Like bards, sorcerers tend to attract attention, but (unlike bards) rarely of the positive kind. Where a wizard might hobble into town and seem little more than a weatherbeaten traveler, revealing his true nature only at his own discretion, a sorcerer tends not to remain anonymous for long, because
his personal intensity and charisma draw the eye and linger in the memory. An indefi nable but tangible difference often separates the sorcerer from the rest of the world—and when difference is sown, suspicion often grows.
Where a high noble might look to her court wizard for advice and scholarly insight into the doings of her rivals, sorcerers generally have little in the way of a wizard’s formal education and training. Though most sorcerers rarely feel the need to fi nd themselves a patron or to place themselves at a lord’s disposal, those who do often fi nd themselves regarded as more of an arcane weapon than a fount of knowledge, less suited to a roles as counselor and tutor than as an elite bodyguard or highly valued special agent.
In the end, whether they are evil or good, most sorcerers simply choose to exist outside the normal circles of human society. Like elemental forces of nature, the most powerful sorcerers will never be directed, either by the concerns of the common folk or the commands of a king.
WARLOCKS
Even more so than sorcerers, warlocks tend to be viewed with great suspicion and fear, and only the most infamous necro- mancers come close to provoking the distrust and enmity that warlocks commonly elicit. Even the least superstitious know that a warlock’s power is derived from dangerous and evil patrons, and even a warlock whose worth has been proven time and again in the service of good might still be thought to have the potential for dark treachery.
The warlock’s path is a lonely one
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Few towns or cities will long abide a known warlock in their midst—low-level warlocks often risk being assaulted by pitch- fork-wielding mobs. Warlocks of moderate power rarely need fear outright attack, but they might fi nd themselves subject to a variety of hints (subtle or otherwise) that their presence is unwanted. High-level warlocks are generally considered far too dangerous to offend, but they can often fi nd themselves subject to harassment of a different sort as successive waves of crusading adventurers show up on their doorsteps, each intent on eliminating such a clearly malevolent threat.
Warlocks fare a little better when under the protection of a local lord, but few good-hearted nobles freely offer a warlock employment. The reputation of these fell arcanists is simply too black, and it takes a lord of exceptional wisdom and character to ignore a warlock’s fearsome reputation and look into the heart of the person beneath the stereotype. Like the sorcerer, the warlock is valued far less for his counsel and knowledge than for his ability to wreak havoc against his foes, and those rare few who obtain a powerful patron likely serve as bodyguards or highly capable arcane warriors. Most warlocks never swear fealty to another indi- vidual, though, preferring to wield their unique power only in their own name.
WARMAGES
While warmages share many of the strengths and limitations of sorcerers, lords and commoners alike tend to hold them in much higher esteem, because warmages often occupy positions of power. In any land where warmages are found, most people have at least heard of the famous academies in which arcanists are trained for battle, and the common folk will recognize a warmage either as a true and courageous defender of her homeland or as a highly favored agent of the ruling power. These expectations might be misplaced, of course, but until a warmage demonstrates that she’s not to be trusted, she can generally assume the friendship and cooperation of her people. After years of training at the crown’s expense, a warmage is often expected to repay the investment made in her education through military service. Adventuring warmages have typi- cally completed their duty, and they are generally on detached status or have paid scutage (a tax to exempt themselves from military service) to avoid any additional obligation. In general, though, a warmage who enjoys signifi cant authority by virtue of her class and training will always be answerable to those who in turn have the authority to command her.
A warmage can almost always fi nd employment as an offi cer in a noble’s guard, an agent of the crown, or a member of a local garrison. This employment provides the warmage with room and board as well as a small salary (usually 10 gp per character level per month). However, a warmage who accepts such a position is expected to spend at least half her time on duty, serving whatever authority or lord employs her. Special arrangements for discretionary and independent activity can be made, but in times of crisis the warmage is at the command of her overlord, and she ignores the call to duty at her peril.
WIZARDS
The ranks of wizards run the gamut from humble conjur- ers to fl amboyant arcane overlords. While many high-level wizards can be as imposing as the most dreadful warlock or sorcerer, others might seem nothing more than old beggars or vagabonds under even the closest inspection. Most wizards fi nd it easier to conceal their true calling than do warlocks or sorcerers, and more than a few take pains to avoid revealing their powers until it suits them.
Wizards who don’t bother to conceal their nature are generally treated with no small degree of caution, and even a reputation for being more rational and in control than members of the other arcane classes doesn’t guarantee them a warm welcome in strange lands. To the suspicious, an evil wizard embodies the potential to set a town ablaze, enslave the lord and the garrison, or conjure up hordes of murderous demons with a wave of his hand (whether or not these acts are actually within the wizard’s power). Even wizards known to be crusading agents of good or servants of law and order can fi nd themselves confronted on occasion with a healthy measure of distrust, for it’s well known that troubles of all sorts—monsters, intrigues, and magic both potent and sinister—are drawn to wizards like moths to fl ame.
Their formalized training and the respect their power engen- ders often enable wizards to fi nd positions as advisors and mentors to lords and kings; most great nobles require a skilled mage to guard their household and themselves against the magical spying or outright assaults of rivals and enemies. Similarly, the wizard’s knowledge of arcane phenomena and ancient secrets might prove crucial in undoing an infestation of monsters, a magical plague, or the arcane power behind an enemy’s secret plots. In return, a wizard who fi nds a noble patron obtains a place of safety where he can rest, study, and perform experiments under his lord’s protection (and often at the lord’s expense).
Wizards with noble patrons are expected to devote at least some of their arcane efforts to the service of their patron’s causes. In general, a wizard with a patron must spend at least one week per month at the noble’s residence, but unless the wizard has specifi c business that takes him away, he is expected to be found somewhere in his lord’s realm rather than traveling abroad. House wizards are usually allowed to take sabbaticals on request, but a wizard who isn’t around when his noble patron needs him might return to fi nd that patron seeking (or already having hired) a replacement.
In addition to room, board, and facilities suitable for a labo- ratory or library (from which he might be asked to perform research or create specifi c items on his lord’s behalf), a house wizard can typically expect a personal stipend of at least 10 gp per month per character level, plus the defrayal of research expenses of at least 75 gp per month per character level. For example, an 8th-level wizard could expect to receive at least 80 gp per month for his personal use, plus at least 600 gp per month to maintain his laboratory, obtain special substances and spell components, compose spellbooks, perform magical research, engage in item creation, and otherwise look after his career.
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SPECIALIST WIZARDS
Though specialist spellcasters tend to be regarded simply as wizards by the world at large (and treated accordingly), a distinction is frequently placed upon illusionists (prized for their ability to entertain), diviners (sought after for the secret information that is their stock in trade), and necromancers (feared for their sinister powers). Though specialist wizards all have the same general chance of obtaining patrons, a specialist’s focus usually causes her to seek out opportunities geared toward her area of expertise.
The various specialists are discussed below. Each section begins with a “point of view” paragraph in italic type that summarizes how a member of that class might characterize himself and his specialty.
ABJURERS
Although it’s hardly a simple matter to wield the magic that will produce a blast of fi re or slay a giant with a word, the highest form of the mage’s art lies at the place where magic interacts with magic. To study the school of abjuration is to wield spells that manipulate the fabric of arcane power itself.
Abjurers are deliberate, prudent, and thoughtful, possess- ing an unequaled determination and resolve that allows them to carefully consider all aspects of a problem before devising an effi cient and effective response. They generally regard adherents of other schools of magic as reckless and wasteful, and they continuously evolve strategies for defeating other wizards in magic duels (whether such confrontations ever become necessary or not). Whether their lives are given over to adventuring or experimentation, abjurers are always well prepared.
The study of abjuration requires a meticulous and delib- erate personality that generally favors a lawful alignment. Since abjuration often focuses on limiting the ability of others to do harm, many abjurers are inclined to walk the path of morality on the side of good. At the same time, the ruthless effi ciency of abjuration used as a weapon against other spellcasters means that many wizards are drawn to the school by dreams of personal power that quickly override the orderly and benevolent philosophies of their fellows. Though abjurers are often reluctant adventurers, good abjurers sometimes take up the life to undo the evil that magic too often spawns. Good and neutral abjurers tend to position themselves where they can prevent others from victimizing folk who lack the ability to defend themselves. Evil abjurers are often found as lieutenants or elite advisors to sinister overlords, selling their valuable skills to the highest bidder.
Abjurers make their homes anywhere, but most prefer smaller towns to large cities. They generally enjoy the trust and good regard of their neighbors, and are sometimes willing to use their power on behalf of others with little thought of compensation or reward.