Monday, September 10, 2007

Wizard

Wizards are masters of the movement class of spells. These are very hard to effect because of the fine mental concentration required and the large amounts of power for even a short movement. A travelling distance of any more than a kilometre can take up to an entire day to reserve enough energy for. More often than not, spells of this nature aid in the endurance, stamina and speed of a Wizard's target (often themselves) such that weariness does not set in and that maximum efficiency is obtained. Try movement spells on everything but yourself first so that you can gain the experience of the precise mental co-ordination required to move an object without trapping it on the ethereal plane, or to hasten a living organism without damaging the internal organs. We, after all, do not want the ethereal plane becoming as cluttered by stray objects, and we do not want the targets of beneficial spells being injured. There are other ways of teleporting which take virtually nothing in the way of power but are not guaranteed. The Wizard is to use their special status of being able to remain neutral in the magical realm, being able to use both white and black forms (though mostly white), and to use their abilities for overall good. To attain the level of Wizard usually requires a long time, so don't use the title unless you think you deserve it. Better yet, get someone else to call you a wizard (a person or a truthful spirit) before using the title. The main point to remember when advancing in Wizardry is not to favour one sort of magic, but rather to keep a balance. Continue practising and remember the responsibility that follows power invariably.

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