spellcaster. Stephen on the other hand is more of the enchanter type. Jun stared as the wild magic type wizard but has moved on to more sutble characters since then.

I, personally, have moved on from the full arcane caster to that of the warlock. Am just happy that it's included in the core rules. But that's another story.