Jamie Delilah Smithson Administrator
     member is offline
Joined: Nov 2007 Gender: Female  Posts: 12
|  | The Guilds « Thread Started on Nov 22, 2007, 3:22am » | |
The Guilds.
Wizards - Most powerful of the Weir because of their ability to use High Magic and charms, and their ability to control and influence other people through mind magic. Wizards are very long-lived, and have long memories. As they live so long, there is a great deal of wizards. Ability to use power over distance. Charms shape and control power and allow its sophisticated application. Can put up barriers, immobilize people. Have limited ability to heal injuries, particularly those caused by magic, and cannot heal themselves. Power varies among wizards, depending on training and genetics. Untrained wizards “leak” magic, causing bizarre events, and cannot put it to good use. Trained wizards can generally recognize each other through a kind of aura, although use of power is the most distinct sign of a stone. The touch of a wizard has an electrical quality.
Sorcerers - A Weir guild that works with materials, poisons, potions, fabric, amulets. No spoken charms or through-the-air magic. Specialize in small magics, for everyday use. Unable to influence others except through materials. Perform some healing through use of herbs, hands-on treatment. Affinity for gardens and animals. Most common of all the lesser guilds.
Seers - Can predict the future in a limited way, although prophesy is often confusing. Has more than one branch. Known as Wise Counselors. Wizards often keep seers as advisors. Thought of as tricky by wizards. Prophesy is always true, but often misleading. Almost as common as sorcerers.
Enchanters - Masters of mind magic. Ability to charm and influence, create emotion, love and passion. Not easily identifiable by wizards even when their power is brought to bear. Can change appearance in the eyes of others to enhance their appeal. Some wizards can put up defenses to avoid being overcome by enchanters. Can take a wizard unaware, sometimes can even influence or persuade an aware wizard. Many enchanters align with a wizard sponsor for protection. Also very rare.
Warriors - Powers are primarily physical (no mind magic involved). Can overcome wizards in a physical fight, but usually controlled by wizards through mind magic. Warriors are a rare breed, and wizards spend considerable time trying to locate warriors to train them for protection. Powers are enhanced by magical weapons, swords and armor.
The Guilds in total are referred to as Weir [pronounced “ware”]. Non-guild people are called Anaweir [pronounced “anaware” – similar to “unaware”].
What determines what guild the magical babies will be? No one has specifically figured out, but it is general knowledge that there is a stone, a gem really, behind the heart in every magical man or woman. In wizards it is a diamond, in sorcerers a garnet, in seers an emerald, in enchanters an amethyst, and in warriors an opal.
|
![[image]](http://i6.tinypic.com/6xtwoyg.jpg) ENCHANTER. |
|