Discipline · Spellcaster

Wizard

Wizard

Astral Interference, Suppress Curse, Hypnotize, Power Mask, Mystic Pursuit, steel thought, lifesight, book memory, true sight, diplomacy, resist taunt
can't resist a lecture, looks down on magic learned by instinct, trusts the theory over what's in front of them, secretly craves an audience for their brilliance
Find the true Idea behind every thing.

WIZARD ROTES

Astral Interference
Practitioners: Wizards
The Wizard saturates the local astral background with interference, making all spellcasting nearby — friend and foe alike, including their own — measurably harder to perform.
a clear understanding of the local astral conditions • time to properly saturate the area • a genuine tactical need to disrupt magic broadly
being rushed or interrupted mid-working • a caster already skilled at working through interference • needing your own magic to work cleanly in the same area
SUCCESS
Standard action. Hinder all spellcasting attempted within the affected area, including your own.
  • EXTRA FEATS
  • Extend the area significantly (keep the spotlight)
  • Exempt your own subsequent casting from the interference
  • The interference lingers after you stop maintaining it
  • CONSEQUENCES
  • Your own spells suffer just as much as anyone else's
  • Maintaining the field costs your full attention
  • The interference draws the attention of anything sensitive to astral disruption
  • Ending the field abruptly leaves a telltale astral scar a skilled observer could trace back to you
Suppress Curse
Practitioners: Wizards, Weaponsmiths
The Wizard temporarily nullifies a curse or lingering negative magical effect afflicting a target, holding it at bay through sheer force of will and proximity.
proximity to the afflicted target • a clear sense of what the curse is doing • time to concentrate
multiple overlapping curses or effects • being forced away from the target • a curse from a source far more powerful than you
SUCCESS
Standard action. Helps a reaction to resist or remove a curse or lingering negative magic from a target.
  • EXTRA FEATS
  • Suppress more than one affliction at once (keep the spotlight)
  • The suppression outlasts your proximity to the target
  • Learn something about the curse's origin in the process
  • CONSEQUENCES
  • The effect returns the moment you step away
  • Some of the curse's weight transfers to you instead
  • The suppression is only partial, and the target still suffers
  • Whatever cursed the target notices your interference
Hypnotize
Practitioners: Wizards, Illusionists
The Wizard mesmerizes a target with subtle magic, making them more open to suggestion and gradually warmer toward the caster.
a calm, undistracted target • privacy and proximity • a target already somewhat receptive
a target in combat or otherwise distracted • a target actively suspicious of magic • no real privacy to work in
SUCCESS
Sustained action. Give the target's attitude toward you one degree friendlier.
  • EXTRA FEATS
  • Improve the attitude further than usual (keep the spotlight)
  • Plant a specific, harmless suggestion alongside the improved feeling
  • The target doesn't notice they've been hypnotized at all
  • CONSEQUENCES
  • The target later realizes what happened and resents it
  • Maintaining the trance costs your attention entirely
  • The improved feeling doesn't survive the target seeing you act against their interests
  • Word spreads that you can charm people this way, and people start guarding against it
Power Mask
Practitioners: Wizards, Illusionists
The Wizard wraps themselves in a misleading astral aura, hiding their magical nature from anyone trying to detect it.
time to properly set up the working • no immediate scrutiny while casting it • familiarity with what's trying to detect you
a detection method more powerful than your working • being examined the instant the mask goes up • already having been marked as magical
SUCCESS
Standard action. Give yourself masked-from-detection for several hours.
  • EXTRA FEATS
  • The mask holds even against a dedicated, skilled attempt to see through it (keep the spotlight)
  • Mask an obvious magical effect on yourself along with your nature
  • Extend the duration significantly
  • CONSEQUENCES
  • Someone with the right method sees through it entirely
  • Maintaining the mask under pressure costs you concentration
  • The mask slips at the worst possible moment
  • Being caught wearing one raises exactly the suspicion you were trying to avoid
Mystic Pursuit
Practitioners: Wizards, Scouts, Archers
The Wizard senses the direction of a person, place, or thing they're searching for by focusing on something tied to it — a strand of hair, a fragment of masonry, anything personally connected to the target.
something personal belonging to the target • calm, open surroundings • a target within reasonable range
a target actively hiding from magical detection • a target far beyond normal range • chaotic or crowded surroundings
SUCCESS
Discover action. Sense the general direction of a known target.
  • EXTRA FEATS
  • Also sense roughly how far away it is (keep the spotlight)
  • Get a flash of the target's immediate situation
  • The sense refreshes without needing to repeat the action
  • CONSEQUENCES
  • The sense points you wrong
  • The attempt reveals to the target that they're being sought
  • It only works once before the target guards against it
  • It costs something to attempt — a memory, a keepsake, whatever the Narrator rules

The Wizard's Place in Barsaive

Every Discipline in Barsaive touches magic, but only Wizards insist on understanding it — really understanding it, down to the theoretical bones. Where a Nethermancer feels the netherworlds in their gut and an Elementalist reads an element's temperament, a Wizard wants the underlying architecture: what a thing truly is, beneath what it merely appears to be, and why that distinction matters enough to build an entire Discipline around it.

Symbols made real. The foundation of Wizardry is the belief that ordinary objects and ideas connect to a deeper, truer version of themselves — a throne isn't just a chair, because "throne" reaches toward something real in a place Wizards call the Realm of Ideas. Learning to see and manipulate that connection is what actually powers a Wizard's magic, whether they're wrapping an ally in a ghostly layer of armor, hurling arcane flame that burns by force of symbolic will rather than any physical fire, or striking a mind directly through nothing but concentrated intent.

Magic turned against magic. No Discipline understands the architecture of spellcasting itself better than a Wizard, and it shows in their specialty: dispelling another caster's work outright, or saturating an area with astral interference thick enough to make every spell nearby — including their own — harder to cast. A Wizard who wants a fight to stay purely physical has the tools to make that happen.

A mind that reads more than words. Wizardly research extends past books and into people — sensing the true direction of a person or object through nothing but a personal connection, masking their own magical nature from detection, or gently mesmerizing someone into warmer feelings than they started with. It's the same symbolic thinking turned toward living things instead of objects, and just as effective either way.

Slow, patient unmaking. At the harder edge of the craft sit spells built to wear a target down over time rather than all at once — curses that sap strength month by month, fogs that cloud a mind's ability to act with purpose, workings that hold up under sustained pressure rather than a single decisive blow. Wizards, ever the patient scholars, are comfortable playing a longer game than most other casters bother with.

For all the genuine brilliance the Discipline demands, Wizards carry a reputation problem they mostly deserve: an intellectual snobbery toward magic learned by instinct rather than study, and a habit of looking down on anyone who reached the same destination by a shorter road. Other magicians call them "book magicians" when they think a Wizard can't hear — rarely to their face, since few people enjoy being lectured on why they're wrong by someone who's clearly enjoying it a little too much.