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Wizardry


Wizardry is the magic of numbers, ideas and philosophy. Wizards observe "ideal forms" in astral space, and then use their magic to bring those shapes into reality. This is based on the philosophy of Plato, so wizardry is sometimes known as Platonic Magic.

Wizardry is not very practical. Wizards see correspondences between the natural and supernatural worlds in numbers, relative positions and geometrical figures, not in simple things like for or the elements. They are easily able to overcome limitations such as space and time, but have a hard time manipulating physical reality.

There are many sub-branches of wizardry. Some are significant enough to count as magic traditions in their own right, such as astrology, naming magic and mysticism. Others approach these other traditions, but remain wizardly in nature and limitations.

Examples and References

  • Most older fictional sorcerers, like Merlin in the Disney movie Sword in the Stone and The Wizard's Apprentice from Fantasia.
  • Rincewind of Diskworld.
  • The movie Pi.

Wizards from Earthdawn and Hermetic magicians from Mage or Shadowrun.

Limitations

Echoes Wizards become absent minded over time, because so much of their attention is focused on astral space. They also become conduits for astral energy, and must concentrate in order not to work magic. When they strain their abilities or when tiredness reduces their watchfullness, things manifest out of astral space without their will. Their failed spells also have a tendency to manifest erroneously.
Hocus Pocus Wizards use mystic symbols, abaci, charts, calculations and circles drawn on every flat surface as props. They prefer to embroider their clothes with sigils and signs to ward them form danger.

Common Schticks

  • Metamagic
  • Movement
  • Gate

Rare or prohibited Schticks

  • Technomancy

Summonables

Classical supernatural creatures, such as demons, devils and virtues.


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Fri, Jun 21, 2002.