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Wizard

If you want a good job, you get an education in an Arcane Tradition at a Wizard University. Every city has one, with all the included collegiate lifestyle. Studying magic is the fun part, but actual life as a wizard in the cities is shockingly mundane. Once your spells are your income you quickly realize that it's not about why you chose your Arcane Tradition, it's what others will pay you to do with it. Aristocrats, nobles, private citizens, or however else you figure out how to sell your skills.

Arcane Traditions

  Bladesinging: As one of the most beautiful forms of magical displays, bladesingers are often hired to perform, to teach the bladesong, or as historians about different forms of swordplay and swordsmen.   Chronurgy Magic: Developed through study of the Chronomental, the elemental of time, these wizards have learned to use the Weave to manipulate time. But that skill comes with the horrifying knowledge that whenever they use those powers they are fundamentally changing the future. A butterfly effect has begun and they have no way of knowing what will spill out of that down the line. Yet this magic is their business, which means it's up to them to determine what jobs are worth changing destiny for.   Graviturgy Magic: You might call a graviturgist to help lighten a heavy piece of furniture you need to move, to create a low gravity play or training environment, or for safe and controlled demolition of property within the city.   Order of Scribes: Formed by the great wizard Hogarth, these are the secretarial pool of wizards. Or at least gig economy scribes.   School of Abjuration: These wizards find work performing rituals of magic security, leading ceremonies like weddings, casting protection spells, granting advantage, and banishing extraplanar creatures.   School of Conjuration: Usually with a familiar by their side, conjurors can create objects out of thin air for use. Summoning, landscaping, teleportation, and, of course, wishes without going through devils.   School of Divination: If fortune-tellers had demonstrably real power they'd be treated like diviners. They can help you speak new languages, detect threats and thoughts, identify magic items, and commune with what they assume to be deities, although said "deities" have never confirmed this to be true.   School of Enchantment: It's an enchantment that allows people to encode their thoughts and add them to the Weave so that anybody might learn their knowledge. These wizards provide animal messengers, influence moods, blessings and banes, hold creatures in place, and even kill with a word. Some have more of a code than others and, as always, you get what you pay for.   School of Evocation: Hire a graduate from this school to provide light in darkness, defeat invisibility, smite those who'd do you harm, and construct walls of elemental force. Alternatively, if you're planning a crime you'll certainly want one of these dangerous wizards on call.   School of Illusion: Think of them as graphic design people, making ads and art of the New World.   School of Necromancy: Admittedly necromancers serve a niche market. The kindest ones deal in euthanasia and assisted suicide. They can be called upon to raise beloved family members and murder victims or to kill bitter rivals. The dragons like to keep them around as a counter-measure against the Undead and Undying of the Shadowfell.   School of Transmutation: If you need magic to purify food and drink from poison (or a dragon's effect), if you want to write a message in the sky, if you want to breathe or walk on water you call a transmuter. Their spells can increase movement, shapeshift, buff and debuff.   War Magic: The wizards who join the army.  
Alternative Names
The White Collar Class

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