At long last, this #DnD #ClassChallenge we will finish this series off with the highly educated Wizards.
They are studious, they are learned, and most of all, they can cast a spell that can make tides turn.
Wizards are stereotyped to being old scholars whose body is withering away from the atrophy and lack of exercise.
Expected to be old, somewhat wise and learned individuals, a wizard's stereotype often works against them, though like a book there's more than meets the eye!
A wizard has to go through education first. Assuming at age 10 they learn their letters and numbers, they will undergo the luxury of education as they will spend 8 years being tutored, followed by an application to a Wizard College where they will study for another 6-10 years.
For he number savvy readers, you can already see that a simple wizard will be between 25-29 years old by the time their education is done, and then they would be qualified as a graduate wizard with spells, skills and experience under their belt.
This all assumes that said wizard comes from a background which would justify them having access to the needed resources to even begin with the fundamental reading and writing, let alone the fees needed for entering the wizard college.
Hence the stereotype has merit.
Wizards come from backgrounds where opportunities are available.
Usually found from the merchant class or richer peasants and higher, wizards come from backgrounds where the family can invest for the individual to be away from the family and return an educated man.
A wizard may graduate college with specialty towards a specific school of magic though no wizard is without a fall back profession.
Their education often allows them to move higher in society with an understanding of mathematics, languages, architecture and scholarly knowledge.
Wizards are often found running the various parts of society where knowledge and information is stored.
Alchemists, sages who sells their knowledge, court diviners, and such are all professions which a wizard will fall back upon to ensure a steady income.
Adventuring Wizards are often the young wizards who understands that risk and reward also applies for arcane power.
Hence young wizards are often the first to try and get into an adventure party to go out uncover lost knowledge and artefacts.
For many wizards, adventuring is the method to attain power, wealth and magical items for them to use as a further platform to springboard off for more knowledge, and so forth.
The compounded power which a wizard can attain can make them truly horrifying to their enemies.
Equally so, other wizards will try hard to attain their knowledge and it isn't uncommon for rivalries to be established, as early as the Colleges, and carry on through the pupils. This lends to the explanation for why wizards are protective of their spells and slightly paranoid.
For wizards, the mystery of their spells is what allows them to be unpredictable when facing another spell caster. Should a wizard ever learn of another wizard's spell list, they can plan accordingly and ambush them when it's least suspected.
Often worth noting is that, the younger the mage, the more unexperienced the caster, the higher the risk of magic to backfire. Stress can cause all sorts of mistakes to occur, and when magic backfires, it is never a good result.
Hence wizards hates being close to danger.
This is only further reinforced when a wizard is met with a monster which can reduce their power. These creatures frighten any wizard as it can take them months, if not years to return to their former position, and time is not a wizard's ally.
Many distrusts wizards. Some for their 'cowardly' nature to put several bodies between them and the enemy, others because their wield immense powers at their fingertips with little warning. Though worst is how ghoulish a wizard can be when they need their magical components.
As wizards rely on arcane words, movement and magical components, often they find that they need various oddities and ghastly items to complete their spells.
Live spiders. Eye lashes. Hair of a giant. Blood of an elf.

Players reviewing their spells should beware of their needs.
Wizards can often lead a party into stranger lands.
>Underwater to explore a sunken city
>Another plane to acquire exotic components
>Ancient Libraries in the deserts to find magical items
>To the Gods' home to ask for a refund on everyone's wasted time.
A wizards wild adventures often allows them to gather the needed knowledge, material and power to create magical items, and with that, they will create a large assortment.

From weapons to warriors, to potions to scrolls, staffs and wands.
The main thing holding back a wizard from flooding the world with magical items is that such items often has limited powers and charges within them, and a wizard would never want anyone but their trusted allies wielding powers which could be used against them.
Although we can go on for many many more tweets, discussing the wizardly schools, their favoured spells, and spell applications.
Wizards truly are a reflection of the players' own intelligence and creativity. It will always be for the wizard to be imaginative with magic.
A wizard may rise up and become a powerful Conjurer, with powers that shatters the earth and calls forth entities from other realms.
Such a wizard has experienced trials, and overcome errors.
A wizard may also be a short lived one as his own magic backfires due to stress, rushing and being poorly prepared for the adventure at hand.

It will always be for the player to engage, ask questions and be the clever character he is meant to play.
Wizards are made of clay, and the players are who crafts them into what they wish and need for their games.
What that, what will your wizard be?

Will it be a race against time to acquire all the know and unknown knowledge of the universe?
Will they wish to become a powerful court wizard?
Will they serve a wider community with their knowledge?

The world is your oyster.
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