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| The Wizard Apprentice | ||||||||
| The Wizard Apprentice has now begun to understand his capabilities. His magic skills are still somewhat meager but his heart pounds with motivation. He prefers to spend his time studying magic and has little to no interest in weaponry. During this time the Apprentice has found a High Wizard as his master and will follow his teachings for some time, learning everything he can. His duties are to listen to everything his master tells him. At this rank the player is expected to work on their role-playing abilities and forge his character as he sees fit, while following the rules laid out for the given rank. Promotion will come when the Apprentice's High Wizard deems him capable. Uniform: - Robe in guild color. May where any other clothing on the character's body so long as your character looks European medieval. Arms and Armor: - Same as the Acolyte rank. Restrictions: - Same as the Acolyte rank. Skills Allowed: - Magery, evaluate intelligence, meditation, wrestling, resist spells, poisoning, inscribe, focus, spell weaving, ***necromancy, spirit speak. Skills Not Allowed: - Archery, swordsmanship, fencing, mace fighting, parrying, tracking, lumberjacking, tactics, bushido, ninjistu, chivalry, detect hidden, crafting skills, taming skills, hiding, stealth. ***Necromancy is considered a banned art in The Kingdom of Inethria. This is not to say your character is restricted from having the skill in his template. However, as a member of Inethria your character is expected to abide by the laws of the land and the law states Necromancy is banned of all use. There will be repercussions if your character is caught breaking the laws. This is considered an 'In Character' rule and will be treated strictly in game and in character. |
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