When wizards first appeared in the seventh century CE, they were generally accepted as minor hocus-pocus charlatans who cast charms, dole out drops of poison, or inflict minor wounds upon their victims - a useful practice for warding off and trapping unwanted visitors, and if you forgot to bring along your protective charm or poisonous concoction with you, it was no problem at all. Magical technology has changed and grown vastly since then, with the need for such primitive tricks fading, the skills and knowledge of those who practice magic spreading all over the world, and wizard families and colleges developing and perfecting magical skills and arts in unprecedented ways.
The original AD&D game saw the rise of 'white' mages, who favored spells that had a stronger effect than curses, and relied mostly on a mastery of magic that emphasized the victim's constitution. While 'grey' mages relied more on the casting of minor magical effects, 'black' mages focused more on deceptive spells, traps, and illusions. The good AD&D rulebook states that mages can use at least 30 spells, but there are also many schools of magic, ranging from Arcanismic magery, used by those who have an innate natural affinity for magic and magic users who derived their power from elemental magic such as the fire, air, and water dragons, to Chthonian magery, used by mages who can use power from the earth, such as earth dragons, to Celestian magery, used by mages who have innate control over the powers of the stars, such as Star Dragons. The Quartzarine are natural and untrained wizards who are more of a pit fighter, and can utilize spells, such as Slash and Twirling in a similar manner to the monk. They also provide the best damage and defense bonuses at lower levels. Vertaile can cast spells that use the earth as a focus point, which allows them to cause blasts of earth, frequent rockfalls, and make mini earthquakes that will shake adjacent tiles. Gith can increase melee damage, reduce incoming damage, or lower incoming damage by 50% with a Raise. They also craft their own weapons, such as maces, polearms, and ebonhamite knives. The elemental wizards can sacrifice their power and life force to forge special weapons and perform elemental effects such as fireballs or earthquakes. d2c66b5586