"Sorcery? Bah. Anyone can pick up a brush and paint, call themselves an artist even. But only through years of dedication and study can you create a true masterpiece. A sorcerer is like a child with paints, barely understanding what they are doing. I have mastered the art."
Introduction to the WizardEdit
A few unintelligible words and swift gestures carry more power than a battleaxe if they are the words and gestures of a wizard. These simple acts make magic seem easy, but they only hint at the time wizards must spend poring over their spellbooks preparing spells for casting and the years before that spent in apprenticeship to learn the Art.
Wizards depend on intensive study to create their magic. They examine musty tomes, debate magical theory with their peers and practice whenever they can. For a wizard, magic is less a talent and more a difficult, rewarding craft.
Wizards come from any races. A night elf who takes this class is stripped of her racial heritage and effectively and physically transforms into a high elf over time. When it starts it is a painful and irreversible process that only takes a week. Orcs and tauren are unlikely to take this class, since they lack wizards available to train anyone and have a bias against arcane spellcasting to begin with.
In World of Warcraft, the Scarlet Crusade, Dalaran, the Defias Brotherhood, and the Syndicate all employ wizards.
Schools of magicEdit
A school is one of eight groupings of spells, each defined by a common theme. A wizard may be a generalist, employing spells from a variety of schools or specialize in one school of magic. Specialization grants a wizard great mastery over spells from her chosen school, but she then never learns to cast spells from at least two other schools. Abandoning divination is virtually unheard of.
Spells of the prohibited school or schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.
The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.
- Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. An abjuration specialist is called an abjurer.
- Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (summoning), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands. A conjuration specialist is called a conjurer.
- Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. A divination specialist is called a diviner.
- Enchantment spells affect the minds of others, influencing or controlling their behaviour. An enchantment specialist is called an enchanter.
- Evocation spells manipulate energy or tap Azeroth's standing magical field to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. An evocation specialist is called an evoker.
- Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. An illusion specialist is called an illusionist.
- Necromancy spells manipulate the power of death, unlife and the life force. Spells involving undead creatures make up a large part of this school. A necromancy specialist is called a necromancer.
- Transmutation spells change the properties of creatures, things, or conditions. A transmutation specialist is called a transmuter.
Spells that do not fall into any of these schools are called universal spells.
Historically, wizards have been male, and there was considerable resistance even in Dalaran to women taking up the profession in spite of the city's tradition of training sorceresses and female archmages. No Kirin Tor sanctioned female wizards appeared to have existed prior to 800 years ago, when Aegwynn became Guardian. Even in the recent past, it has been difficult for women to become wizards — Jaina Proudmoore faced considerable obstacles in her ambition to be more than a mere sorceress. Fortunately for her, she was able to convince Antonidas to care more for her magical talent than her gender, and she became a fully qualified wizard in record time.
Though most contemporary human and high elven mages bow to the sovereignty of Dalaran and the Kirin Tor, there are a great many who choose to delve into the secrets of magic by themselves. Considered to be non-sanctioned renegades by the Kirin Tor, these rogue mages strive to expand their knowledge of magic and spellcraft beyond the constraints of what most other wizards believe to be safe or morally acceptable.
Some of these wizards joined the Defias Brotherhood.
Suggested representative classes Edit
Mage - Mage = Wizard, any speciality will do, as long as roleplayed as someone knowledgeable and mystical, with a vast repertoire of spells at disposal
Hunter - With a rare beast (like Loque'nahak) summoned and in robes, can roleplay a Conjuration specialist
Rogue - Subtlety specced, with a staff and robe, can roleplay an Illusion specialist
Priest - Wears robes, carries staff. Dwarf priest works well with the beard typical of many wizards.
Wizards of the Sha'tarEdit
Edanna - generalist.