So imma start with my personal favorite, the first class I ever played, the one I'd probably be if I lived in a fantasy world:
The Wizard
The word 'wizard' is driven from 'wise'. Wizards are the smartasses of the genre. They get their magic from
learning about it. They're also a class that starts relatively weak than grows
exponentially more powerful as you go up in levels.
This means
insane commitment to studying.
If so, there are several questions you have to ask your wizard character:
- Who taught you? Were you a student in an organised 'magic school', or the apprentice of a village witch? Was this knowledge passed down in your family, or did you leave them to travel with an eccentric wandering mage? What was your mentor's impression of you, and yours of them? What particular advice did they give you, and do you adhere to it?
- Your magical schooling was a long and extremely formative period in your life. Was it a good one? Were you considered a good student? Did you have friends? What were you anxious about? Overall, would you say you were happy then?
- What do you still need to learn? This could be a specific spell, a piece of lore, or maybe personal life-lesson.
the most important question you have to ask your wizard character is:
Why do you learn?
The answers to this question are as varied as Bigbi's hands, but I here are a few examples:
(Note: These are
ways to roleplay the class. Narratively. They have no mechanical effect, though I recommend subclasses I think might suit them.)
1) For Fun -
The MaGeek
Your wizard is the type that browses Mistipedia or The Coppermind in 03:00 AM, looking for some obscure lore detail for one line in a fanfic that five and a half people would read. Something in that big brain of theirs
makes them
enjoy learning esoteric knowledge, for it's own sake.
They're us, basically. They're geeks. Only that they had the fortune of being born in a world where magic is
real, so they can obssess on the real thing rather than made up stories about it!
MaGeeks tend to be adorkable, quircky and smart but absent-minded folks, often mistaken for childish or unhinged. They can be shy and quiet - until you ask them a question about how graviturgy interacts with the theory of relativity, and that spark in their eyes lights up and they start infodumping and shall never shut up again. They'd pick whatever subclass they find the most
interesting, regardless of usefulness, and often gravitate towards visually wondrous ones such as transmutation, illusions, or conjurations.
Follow-up questions for The MaGeek:
- What got you into nagic? Did you find your first spellbook randomly in the public library and felt an immediate attraction to it, insisting to borrow it despite the librarian's concerns? Was it a classmate who showed you her scroll during lunchbreak hoping to have someone to share her hobby with? Was there a 'little mages' gifted program in your school? Maybe you were always fascinated by your weird uncle who would wander off for months then return with wonderous gifts and wacky tales, until you grew old enough for him to teach you a cantrip or two with no fear you'd burn the house in his absence - or, for a more dramatic take, mysteriously disappeared and left you with his books, staff and few clues regarding his fate? Or maybe you were introduced to the arcane later in life, by your lover, colleague or even child? Did you get the hype from the begining or had to be persuaded?
- What's your passion? Are you interested in a certain school of magic, historical spellcaster, series of spells, magical creature or something more niche?
- How do you play with magic? What do you like doing with it for no purpose other than beauty and amusement? Do you use
alter self to experiment with funky hairstyles? Do you treat illusions as a form of visual art rather than trickery? Levitate your equipment around you simply because you can?
- Do you have a fandom? Since when? Did you grow up as the only one in your village who doesn't think 'cantrip' is some sort of a root vegetable, lonely and stigmatized? If so, did this alienation shame you or make you feel special? Do you crave a friend who also 'gets it'? When, if ever, did you realise you're not alone? Or did you have equally-mageeky relatives or childhood friends? What did they teach you, what's the weirdest thing you've ever done together, and what do you disagree about?
- Is your enthusiasm apparent, or buried under age, trauma and the cruel world's constant demand for practicallity? How do you move across this spectrum throughout the campaign?
- What's a magical thing you always wanted to do? One that always sounded so cool to you, but is either composed of spells and resources you don't have yet or extremely situational? Inform your DM about it, so they can include opportunities for you to do it.
(Yes, that's my favourite one. I'm absolutely biased here, won't even try to hide it. Play your wizards as geeks.)
2) For Power. -
The Buff Seeker.
Your wizard had heard once that 'knowledge is power', and took it literally. They don't necessarily
like reading, or adventuring, or keeping bat dung in their pockets, but if that's what it takes to become powerful, they'd do it.
For the Buff Seeker, magic is The One Ring: They're tempted by the influence it grants them on the world. This could start as the power to defend themselves and their loved ones, the power to change society for the better, the power to choose their own way in life - or the power to control others, to hurt those who oppose them, maybe even take over the world. Either way, they're at risk of being drawn into the neverending cycle of power-lust.
Buff Seekers can be ambitious and arrogant, but they're just as often driven by a hidden fear of helplessness. They usually go for the most effective build they can get, and often gravitate toward Enchantment for the dominion it grants over others' will, Evocation for its raw destructive potential, Chronomancy for the control over fate, or Necromancy in hope to gather an army of undead - or pursuit of even darker options.
Follow-up questions for The Buff Seeker:
- Why do you feel like you're not strong enough as you are? Was your weakness exploited once and you'd never let that happen again? Is something you hold dear threatened, and you're afraid you won't be able to protect it? Do you have a goal you want to achieve? Or are you simply addicted to power and always seek more of it?
- Why magic, of all things? If you want power, why not become a warrior, a politician, a buisnessman? What does magic give you that money or martial prowess can't?
- What do you value other than power?
- Where do you draw the line in your quest for power, if ever? Will you give up love, home, the simple pleasures of life? Will you go against your conciseness? Do you even have a conciseness? Will you murder, sell your soul, betray your friends (Don't! Infighting between PCs just ruins the campaign and makes everyone hate you!)? Are you considering lichdom?
- What did the people you left behind think about your ambition? Did they know? Did they encourage you, or warn you? How do you feel about their response?
- How do you feel about those weaker than you are? Do you have any respect to them? Do you seek to defend them, or to exploit them? Will you share your power with them, or keep it jealously to yourself?
- What do you do when you're weak - sick, trapped, outnumbered, out of spellslots? Do you freak out? Do you do your best with the little you've got? Can you trust anyone to help you?
3) For Science. -
The Academic
This type of wizard seeks knowledge for knowledge's sake. They overlap with The MaGeek, and might have even started as one - but for The Academic, the study of the arcane is
serious buissness. They aspire to unlock its secrets, to solve the mysteries of the universe - both for the love of the discovery
and for practical purposes - and to record their research and be acknowledged for it.
Academic wizards can seem stuffy and boring, but they're incredibly adventurous in their own way, dedicating their lives to exploration - though often of a less physical kind. Their school of magic is usually the subject of their research, but their quest for knowledge might lead them to dabble in Divination or Conjuration for supernatural information sources, or to join The Order of Scribes.
Follow up questions for The Academic:
- Are you part of an organisation? A university, a research institution, a government body, a secret society? What's your role in the hierarchy? Did they send you on this quest and can back you up? Are you in conflict with them?
- How much do you care about the fame? The credit? Is it the discovery that matters to you, or being remembered as the one who made it? Do you tend to compete with other scholars or to collaborate with them?
- How fluent are you with the technical side of research? Recording your experiments, summing up sources and writing a proper bibliography with footnotes - do you (
the character, not the player) know how to do that well, or is it something they struggle with - which might have led them to abandon their studies and go adventuring?
- What's your current study? What question are you trying to answer? Why does it interest you? Does your adventure advance or hinder that research?
- How do you view those with no formal education? Are you a bit patronising? Do you value street-smarts, or the sort of lore that might be remembered by the village elders and forgotten by the professors?
3) For the money. -
The Punch-Clock
IRL, most people study so they can have good grades, so they can progress to their next level of education and get good grades there too, so they can find a good job, so they can get paid. Folks who study out of personal interest or a higher ideal are rare gems that should be praised and cherished.
The sad truth is that in a world where anyone can learn magic, this would apply to it to.
The Punch-Clock wizard somehow manages to make the most wondrous thing in the universe mundane, which is wondrous on its own right. For them, magic is a profession - nothing more, nothing less. They don't have to have a dull personality- it's just that their true passions lie elsewhere.
Punch-Clocks will choose a subclass one can easily find a job as. Abjurers are often hired to set up magical security systems, transmuters for construction, evokers and war mages as mercaneries, and divinators as advisors. Punch-Clock Necromancers are unheard of in most societies, but never out of job in ones that view zombies as acceptable free labor.
Follow-up questions for The Punch-Clock:
- Did you choose this career? Did your parents press you in to it - so you can take after them, or on the contrary, so you can have the life they never got to live? Maybe a public school or an orphanage had to teach you some sort of a useful craft, and for some reason chose magic rather than something easier, like sewing?
- How do you use your spells for a perfectly mundane purpose? Can
mold earth be used for mining, or for flattening a rocky or mountanous ground to prepare it for farming or construction? Are fire-based spells good for smithing? Talk to your DM about this - it's an amazing opportunity to think about the worldbuilding, how magic affects daily life!
- Are you currently employed? If so, by who, and how is it going? If not, how and why did you quit/got fired from your last job?
- Are you satisfied, or do you secretly wish for another life? What do you
really want?
- Do you have a hobby? A pet? Social life? Your job doesn't fill your self-fulfilment needs, so is there something else that does?