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Realm of Strife
Pages and Files
Secondary Skill Categories
Secondary Skill List
Secondary Skill Suppliments
Alchemy & Herb Lore
Animal Training and Companions
Enchanting and Crafting
Cover and Elevation
Codex of Creation
CoC - Table of Contents
CoC - General Rules
Abomination of Creation
History & Background Info
Colleges of Magic (Gant)
Colleges of Wizardry (Gant)
Druidic Conclaves (Gant)
Systems of Faith (Gant)
Systems of Faith (Norlanin)
The Continent of Gant
The Continent of Norlanin
Stories of Stoneguard
Tales from Gant
The Broken Horn Tribe
The Exploits of Heroes Guild
Place of Interest
Broken Shield Pass
Burnt Ember Monument
Monument of the Crusader
Shards of Creation
The Forgotten Arches
The Obelisk of Surveying
The Ruined Tower of Azmindar
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Class Passives & Secondary Skill
Among those that have learned to master the Spiritual Arts, it is Wizards who have the greatest respect for the immense power at their disposal. Viewed as a sacred and honorable charge bestowed upon them for the service of all creation, they know the effects of even the slightest misuse of power can echo across creation. Ever in search of truth, Wizards are scholarly, making them highly prized advisors and seers in royal courts and other governmental bodies.
Their commitment to service and studied caution regarding magic perhaps hold them back compared to the unbridled thirst for power of their Mage counterparts. Wizards believe that Honor is its own reward, and in many ways this makes them superior to a simple, though powerful, spell caster. Versatile allies, Wizards are equally adept at both offensive and support roles. They are unafraid to wade into the thick of battle, many even known for wielding powerful enchanted swords in close combat.
Wizards do not shy away from leadership, but rather wear it as a mantle, for they accept that their authority is woven into all of Creation. However, there is a darker side to that authority when a Wizard grows so powerful or so diluted that they believe it sets them above the very Creation they are meant to serve. Though it is rare, a Wizard straying from the path can have dire consequences for entire continents—or worlds.
Support/Utility, Melee Damage, Ranged Damage
Physical, Spirit (Arcane, Elemental, Natural)
varies by race
from 262.5 to 280.0
you may choose to use the Default Stat Line, before racial modifiers, instead of rolling for stats, or if after rolling ten sets of stats you don't like the results
Natural Armor Proficiency: Cloth
Trainable Armor Proficiency: None
Natural Weapon Proficiency: Knives, Swords, Staves, Wands
Trainable Weapon Proficiency: Whips
pages for details. When using a weapon that your class is not proficient with, see
Class Passives & Secondary Skill
Class Secondary Skill:
Wizards use the following chart for leveling up:
New Honor Codes and new Code Abilities require training unless they are upgrades (i.e.
increasing the number of code points in Honor Strike from 1 to 2),
Learning New Honor Codes and Code Abilities
Add bonus spirit gain from intellect bonuses if applicable
Max Spirit Powers Known does not include Tier 0 powers
Leveling up only increases the capacity for known Spirit Powers, to actually learn new powers see
Learning New Spirit Powers
Specializations are recommended for advanced players only, and are accomplished through the Secondary Skill system (see
). Wizards may choose to specialize their skills in up to one weapon use, one combat style and /or one spirit study, but
can not have more than two specializations in total.
skill (choose from: Knives, Swords, Staves, Wands, Whips)
skill (choose from: Sword and Board, Freehand, Great Weapon, Paired Weapon, Freestyle, Warder, Mounted)
skill (choose from: Devastation, Destruction, Conjuration, Alteration, Fortification)
based title ups for Wizards are as follows:
When gaining weapon and/or armor proficiencies from titles a character must still receive training before equipping those weapons and/or armor. A proficiency unlocked from a title-up simply opens up the ability to receive the training.
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