Wizard: Difference between revisions

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* '''Lawmages''' (aka Advokists) are a specialized mage under the employ of the [[Azorius Senate]] and [[Orzhov Syndicate]]. They draw upon the binding power of the [[Guildpact]] to restrain criminals and then serve as lawyers once those criminals are taken to court. Azorius lawmages are typically the prosecution, while Orzhov lawmages are the defense.
* '''Lawmages''' (aka Advokists) are a specialized mage under the employ of the [[Azorius Senate]] and [[Orzhov Syndicate]]. They draw upon the binding power of the [[Guildpact]] to restrain criminals and then serve as lawyers once those criminals are taken to court. Azorius lawmages are typically the prosecution, while Orzhov lawmages are the defense.
* '''Lithomancers''' are individuals with power over crystals, gems, and stones. Many are skilled in divination using these. '''Stoneforgers''' are [[artificers]] who forge weapons from stones.  
* '''Lithomancers''' are individuals with power over crystals, gems, and stones. Many are skilled in divination using these. '''Stoneforgers''' are [[artificers]] who forge weapons from stones.  
* '''Lullmages''', are [[Zendikar (plane)|Zendikari]] that manipulate the plane's [[Roil]].
* '''Necromancers''' are mages specializing in death magic, including the creation of [[undead]]. On Ravnica, the [[Golgari Swarm]] is known for utilizing necromancers while [[House Dimir]] is suspected of doing so by those who know of its existence. On [[Innistrad (plane)|Innistrad]], Necromancers are divided into '''ghoulcallers''', who summon the dead directly from their graves, and '''Stitchers''', who sew various body parts together to create monstrous amalgations.
* '''Necromancers''' are mages specializing in death magic, including the creation of [[undead]]. On Ravnica, the [[Golgari Swarm]] is known for utilizing necromancers while [[House Dimir]] is suspected of doing so by those who know of its existence. On [[Innistrad (plane)|Innistrad]], Necromancers are divided into '''ghoulcallers''', who summon the dead directly from their graves, and '''Stitchers''', who sew various body parts together to create monstrous amalgations.
* '''Pyromancers''' are wizards that practice the art of fire magic. Pyromancers typically use red mana to fuel their spells associated with fire, flames, or other destructive bursts. The pyromancers of [[Jamuraa]] are known as embermages.
* '''Pyromancers''' are wizards that practice the art of fire magic. Pyromancers typically use red mana to fuel their spells associated with fire, flames, or other destructive bursts. The pyromancers of [[Jamuraa]] are known as embermages.
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* '''Sangromancers''' are mages who specialize in an especially dark corner of black mana. With this blood magic they can drain the lifeforce of other beings, place curses on enemies, and even possess the minds of others.
* '''Sangromancers''' are mages who specialize in an especially dark corner of black mana. With this blood magic they can drain the lifeforce of other beings, place curses on enemies, and even possess the minds of others.
* '''Taskmages''' are mercenary spellcasters. They do not have the devotion to studying magic that other spellcasters have, instead learning a few useful, relatively simple spells to earn money. They are typically looked down upon by more scholarly mages.
* '''Taskmages''' are mercenary spellcasters. They do not have the devotion to studying magic that other spellcasters have, instead learning a few useful, relatively simple spells to earn money. They are typically looked down upon by more scholarly mages.
* '''Telepaths''', mostly blue mages focusing on detecting, invading and harnessing the mind of others.
* '''Telepaths''' (aka mind mages), mostly blue mages focusing on detecting, invading and harnessing the mind of others.
* '''Thaumaturges''', are mages found on [[Theros (plane)|Theros]] who are adept at weaving their magic into their surroundings. Therosian Thaumaturges are considered fully trained when they receive an omen of the [[Gods|god]]s. ''Stonewise thaumaturges'' are adept at using their magic to raise buildings and other edifices.<ref>{{NewRef|making-magic/planeswalkers-guide-theros-part-2-2013-08-28|Planeswalkers Guide to Theros Part 2|Magic Creative Team|August 28, 2013}}</ref>
* '''Thaumaturges''', are mages found on [[Theros (plane)|Theros]] who are adept at weaving their magic into their surroundings. Therosian Thaumaturges are considered fully trained when they receive an omen of the [[Gods|god]]s. ''Stonewise thaumaturges'' are adept at using their magic to raise buildings and other edifices.<ref>{{NewRef|making-magic/planeswalkers-guide-theros-part-2-2013-08-28|Planeswalkers Guide to Theros Part 2|Magic Creative Team|August 28, 2013}}</ref>
* '''Viromancers''', mages who focus on the control of microorganisms and the creation of viruses.
* '''Viromancers''', mages who focus on the control of microorganisms and the creation of viruses.

Revision as of 02:30, 10 September 2016

For the company, see Wizards of the Coast.

Wizard is a creature class introduced in Alpha with Prodigal Sorcerer.

Description

Wizards are masters of channeling mana into powerful spells.[1] They are ubiquitous throughout the known multiverse and are known to nearly every race.[2] Wizards come by their powers in different ways:[3] Some study for years on end to unlock the secrets of magic, while others are just born with the knack. Some wizards come together in huge schools or guilds to pool their resources and train neophytes. Wizards range across all five colors but are concentrated in blue, the color of knowledge. In the game, the color blue contains nearly twice as many wizards as any other two colors combined. The distant second color for the most wizards is black followed closely by white. In the Grand Creature Type Update the subtypes Mage (Musician), Sorcerer (Ovinomancer), Sorceress (Sorceress Queen) and Witch (Cuombajj Witches[4]) were incorporated into the Wizard class. On Kamigawa, wizards are known as jushi.

Specialties

In contrast to shamans or druids, wizards take a methodical approach to magic. And while priests and clerics power their spells with their faith, wizards need years of practice to master their spells. Wizards are more versatile than simple spellshapers. Given the intense study that wizards often engage in, it is no surprise that various mystic disciplines have become recognized as independent of each other. They include the following:

  • Æthermages, are usually white and blue mages who use æther magic, which tends to involve unsummoning creatures.
  • Archaeomancers are wizards who are able to revive ancient words of power.
  • Auramancers, are wizards who create long-lasting enchantments.[5]
    • also called Enchanters, but that name can be applied to druids, as well
  • Biomancers are genetic wizards largely affiliated with the Simic Combine responsible for the mutants of Ravnica in their attempts to improve the life forms of that plane.
  • Chronarchs or Chronologists are mages who specialize in the manipulation of time. These specialized mages are employed by the Izzet League, Tolaria, and at the Lighthouse of the Sea-Gate Halimar.
  • Cryomancers are mages specialized in manipulating cold and ice. They were particularly prominent during the Ice Age, with the most notable cryomancers being those of Rimewind Keep.
  • Dementia casters (also called dementia summoners) are members of the Cabal.[6] These mages have the unique ability to summon horrors from their personal "dementia space," a place populated with the caster's greatest fears and all the beings he or she has killed.
  • Electromancers or Sparkmages specialize in the use of electricity.
  • Elementalists are wizards focusing on the art of controlling elementals or casting spells associated with them.
  • Embermages are spellcasters who pledged their allegiance to the djinn and efreet of Wildfire.
  • Ferromancers are a subset of geomancers whose specialization is further narrowed down to the manipulation of metal.
  • Geistmages, also called Necro-Alchemists by some, are wizards that harness the energy of geists in order to fuel crazed technological inventions.[7]
  • Geomancers are capable of altering the terrain and bending the earth to their whims.
  • Hexmages are mages, often vampires, who use their talents at curse-magic to drain quantities other than blood.[8]
  • Hieromancers are white mages that use their power to enforce order or suppress the abilities of others. The most notable of their number pay allegiance to the Order of Heliud.
  • Hydromancers are wizards that practice the art of manipulating water.
  • Illusionists specialize in deception, using their magical abilities to create false images to confuse opponents and trick them into dangerous situations. The greatest illusionists have the ability to bring their images to life, blurring the line between illusion and reality.
  • Lawmages (aka Advokists) are a specialized mage under the employ of the Azorius Senate and Orzhov Syndicate. They draw upon the binding power of the Guildpact to restrain criminals and then serve as lawyers once those criminals are taken to court. Azorius lawmages are typically the prosecution, while Orzhov lawmages are the defense.
  • Lithomancers are individuals with power over crystals, gems, and stones. Many are skilled in divination using these. Stoneforgers are artificers who forge weapons from stones.
  • Lullmages, are Zendikari that manipulate the plane's Roil.
  • Necromancers are mages specializing in death magic, including the creation of undead. On Ravnica, the Golgari Swarm is known for utilizing necromancers while House Dimir is suspected of doing so by those who know of its existence. On Innistrad, Necromancers are divided into ghoulcallers, who summon the dead directly from their graves, and Stitchers, who sew various body parts together to create monstrous amalgations.
  • Pyromancers are wizards that practice the art of fire magic. Pyromancers typically use red mana to fuel their spells associated with fire, flames, or other destructive bursts. The pyromancers of Jamuraa are known as embermages.
  • Psychometrists, wizards with the capability to absorb knowledge from objects by touch.
  • Sangromancers are mages who specialize in an especially dark corner of black mana. With this blood magic they can drain the lifeforce of other beings, place curses on enemies, and even possess the minds of others.
  • Taskmages are mercenary spellcasters. They do not have the devotion to studying magic that other spellcasters have, instead learning a few useful, relatively simple spells to earn money. They are typically looked down upon by more scholarly mages.
  • Telepaths (aka mind mages), mostly blue mages focusing on detecting, invading and harnessing the mind of others.
  • Thaumaturges, are mages found on Theros who are adept at weaving their magic into their surroundings. Therosian Thaumaturges are considered fully trained when they receive an omen of the gods. Stonewise thaumaturges are adept at using their magic to raise buildings and other edifices.[9]
  • Viromancers, mages who focus on the control of microorganisms and the creation of viruses.
  • Zephyr mages, blue mages typically using spells associated with air and wind.

Wizardly organizations

Notable Wizards

Wizard - Tribal

Wizard tokens

Token Name Color Type Line P/T Text Box Source Printings
Wizard Blue Creature — Wizard 2/2
Blue Creature — Wizard 1/1 {1}, Sacrifice this creature: Counter target noncreature spell unless its controller pays {1}
Red Creature — Wizard 1/1 {T}: Add {R}. Spend this mana only to cast a planeswalker spell.
Human Wizard Blue Creature — Human Wizard 1/1
Giant Wizard Blue Creature — Giant Wizard 4/4
Goblin Wizard Red Creature — Goblin Wizard 1/1 Prowess
Merfolk Wizard Blue Creature — Merfolk Wizard 1/1
Zombie Wizard Blue/​Black Creature — Zombie Wizard 1/1
Champion of Wits Black Creature — Zombie Snake Wizard 4/4 When Champion of Wits enters the battlefield, you may draw cards equal to its power. If you do, discard two cards.
Dreamstealer Black Creature — Zombie Human Wizard 4/4 Menace
When Dreamstealer deals combat damage to a player, that player discards that many cards.
Resilient Khenra Black Creature — Zombie Jackal Wizard 4/4 When Resilient Khenra enters the battlefield, you may have target creature get +X/+X until end of turn, where X is Resilient Khenra's power.
Sunscourge Champion Black Creature — Zombie Human Wizard 4/4 When Sunscourge Champion enters the battlefield, you gain life equal to its power.
Wizards of Thay Blue Creature — Human Wizard 3/3 Instant and sorcery spells you cast cost {1} less to cast.
You may cast sorcery spells as though they had flash.

References

External links