Artis Mystiklan

Volume II

by Xilan Horidre



I. Introduction

II. A Wizard's Etiquette

a. The Wizard Behind the Wizard

III. Getting Started

IV. The Knowledge of a Wizard

a. Mastering the Elements

b. Perfecting Your Studying Technique

c. Gear

d. Miscellaneous Information

V. Hunting Tactics

VI. Conclusion



The piece is written on 100% recycled parchment. Keep Temuair clean! And not only with the trash and paper, but heretics too!

(<thanks Lethalia for the inspiration>)



I. Introduction

Hail fellow Aislings. Within this piece, Artis Mystiklan, Volume II, I hope to enlighten you in only a way that Deoch himself could. The path of the wizard, unquestionably the most difficult path one can embark upon in Temuair, is very trying. We lack the comfort of decent armor, seeing as the metals found in most of them, conflict with our ability to summon the essence of the elements; on top of that, most wizards are frail and cannot handle such equipment. We have no proficiency with weaponry, a Great Kindjal means about the same to us as say, a dulled oaken stick We have one true asset, one that when harnessed is more powerful than any weapon, can withstand more than any armor: our minds. Less we forget, the mind is what crafted these implements of protection and destruction, alike. A true wizard will not only master the elements, but attempt to perfect his mind. You cannot teach perfection, much less attain it; it is, however, a goal worth striving for. If the mind is strong, the rest of you will follow. You will attain grand strength with brute force, discuss grandiose matters with other mages and Aislings; you might even climb atop the political mountain to help your fellow citizens of Temuair. In all seriousness, the path of the wizard is one that will be well-trodden, so begin your journey cautiously.



II. A Wizard's Etiquette

Being or at least hoping to be knowledgeable, a true wizard thinks before he speaks and can legitimately support what he says with empirical evidence. In a matter of speaking, we are scientists. Granted, this does not mean avoid religious matters, as the gods are responsible for our abilities. Luathas is the patron god of the wizards, being the god of "gnosis" or knowledge. That of course, is history. The life-threatening research we conduct is a search for such knowledge. ((It should be looked at as more than a vessel for experience.)) There is much more to be learned outside of Dar's, than within his mildewed halls. (Sorry Dar.)



a. The Wizard Behind the Wizard

Though we are titled as wizards, there is much more to being a wizard than just casting spells and alchemy. You can always refine yourself, being just a wizard is a very broad term. I myself, am a Seer as well as a Mage.

I was taught by an older Seer, Velet Horidre, who adopted me as his son and took me in. His lessons, which expand far past what I can tell you in a lore piece, were geared towards one thing: awareness. Be aware of your surroundings, know them, understand them. Oft in attempting to understand, do we venture places that we may not necessarily want to go; as a Seer, however, your heart calls you to it. The Seer makes a good politician as he watches situations and disputes from as many perspectives as he can, to determine the proper action to be taken; s/he is the master of gathering empirical evidence. The Mage part of my being is simple in concept as well. I am always looking to better myself, to increase my skills, to discover new things. Practicing your spells without killing the creatures of the forests and the sewers is ok. Many prefer to use a kobold's head for a target, which is fine too if that is your desire. These are called Warlocks. The Warlock is somewhat like a warrior in spirit; a mage with a bloodlust if you will. A lot of wizards have explored being a Warlock, without even knowing it. Once again, whatever fits you is fine. I do not necessarily pray for the deaths of furry woodland creatures, but what you do with your business is precisely that. Lastly, which I also consider myself, there is the Tutor/Teacher. I believe this is self-explanatory. Wizards, who are sometimes selfish with their knowledge do not have to be. It is your job to make sure that younger wizards coming up have the same opportunities as we did. I had no mentor, nor a very "guiding" guide, but he was a great friend; shaman, that is. You can read up on teaching in Lethalia's and my library on the scroll about "Mentors." The Tutor shows students the ways of Temuair, not only of the path of wizardry. This makes way for a better Aisling on top of a better wizard to boot. Now, let's examine the woodland analogy from the four different perspectives.



A Seer: In the woodlands, would probably watch the creatures roam, defend himself if need be. He may study the culture, or watch Aislings interact with each other as they oft do in the forest. He also may question why the Aisling ventures into the woodlands to kill the creatures, wonders what purpose it serves, and what good really comes of it.

A Warlock: A Warlock would kill all the beasts. For glory, for fame, for experiencing the feeling of taking one's life; who knows.

A Mage: A Mage would stand in the woodlands, and chat with other people while practicing his spells. Uttering the arcane Graymayre is as effective as the Warlock's killing of a goblin; only it lacks the death in the after-effect.

A Tutor: A Tutor may stand, helping the younger Aislings find their things in the woodlands themselves. They may also give advice as how to approach combat, through specific techniques and tactics.

There are many different things to explore, embark upon one of these paths yourself. Maybe even make a new one. We have yet to see a true Necromancer here in Temuair, not that I'd want to, but we haven't seen one yet.



III. Getting Started

In the tutorial, it tells you the general description of a wizard. I will place it here for you as well.

Wizard: Master of Arcane Elements

Advantages:

Ranged elemental attack

Research, enchant items

Disadvantages:

Must specialize attributes carefully

Weakest armor. Most vulnerable to damage

All this is true, and somewhat spoken to already in the introduction.

The first step is exploring Mileth. It is good to know where you are and how to get around before finding a guide/mentor. This makes the job of the mentor/guide a whole lot easier as well as gives you a sense of adventure in exploring your new surroundings. Of course, you don't have to do it this way, the mentor should be willing to show you around. The place that you should be most familiar with is Dar's shop. This is where you will learn all of your spells as a young wizard. As you progress and age, you will find your spells in Undine and Suomi, which I will talk about later. You will recognize the wizards of villages by the green cloak they wear and their hidden faces. Also at Dar's, you will need to study up on the Graymayre, but you cannot do that until you are guided as a wizard. If you wish to read it, you can always visit Lethalia's and my library, once again, as it is transcribed there as well. The second step is finding a suitable mentor and a suitable guide. A mentor is not required, though I suggest it. The rewards in learning are as greater than those received when the mentorship is completed in a technical sense. Now, there is Lifelong Mentorship, in which a teacher is your teacher for life. This will also be helpful, as many new things will arise later on in your lives, and a person that is bit more knowledgeable that is willing to help will be very useful and convenient.

Now you have a teacher and you know where you are, sort of. This is very good. Your first armor will be the Gardcorp. The gods have chosen some of the strangest looking armors for wizards, but then again, they aren't really 'armor' which is probably why they look so "unique."

All the armor is found in Lethalia's and my library, along with memories of them and their defense statistics. So, you've donned your big yellow sweater, read up on the Graymayre, and are chatting up about arcane things with Dar.. and you think that makes you a wizard?! Of course it doesn't, but it sure is fun. Still want to be a wizard? Alright then. You will not be able to do much in regards to research/enchantment yet as they are done at higher insights when your mind is more capable of withstanding the stress.

So, you will probably head over to the Mileth Crypts or the Wastelands of the Eastern Woodlands. Your mentor should show you where these places are. The Crypts look like a large rock that rose out of the ground, with dragons' heads sitting on top of it and the entrances cut into the rock; here you will find mice, spiders, and centipedes.. Oh my! Avoid the centipedes, similar to mantises until you are sure that you can handle their deadly sting. The wastelands are directly to the east of the entrance to the Eastern Woodlands; here you will find vipers, mantises, and wasps. Avoid the mantises until you're positive you can handle them and have honed your spells, because they pack quite the wallop. A bit of advice if I will; always hunt in groups. Wizards are extremely ineffective alone, unlike the monk or the warrior, the rogue, or even the priest with deo saighead/naomh aite/mor cradh/pramh. So you still want to be a wizard? You should hunt down some vipers for their glands, and take them to sell at Cian's, the alchemist that works next door to Dar. He pays nicely for such things, and will tell you what he needs; he also buys rotten fruit. We have yet to figure out precisely what he does with these items, similar to Dar and the wings of bats... who knows. Either way, you will need one viper's gland to hear either your mentor lecture on the elements, or Dar himself.

There are 6 elements, 4 which the wizard can master.. I've appealed to the gods to master all 6 as that's all wizards CAN do.. Light, Darkness, Creag, Srad, Athar, and Sal. Out of the Graymayre, into more everyday language they are Light, Darkness, Earth, Fire, Wind, and Water. As stated previously, wizards must specialize their attributes. The need to master the elements, are precisely why we must do so. Creag requires constitution, which in turn gives you a great deal of health. Sal requires wisdom, which in turn gives you a great deal of will (mana). Srad requires strength, which allows you to do your best to fight with a weapon though using one depletes your will and sort of negates your magehood. The spells of srad are more ranged than that of creag and sal, because the rewards you receive are not given by strength. Athar requires dexterity, which allows for the ability to dodge proficiently; similar to srad, the spells of athar have a wider range. The elements are all related in one way or another. Srad and creag are sibling elements as they both have an affinity for strength and constitution as you will see later. Sal and athar are the same, both requiring wisdom and dexterity. This means that you will gain minor benefits from the sibling element of the one you choose to study. For example, an athar wizard will have a bit more will than srad and creag, but will still be weak like a wizard of sal. From these choices, you must decide upon an element to study. It is very hard to master more than one due to the specialization of elements, therefore you must be SURE you want to use the one that you end up choosing; otherwise, in the long run you will most likely be disappointed and desire a change, and it might be too late. So now, you have your Gardcorp, your first spell, a bit of insight under your belt.. So you STILL.. Oh wait, you're a wizard now, and there's no turning back so enjoy it.



IV. The Knowledge and Wisdom of the Wizard

I think this is obvious. Our minds, being the most important thing to us - apparently knowledge and wisdom wouldn't be very far behind. Knowledge is most often found in books, wisdom is found in experiences. Wisdom is more important to the wizard as it is what guides you in effective use of knowledge. To obtain knowledge, find books, works (like this one) about anything and everything. Wizards are by nature striving "know-it-alls" so live up to your reputation by Deoch. Good wizards will know about the hunt, about all the other professions. They will know about themselves and others like them, as well as the Aisling race and the history of it. Finally, they will know about Temuair and its inner workings, its depths (because it has many) and existence in it. There are many people that have written for the libraries of Temuair, however there aren't enough wizards doing so and they should be the main ones! So, write something! Now, to gain wisdom. No one can teach you to be wise, like previously stated, only experiences can do so. You cannot have experiences without interaction. I do not mean, stay in the woods constantly and interact solely with the group of people standing in front of the entranceways to the more dangerous areas. I mean, read the boards, post your opinions, join a religion, commit to Fae love.. All of these things provide experiences and all can teach you a whole lot about Aisling life.



a. Mastering the Elements

These are some simple tables I've put together that tell you what you will need to train in to be able to learn certain spells.

Sal Spells

Required Attribute: Strength Intelligence Wisdom Constitution Dexterity
beag sal 3 4 7 3 5
beag sal lamh 4 5 3 4 7
sal 4 7 18 5 13
sal lamh 3 8 24 5 4
mor sal 10 14 52 10 24
sal meall 11 19 60 11 26
ard sal 16 35 72 68 12
sal gar 22 34 84 22 43


Creag Spells

Required Attribute: Strength Intelligence Wisdom Constitution Dexterity
beag creag 3 4 3 7 3
beag creag lamh 5 5 3 13 3
creag 7 7 3 20 3
creag lamh 8 8 3 24 3
mor creag 14 14 8 44 8
creag meall 14 19 9 51 9
ard creag 19 32 12 19 12
creag gar 25 34 15 84 15


Athar Spells

Required Attribute: Strength Intelligence Wisdom Constitution Dexterity
beag athar 3 4 3 3 7
beag athar lamh 3 5 4 3 12
athar 3 7 6 3 20
athar lamh 3 8 7 3 24
mor athar 8 14 14 8 42
athar meall 9 19 15 9 46
ard athar 12 32 19 12 62
athar gar 14 34 31 14 78


Srad Spells

Required Attribute: Strength Intelligence Wisdom Constitution Dexterity
beag srad 6 4 3 3 3
beag srad lamh 11 5 3 4 3
srad 17 7 3 6 3
srad lamh 20 8 3 7 3
mor srad 36 14 8 14 8
srad meall 40 19 9 15 9
ard srad 54 32 12 19 12
srad gar 22 34 84 22 43




b. Perfecting your Studying Technique

While seemingly simple to do in words, it is a much different task in real life. The wizard studies his libraries, and normally writes himself. Whether or not he ask the mundanes recognize him is irrelevant, as long as he allows his mind to pour out onto parchment; a wizard may just go insane if he does not, considering the only other things we do are hunt, study, and research even more. I've come rather close myself in many of these last moons. You know what they say: "Cleachdadh dčan foirfe" translated "Practice makes perfect." The only way to increase your knowledge is through studies. The same is true with your skills, you must use them. Do not expect to be able to craft Lorums if all you go to Dar's to do is sell centipede's glands. You must practice as habitually as you study. It takes a long, long, long while for are actually worthy of such a legend for all to see. This includes elementalism, research, and herbalism. Research will be the first you do, elementalism, then herbalism. Herbal Lore is very hard to master, especially for the wizard. To practice herbal lore, you find different herbs in different areas. Betony, Personaca, and Hydele are found in the Enchanted Garden in the Eastern Woodlands and are mixed with wine to complete their transformation into useful . Betony gives you sanctuary, similar to the priest's spell naomh aite. Personaca is a cure for poisons, oft procured from chests by rogues but also have it cast upon them as a deadly curse in the form of puinsein. Hydele is an herb that has great healing capabilities. As far as I've seen, it will store one to full health. When engulfed. Hemloch is found in green bushes in Suomi as well as along iron fences; hemloch is used to seriously injure Aislings ((brings your health down to 1 point)). Warriors find the most use for this with the skill crasher, and a priest friend with a lot of beothaich deum potions. Fifleaf, used to mix a healing potion is found on the roads in Abel as well as in bushes along the sides of buildings. Ancusa, for protection against burns and fire is found in mosses and such on grey stone. If you tie twine around it then around your waist, you can wear it as a belt. Study these things solely because it is within your capabilities to do so, as it is in your nature as well.



c. Gear

The clothing of the wizard does not serve as armor, nor are the male garments that becoming. Even still, it is good to know where to find them. Remember, a tailor can always improve your garment so it will give a bit more armor. Here is a chart regarding the wizards' clothing.



Gender Male Female
1st Insight Gardcorp: Rucesion Tailor: 750 Gold Magi Skirt: Abel Tailor: 750 Gold
11th Insight Journeyman: Rucesion Tailor: 7750 Gold Benusta: Rucesion Tailor: 7750 Gold
41st Insight Lorum: Jean at Loures requests that you be 41st insight, a respected citizen, and a proficient researcher ((3)). If you meet his standards, he will ask you to help him embue a robe with magic. With the 2 of you laying hands on the robe, the magic works alone and creates beautiful designs. Stoller: Jean at Loures requests that a 41st insight, respected, proficient researcher ((3)). If you live up to his standards, he will request that you hold a normal cloth dress by the straps. If successful, the dress will begin undulating in an almost hypnotizing manner and transform.
71st Insight Mane: The Sylvan in the Eastern Woodlands ((15-1, north from the entrance until you hit the wall)). You must be 71st insight and have 12 pairs of Magic Cordovan boots for her. Give them to her; both of you will un-sew then reassemble them into the Mane, hence the rough but soothing interior and exterior. Clymouth: The Sylvan in the Eastern Woodlands will request 6 pieces of finished talos from you. Taking these gems, she will melt them in a kiln, until the consistency is almost "fluffy." She will allow it to cool, pressing it into a flattened "fabric" almost, from which you assist her in crafting the garment from.
97th Insight Unknown Unknown


Wizards cannot wear accessory armor in any manner that is useful. There is one exception to this rule, however. Leather gauntlets and greaves, enchanted with the qualities of "magic" are not detrimental to your will. So, without paying the decrease in will, you get the increase in armor. There is also the issue of rings. If you do not have a lot of will, I would suggest the Jade Ring. It increases your health as well as your will. All wizards can benefit from this, however the sal master should try Emerald or Spinel rings. They great increase in health is very beneficial to them, seeing as they have a very minute amount of constitution. Athar would benefit from an emerald and a jade ring, seeing as they do not have the will of a sal wizard nor the health of a creag wizard. Common necklaces do not aid those who do not use weapons, however, the Nadurra necklace is a vital tool to the wizard. It allows them to cultivate elemental nodes, into more useful potions called fiors. These fiors can be used to restore will. Refer to "Artis Mystiklan: Vol. I" for more information regarding elementalism. Lastly, there is deciding on a belt. The element of the belt, weakens you to that elemental spell, but strengthens you against the one it dominates. Example: A water belt, weakens you to sal spells but increases your defense again srad spells. All beasts all over cast similar spells, however, certain places use specific elements more often. Mehadi Swamp and the sewers, for example, are prone to sal. I believe the Kasmanium Mines favor srad.

The only "weapons" a wizard can use that does him/her some good is the staff. There have been 3 discovered in Temuair for wizards, though legends speak of more such as the Trident Orb and the Cresent Beam. There is the Magus Ares, which has no specific purpose to just about anyone's knowledge.



d. Miscellaneous Information

There are a few spells that do not fall under the basis attack/elemental spell category. These spells are lectures, leasaich spells, dachaidh and strioch bais. Lecture spells are very useful. They save a trip to Dar's for your student and are fairly simple to use. You do, however, use your will when casting them as you are reciting a lecture. To hear/give a lecture, cast the lecture spell. Drop a coin directly in front of where you stand. Anyone who wishes to hear can do so as well. ((You can do it in the 8 space grid around a person, but I find it always works to drop it in front of the person.)) There are also leasaich spells that are used in elementalism which is explained in "Artis Mystiklan: Vol. I." Then there is dachaidh, which will return you home, whether it be the Mileth Inn or in the middle of Rucesion, depending on your citizenship. Finally, there is strioch bais, a spell which is an all-will consuming spell that does a hefty amount of damage to any creature it is cast upon. Acinorev is the only Aisling that has it today, if you have specific questions pertaining to it, I am sure she will help you. Here is a chart of the miscellaneous spells.



Required Attributes: Strength Intelligence Wisdom Constitution Dexterity
leasaich sal 7 7 52 7 30
leasaich srad 42 7 5 7 5
leasaich athar 5 7 7 5 52
leasaich creag 10 10 7 50 7
strioch bais 40 40 40 40 40
dachaidh 5 36 5 5 5
Mentor 3 17 36 3 3
Guide Lecture 4 10 4 4 4
Herbal Lore 5 40 30 20 10
Graymayre Lecture 3 10 3 3 3
Elements Lecture 3 20 3 3 3


V. Hunting Tactics

Yes, I think it is safe to say that all wizards are not the greatest hunters. We do, however, serve a purpose contrary to popular belief. If a wizard knows what s/he are doing, and have practiced as they should.. they should be useful to a group.

Hunting with a Warrior: Not the most effective group due to lack of a healer. Of course, wizards can supply hydele deum if need be and the wizard is insightful enough. The warrior would bash away as the wizard hid and cast their spells. Corners are very good for this, seeing as most creatures are not intelligent enough to figure out all they have to do is walk around. Well the beast is trapped, the warrior can do their damage, hopefully not distracting the beast allowing the warrior to whack away at it mercilessly.

Hunting with a Priest: The arcane masters of Temuair in one group. The strategy is dependant upon the insight of the priest. If they have pramh and cradh/mor cradh, then a mor cradh/pramh/ard or mor combination would work beautifully. A Zeus would help the priest as they could pramh as well as use deo saighead pretty quickly, almost making the wizard obsolete. The wizard should be the one to take the brunt of the blows solely because they should be the main attacker. Hiding for the wizard works well in all situations, but at it's best in this one. Both the wizard and the priest can position themselves so that the attacker will not be able to reach them allowing for melee tactics.

Hunting with a Rogue: This group serves to be entertaining if nothing else. Possibly the two most useless in combat in all of the realm, they are not very effective at all together. The rogue would serve as the melee/throw attacker. Also, if it is a more advanced rogue, their use of traps is vital to the success of the group in any fashion. If they have the sleep and blind traps, they are best for hunting. The sleep would be similar to a pramh, only it is like a small tranquilizer that is jabbed into the fit when stepped on. This trap renders the attacker unable to attack or cast spells. Blind, does somewhat of the same thing only they are able attack, but cannot move. If a creature is blinded, they stand in the same area but if you go within their reach, they will attack you. This is just so wizards do not get brash and stand near the beast without fear of it inflicting any serious damage.

Hunting with a Monk: Very similar to the warrior/wizard combination. The wizard casts while in hiding and allows the monk to attack as well. There is not much more to it than that.

Hunting with other wizards: It is all about strategy, and even then, it is still possible to fall rather swiftly. Like the priest/wizard combination, both of the wizards should find a hiding place and utter their arcane words from a distance. If there is nowhere to find safe haven, behind a wall or in a corner, then the group is nowhere near as effective. If the wizards know their capabilities and are knowledgeable of how long it takes to cast their spells, then it will simply matters. One wizard would attack, and run away from the attacker. This would allow the other wizard to attack. Normally, the attacker would go after the other wizard considering they were the last attack them. If they do not, the wizard that is getting attacks runs around until the other wizard distracts it. This saves taking unnecessary damage as well as wasting willpower.

Hunting in Groups: The wizard only serves to attack the main beasts with their ranged attacks. If attacked by numerous targets, the wizard can distract one and allow the melee fighters to work their own magic, without having to worry about being killed in the process. Also, if hunting with a knowledgeable group, the members of the party would know how to strategically place themselves so that they would form a wall against the attacker, allowing the wizard go attack unscathed.



VI. Conclusion

I hope that all have gained a suitable amount of knowledge from this writing, and maybe are inspired to record some things for our guild of wizards as well. Hopefully, this is only a gateway to the world of mystic arts. All a teacher can do is light the path, it is the student's job to begin to tread. I thank you for taking time to read my piece, as it is an attempt to pour my flasks of knowledge in the form of writing onto parchment scrolls at Dar's. Oh, and he does not mind people using his desks to study, so do not ever avoid his building in fear that the paranoid green wizard will snap and possibly hurt you..

~Xilan Horidre

Deoch 8, 5th moon, 26th sun, 3 p.m.



The piece is written on 100% recycled parchment. Keep Temuair clean! And not only with the trash and paper, but heretics too!

(<thanks Lethalia for the inspiration>)