ARCANE SCROLLS

WIZARD - KNOW THYSELF

Through knowledge and understanding will a true wizard gain his or her true power. But in gaining this knowledge wizards must first know themselves before they know of the world around them. Every Aisling is individual and it could be said that each is made up of different facets of their being and these facets create the whole. With the paths that can be followed each use one or more of these facets to gain a greater potential within their chosen path and this can be the same for the path of the wizard. Here is the list of facets, or attributes as they relate to the world of the wizard.

Strength ((STR)) - This is pure muscle power, the ability to carry a load as well as the ability to cause more physical damage in hand-to-hand combat. A warrior's true power comes from the use of their muscle. It is from this raw power that srad or fire is generated to cast their explosive spells.

Intelligence ((INT)) - The ability to comprehend the world around you and understand the spells that one can use. This is often the most overlooked ability of a wizard, which is odd since this the most need for a wizard to shine within their chosen path. Intelligence determines the effectiveness of your spellcasting ability as well as the spell's affect.

Wisdom ((WIS)) - Knowledge of the ages and world around you. Priests have the true understanding of the ages as well as that of the Gods. And like the flow of time, the flow of the sal or water is gained from the understanding of wisdom. Wisdom also shows one's strength of willpower and from this the ability to use the mana that fills the world, and one's ability to regain their lost willpower over time. The greater wisdom the greater use of mana.

Constitution ((CON)) - As wisdom is the strength of the mind, constitution is the strength of the body. A monk is the master of the control of the body. This is the ability to withstand damage as well as the ability to recover from damage. The world of nature and the body can be one and the power of creag or earth comes from this union.

Dexterity ((DEX)) - Speed and agility, the postmarks of a Rogue. Dexterity is the use of lithe movements and gestures, as well as the body's ability to react to situations. The quick of hand to strike the mark and the speed to dodge the blow. The power of athar or wind is as supple as the body's movement.

((Hit points or hp - is the amount of damage your body can take before death or unconscious. Hit points can be recovered through healing spells, potions, or time. The better your constitution is the more hit points you will gain at each insight and the faster rate as to which they will recover.))

((Mana points or mp - this relates towards your ability to cast spells or special skill. Like hit points, certain spells, potions, and time can recover mana points. Mana is related to wisdom, so the greater the wisdom the greater amount gain with each insight and the greater rate at which it can be recovered.))

It is known today that there six different elements that make-up the world that we live in. These elements are Srad, Athar, Creag, Sal, Light, and Dark. It is almost impossible for a young wizard to learn all of the elemental spells and in some cases we can not learn them at all. As with the spells of Light, to this day no pure wizard has been able to learn. It has been asked many times which one element is the best to learn over the others and the answer has always been the same, they are for the most part equal in ability to use and learn. Now there are some minor differences in how easy it is to learn one element compared to another but in all they each have there own benefits. The only difficult element to master is that of the dark element, but for a young wizard that should be a concern better saved for another time. But here is a list of what each element is and their general benefit that they offer:

Srad - The ability of fire. Some say this is the easiest to learn for the requirements necessary to learn srad is by far the lowest. But with the requirement of strength srad wizards will be able to carry a greater weight as well, if needed, be able to handle themselves slightly in the area of hand-to-hand combat. Srad spells have a tendency to have a greater area of effect than most.

Athar - The ability of wind or lightning. With dexterity being the requirement for athar, athar wizards are quick and agile. Most that try to hit an athar wizard in physical combat with encounter great difficulty in landing their blows. Again like srad, an athar wizard will have their physical attacks more likely to hit. Athar spells also have a tendency to have a greater area of affect.

Creag- The ability of the earth. With a stronger constitution Creag wizards are more in-tune with their own bodies and the land around them. They are able to withstand more physical punishment than any other wizard. Creag spells have a smaller area of affect than srad and athar; lamh spells only affect the immediate area surrounding the wizard.

Sal - The ability of water. The great wisdom of a sal wizard is known throughout the lands. Their strong willpower and ability to call upon vast amounts of mana from the land is only rivaled by that of the priesthood. Similar to creag, sal has a limited area of affect.

Light - Deo Saighead or Holy Bolt. At this time the only ones within the lands that are able to draw upon this power is that of the priesthood.

Dark - Strioch. These are some the most destructive spells with in the lands. Being that they are the most difficult to learn as well as use. To follow the path of the dark spells requires the utmost in dedication and understanding. Quite few have tried to master all of them at a young age only to fail, if you desire to follow this path you must do so with great diligence and planning. The best time is to wait until you master in your chosen profession before contemplating this element.

Compiled and Edited by:

Chancellor Sigmar of the Acadamie Arcanus