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Home of most of the knowledge found on Onin, the Wizards Guild lies in North-Western Tasribin. This tower of stone houses many labratories, dormatories and classrooms for novice and expert wizards alike.

July 04. Remember that Shamen and Priests can research spells. Don't forget to research whenever possible. Even if this means sitting out one gaming session, it is still probably worth it since they both depend on magic so much.

June 04. Playing a Shaman can be loads of fun, but they are designed for people to really role-play. They are not all that powerful, so make up an interesting character for them.

May 04. Enchant your main weapon. For example enchant your weapon to hurt any else who touches it. Or enchant your weapon so that it will return to your hand at a command. Since wizards are weak fighters this helps them when they get cornered or captured and prevents weapon theft.

Apr 04. Manipulators, choose your spells wisely. Because you only get a limited amount of spells, make each one count. Some of the basic spells skip getting for more versatile spells. For example, a bonus spell (like +3 Agi) is not better than a good fog or darkness spell. Fog is just more useful in a fight because of the amount of confusion it can cause and the cover it provides.

Mar 04. Summoners, don't underestimate your abilities at lower levels. Yes, you can only summon weak animals, but even those are quite a shock. Imagine if you were scared of snakes and 5 cobra just popped in front of you! Yikes! Use your creatures as distractions and helpers instead of fighters at lower levels.

Feb 04. Wizards work best in a party. If you can get some strong fighters in front, a couple of range fighters in the back, the wizard should be with the range fighters. This way they have the protective screen of the up front fighters, plus the range fighters. This gives them plenty of time to get off spells without them being interrupted. If this happens, make sure you use your spells and don't waste time, help your party!

Jan 04. Use your hobbies well. Remember that your hobbies don't have to be things that you can actually do. So if you have a hobby of solving riddles and there is a riddle in the game, you don't actually have to think of the answer. Ask the GM if you would know the answer to the riddle. Hobbies like riddles, ancient languages, runes, herblore, etc. can all be useful for a wizard to have because of their high intelligence.

Dec 03. Deciding on what spell to use in a given situation can be a hassle. Just write down the names of the spells on your character sheet so that you can get a quick overview of all the spells available to you. Still keep a copy of the spell chart handy though, you'll need it. It's hard to remember things like Effectiveness, Time, Duration and MP Cost. By having an extra spell chart there you can flip to the spell stats once you decide what you're going to cast and save valuable time.

Nov 03. A common problem with wizards is having your spells interrupted. Once you become a high enough level wizard you might try researching an instant spell that would absorb the first few points of damage for the next 5 rounds. That way you'll probably have a few rounds of safety from common spell interrupts such as Ice. (Remember that your spell is interrupted if the damage dealt to you is greater than half your intelligence. Check the WOV Book for the exact rule.)

Oct 03. Try working as wizards in pairs. If you begin to work as partners you'll be able to use spells that compliment each other. For example, if there is an invading party it is useful to cast darkness on them. But if you're just one wizard, the enemies may have charged on through the darkness by the time you get another spell off. However, if you cast darkness and then your buddy casts a fireball into the darkness, BOOM! Mass confusion sets in because people are dying and hurting and can't see to find out why.

Sept 03. Can't find the spell you want? Research it! Almost any spell is legal in WOV as long as you can get your GM to give it the OK. If you can't think of anything to research, try looking at the spell charts and modifying one of the spells slightly. This has two advantadges as it gives you a more powerful spell and it's more likely to be approved since it is only a modification of a spell you already know.

Aug 03. If you want to be a wizard, but still want to be able to fight well, try out a Champion. They can cast most level 1 and 2 spells, including the important Cure and Ice spells. Cure is needed almost all the time and Ice is a good spell to interrupt other casters. This way you get the best of both worlds because you don't have to give up your weapons and armor. You'll still have good HP and AC AND be able to cast spells!