"Wizard"

"Wizard"

A Chapter by Samantha K
"

A well thought out idea that never got a single chapter. Includes backstory and thoughts.

"

Sorry, I never came up with a better name then "Wizard", even though its a really thought out idea. This was one of the stories that I did extensive setting up of and no writing. It was much more fun in theory then it was in practice.


Background


Once upon a time, a millenia ago, humankind was weak. In both mind, spirit and body, they were frail and stupid. They build great mechanical wonders, yet they lasted no longer than they did. They dug through the Earth and carried back incredible, powerful riches that were destroyed for silly purposes. They had no idea of the power that they could have captured. They did not have the imagination that we do now to look beyond their tiny lives and find a whole new world to explore. Their shallow eyes only raked its surface. They scoffed at its incredible potential and put down its amazing sources. They denied that such things existed and called it impossible. They called it magic.

In a way, it is magic. Magic is only misunderstood science. However, we understand it now. But for your sake, we will call it magic. After the world had run dry of metal, oil, and jewels, everything fell into ruin. The human race fled their great steel castles and ran into the wild...well, what was left of it. Few survived, and these were the dreamers. The optimists. The seekers of adventures and believers of magic. After centuries upon centuries of clinging onto life, these last humans began to evolve.

They began to see beyond themselves and beyond the world. They saw the tools within themselves and began to work to recreate the world. Abandoning all past endeavors, these new humans thrived in the open, where the stars twinkled in their eyes. You see, these dreamers were very interested in the stars. They believed that there was more to stars then gas and flame. This soon turned from interest to obsession to addiction. They would not stop until they knew what these lights were.

Until they did it. No one knows what they did to achieve it, but they reached their dreams. They discovered that stars were not gas or flame at all, but a strange, mysterious, and very powerful energy that radiated from cracks in the void. With their minds combined, they reached out to these stars and harnessed their power.

From there, the race exploded. Fueled by the magic contained in the stars, these humans reshaped the world. All things were back in their rightful place. The steel and oils and jewels sunk back into the earth. The seas lost their grayish hue and gleamed blue again. The air became clean. The forests were regrown. Animals returned, both old and new. And a new intelligence touched each new human that was born. The humans drew their souls closer to the stars and, doing that, bonded themselves with them, giving every human the ability to use their power.

Under the influence of this magic, the world changed. Many new, and wonderful things appeared. Nature shaped itself for its inhabitants. What was once an inanimate, dead world, was now bursting with life.

Meanwhile, the humans restarted civilization. They build towns and cities and kingdoms and, most importantly, schools. Schools in which everyone had a right to learn the ways of the stars and use it in synch with their souls. Each school had 9 different classes in which a young magic wielder could be placed in. Pyromancy, Cryomancy, Necromancy, Chronomancy, Telomancy, Druidry, Magery, Sorcery, and Summoning.

The Pyromancers were lively, wild, and outgoing people with a talent for harnessing fire and bending it to their will. Cryomancers were similar, except they with ice instead of fire and valued a more calm demeanor and a smarter mind. Necromancers were raisers and controllers of dead and undead. They were ambitious and proud, valuing hard work and a strong mind. Chronomancers were warpers of time. They would slow or speed or replay a moment in time, shaping them to be brilliant, yet quite dramatic people. In contrast to Chronomancers, Telomancers were more subdued and serious, as their power was manipulation of the mind. They are the strictest and most focused class. Druids were the closest bound to nature, as they could shapeshift and befriend animals with ease. They were peaceful and optimistic. Sorcerers were considered the darkest of the classes. Most sorcerers kept to themselves and let vengeance rule their hearts. They controlled spiritual energy, a force only outmatched by the stars. Summoners were the most friendly, though they were quite manipulative to get their way. Like Telomancers, they were focused, as their magic was summoning creatures from the energy of our world or that of others. Beyond all these classes were the Mages. Strong minded, balanced, and free of hate, these extraordinary people were able to directly wield the magic of the stars and use it to bend the world to their will with its power. They, however, had the most responsibility as their magic could prove to be the most dangerous.

This was confirmed, one day, as two young Mages, Althas and Previfor, ventured into the world seeking adventure and discovery. As they traveled, they discussed the many ways they could use their magic, even though they were new to Free Reign. They were arrogant in their experiments and tried things that no one dared to test. It was during their most impossible of tests, attempting to create life from magic, everything that could of gone wrong went wrong. The world was ripped apart in front of them, poisoning anything that passed by it. The two Mages were never found, though, even if they were, no one lived to tell of it. For anything with life in their bones that passed through that place were stripped of their mind and soul and set upon the world to wreak havoc and kill as much as possible for they were neither living nor dead and wished only to see death at their feet so that they may feel alive.

Humankind is being tested. Can we really control this great power? Or is it too much for our minds to bear? Will we ever overcome this evil? If there is any hope for survival, we must all join together and fight as one, joined by the power of the stars.


Thoughts


Pyromancer

Wield and Control fire

High-Spirited(3), Hot-headed(2), Self-centered(1), Ambitious(1)

Red Staff (Bloodsilver, rubies)


Cryomancer

Wield and Control ice and cold

Cool-minded(3), Smart(2), Introvert(1), Serious(1)

White Staff (Frozen silver and Purewater, crystals)


Necromancer

Raise dead and control undead

Ambitious(3), Proud(2), Vengeful(1), Smart(1)

Black Staff (Captured Shadow, jades)


Chronomancer

Warp and shift time

Smart(3), Dramatic(2), Pessimist(1), High-spirited(1)

Blue Staff (Stained Ageless Silver, sapphires)


Telomancer

Control and trick minds

Focused(3), Serious(2), Peaceful(1), Hot-headed(1)

Yellow Staff (Stained Organic Silver, citrine)


Druid

Shapeshift and befriend animals

Peaceful(3), Cool-minded(2), Optimist(1), Dramatic(1)

Green staff (Earthsilver, emeralds)


Sorcerer

Control and manipulate spiritual energy

Vengeful(3), Self-centered(2), Manipulative(1), Focues(1)

Gray Staff (Void essence, mocca)


Summoner

Summon creatures from natural or supernatural energies

Manipulative(3), Focused(2), Extrovert(1), Cool-minded(1)

Purple Staff (Voidsilver, amethyst)


Mage

Wield direct star magic

Extinct

Silver Staff (Starpieces, diamonds)


ALL STAFFS CAN BE USED AS A MELEE WEAPON


Pyrotic Spells

Pyromancy is the art of controlling fire and warm temperatures. Their symbol is the Phoenix, the mysterious bird of fire and bringer of great joy. Pyromancers must be careful to control their flames and not allow them to leave control.


Novice Level

Revka (Light)-carry a small, luminous flame with you to light the path

Dira Hevdol (Candleflame)-summon small flames to surround and attack the enemy

Dira (Fire)-create a small amount of inanimate flame in front of you


Apprentice Level

Dira Grada (Fireball)-throw a small sphere of condensed fire at the enemy

Mita Dira (Control Fire)-control already existent flames

Dira Graude (Fire Shield)-create a shield of flame in front of you

Ret Ditaka (Fake Volcano)-crack the ground around you, which spits fire randomly


Adept Level

Dira Scheat (Firespear)-throw a large, spiraling spear of flame at the enemy

Herdac Dirawada (Summon Firewolf)-summons a spectral wolf of fire to aid you

Dira Fread (Flamepool)-surround the enemy in fire, dealing constant damage

Disa Ches (Heat Slash)-a variant melee attack in which fire clings to your staff


Master Level

Dira Grevolo (Firestorm)-send a powerful wave of fire at the enemy

Revkaia (Illuminate)-creates an orb of light that completely lights the surroundings

Herdac Diradita (Summon Phoenix)-chance to summon a Phoenix to aid you

Free Reign-once spells have been mastered, allows free reign to experiment




Cryotic Spells

Cryomancy is the art of controlling and handling ice and cold temperatures. Their symbol is the Snow Angel, the embodiment of the calm falling of snow and the master of wits. Cryomancers must be careful with temperatures so as not to harm themselves or allies.


Novice Level

Celsius-drops the temperature to freezing

Icicle-create small icicles to surround and attack the enemy

Snow-summons snow

 

Apprentice Level

Snowball-hurl a mound of enchanted snow at the enemy

Warp Ice-control already existent ice or snow

Ice Shield-create a shield of ice in front of you

Icy Stalagmites-freeze the ground and summon ice spears from the ground


Adept Level

Frozen Knives-send an array of sharp ice chunks at the enemy

Summon Icetiger-summons a spectral tiger of ice to aid you

Igloo-trap the enemy in a castle of ice

Cold Slash-a variant melee attack in which ice clings to your staff


Master Level

Blizzard-summon a blizzard to attack the enemy

Absolute Zero-send an area of space temporarily to absolute zero

Summon Snow Angel-chance to summon a guardian of snow to aid you

Free Reign-once spells have been mastered, allows free reign to experiment



Necrotic Spells

Necromancy is the art of raising mindless bodies and controlling undead creatures. Their symbol is the Grim Reaper, the king of the dead, the arrogant yet ambitious necrotic god. Necromancers must be careful with the amount of energy they must use to raise or control the dead they are targeting.


Novice Level

Darken-dim nearby light sources

Dead Hands-summon skeletal hands from the Earth to slow/harm the enemy

Zombie-raise an inanimate body to assist you out of battle


Apprentice Level

Raise Corpse-reanimate a dead body to fight for you

Absorb-create an invisible shield that absorbs attacks to restore your health

Shock-imitate a banshee cry to paralyze the enemy


Adept Level

Summon Skeleton-raise an armored skeleton to aid you

Tarnish Earth-infect the Earth around you to slow the enemy greatly

Dead’s Revenge-rouse the dead in the earth to randomly attack the enemy

Midnight-extinguishes all light and blocks new sources


Master Level

Open Wounds-undoes and blocks all recent healing spells

Summon Reaper-chance to summon the Grim Reaper to aid you

Devil’s Curse-lay a curse on an enemy to hurt them (if they die, their body is enslaved)

Free Reign-once spells mastered, open to experimenting

Raise Dead-extraordinarily small chance to completely restore dead (not required)



Chronomatic Spells

Chronomancy is the art of shifting and warping time energy. Their symbol is the Dragon, the savior of mortal men, crafter of time, and the most majestic of creatures. Chronomancers must be extremely careful in handling the currents of time; prolonged exposure to its dimensional channel could cause incredible harm to the the caster and the world around them.


Novice Level

Observe-freeze time for a short period, allowing observation, but no changes

 

 


Telomatic Spells

Telomancy is the art of controlling the mind and confusing the senses. Their symbol is the Sphinx, the craftiest and most serious of creatures, confusing the minds of those that approach with their riddles and rhymes. Telomancers must be careful to limit the amount of their minds that they are casting into their victim so as not to allow the two to combine.



Druidic Spells

Druidry is the art of calming and healing life and shifting into animals. Their symbol is the Unicorn, the ultimate bringer of peace and the embodiment of nature. Druids must be careful to treat the forces of nature with the utmost respect or else it may deny them their abilities.


Novice Level

Sunlight-call out the sun

Thorns-shoot thorns at the enemy

Calm- cast a calming aura around you, allowing befriending of animals


Apprentice Level

Temporary Change-change into a random animal for a short time

Guard-strengthens your guard against enemy attacks

Heal-heal minor wounds

Animal’s Calling-call animals to randomly attack the enemy


Adept Level

Summon Nymph-summon a Nymph to aid you

Transfigure-change into a set animal for as long as desired

Nature’s Fury-call thorns from the ground to attack the enemy

Restore-heal major wounds


Master Level

Nature’s Wrath-command all beings of nature around you

Summon Unicorn-chance to summon a unicorn to aid you

Cure-completely heal wounds and cure disease

Free Reign-once spells mastered, open to experimenting



Sorcery Spells

Sorcery is the art of draining and controlling spiritual energy and tampering with the binding between the two worlds. Their symbol is the Ghoul, the self-centered spirit that wishes nothing more than to suck the souls of all the living so as to consume all life. Sorcerers must be extremely careful to make sure that they can control their spirit before drawing energy or summon it, else the spirit may consume the sorcerers soul or possess their body.


Novice

Provoke-anger target

Blind-blind target

Revenge-allow an uncontrolled angry spirit to return temporarily


Apprentice

Spirit Blast-throw a ball of spiritual energy at the enemy

Steal Life-slowly steal the life force of the enemy (grows in power)

Hurt-cause a paralyzing pain to the enemy

Trap Attack-trap an enemy’s spell in a spirit crack


Adept

Spirit Summon-summon a carefully controlled spirit

Spirit Shell-harden spiritual energy to create a shield around you

Control-temporarily control the spiritual energies of a single life form

Drain-drain the magical power from the energy to augment your own


Master

Submission-blast a wave of energy that knocks out any enemy

Possession-possess a vessel for as long as desired

Summon Ghoul-chance to summon a ghoul to aid you

Free Reign-once spells mastered, open to experimenting


Summonry Spells

Summoning is the art of using the energies of the natural or supernatural worlds to summon creatures from the void. Their symbol is the Cyclops, the seducer of the lost and the dimensions traveller. Summoners must be extremely careful to summon only those creatures of equal or lesser powers of themselves, or it may break free from their control.

Option 2:


Pyromancy, the art of controlling fire, warm temperatures, destruction, and light.

Fire Dragon - direct control of fire and temperature

Phoenix Cloak - cloaking oneself or objects with fire

Sun Herald - direct control of light

Volcanic - control of destruction and sound


Cryomancy, the art of controlling water, cold temperatures, and ice.

Ice Heart - creating moving figures out of ice

Ice Sketch - creating inanimate figures out of ice

Ocean Catcher - direct control of water

Snow Angel - using snow and cold temperatures


Necromancy, the art of raising the dead and the energies of the afterlife

Dead Gate - giving dead bodies purpose, but not quite real souls

True Reanimation - pulling souls out of the afterlife to put them in bodies (a forbidden art)

Death’s Return - recreating bodies that have passed


Chronomancy, the art of controlling time and divination

Time Spirit - directly controlling time and its movements

Divine Eye - divining the passing of time and the universe


Telomancer, the art of controlling the mind and psychic energies

Thought Ordeal - directly controlling the mind

Psychic Reach - using psychic energies to create


Druidry, the art of shapeshifting and befriending the forces of nature

Druid Shift - shapeshifting and animal befriending

Wind Willow - manipulating the wind

Earth Hands - controlling the earth and minerals

Mother’s Fingers - controlling plants and those related


Sorcery, the art of controlling spiritual and dark energies

Spirit Grip - using the energies of mundane life spirits

Veil Master - using the energies of spirits from the Beyond


Summonry, the art of using summoned creatures to aid

Eternal Step - using a singular, permanently summoned or created being to create magic

Calling Movement - summoning or creating beings when need arises


Mage, the rare ability to control all the elements

Gateway - using elemental gateways to summon the most powerful of the spirits

Void Breaching - breaching the True Spirit World



© 2016 Samantha K


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Added on April 28, 2016
Last Updated on April 28, 2016


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