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The Wizards Guild
Wizard Information
Wizards are widely known as magickal adepts who have mastered the 4 natural elements. Wizards are empowered with heavy defensive layers spells, reactive layer spells, debilitating offensive spells and teleportation. They can also silence spellcasters, preventing enemy incantations before they can be evoked. All this considered, with their ability to enchant armours & weapons, there is no end to the applications one might have for a Wizard.

Alignment: Any
Deities allowed: Any

Location of Guild: From Mithris West Gate go 10ne, 3e, u, se, sit boulder

Wizard Skill Trees:
Magic - 300
Magic.Items - 350

Guild Changes:
- Tue Jan 1, 2008 - Leonidad - Fixed Dispel Enchant to properly restore the item's name, without the enchant-name
- Tue Jan 1, 2008 - Leonidad - Changed Dispel Enchant to remove the spell Aerial Possession
- Fri Jan 18, 2008 - Leonidad - Wizard and Mage enchant spell changed to cast upon lesser enchanted objects, replacing Gnomish Dragon Enchants.
- Wed Jul 23, 2008 - Leonidad - A new spell has been added to both the Wizards and Psionicists - Mental Restoration. With this spell, you may restore levels lost by an imperfect resurrect. The resurrect spell (Shamans, Clerics, Priests) has been altered to track what skill has lost levels and how many, and will remain on a player until that player chooses to advance at a guild or dies again. Naturally, normal raise dead spells and shrines will not track lost levels and so will not be restorable. Any problems which pop up should be directed towards Chaos.
Wizard Advancements

My deepest thanks to Sarkkan, Jasmin and Nalaun for thier assistance in providing both plans and insights into the inner workings of the wizard guild. The path a wizard must take can have different variations, however the plan provided gives a good glimpse into the working of the wizard guild..