I just want to say that some of these terms are used in real world religions, but I want to set that aside, I'm only talking in terms of fantasy gaming here without implying any actual connection to anyone's beliefs even if the terms originated there.
I think HeroQuest just varies the terms for variety and adding "color" to the stories. Characters with cool powers, basically.
Other games and fantasy books use the terms differently. It seems to vary with the "world" you are using. If you want one particular view (people argue over whether it should be viewed as "canon" here) check out the HeroQuest Novel "Screaming Spectre" (and the Wizard's tales in "Fellowship of Four").
"Magic" in Heroquest seems to be anything special or out of the ordinary beyond basic "roll for damage" type weapon-based combat.
lestodante wrote:I was thinking that many times I see different words to refer to a wizard, not just in Heroquest but also in other games or novels.
Since in Italy we only use the generic MAGO (=wizard) and Stregone (=evil wizard) I would like to ask if the following words are just different ways to describe a WIZARD or if there is any difference (for example Necromancer is a different type of figure).
I can list some of the words I have in mind now, but maybe there are more that I am missing.
Archmage
Conjurour
Enchanter
High Mage
Mage
Magicien
Magic-User
Sorcerer
Sorceror
Spellcaster
Warlock
Wizard
Also for females:
Hag
Sorceress
Witch
Anyone want to help?
If you just want more terms (
consult a Thesaurus):
Diviner
Charmer
Theurgist
Thaumaturg
Augurer
Magi
Fortune Teller
Soothsayer
Astrologer
Palmist
Illusionist
Seer
Medium
Clairvoyant
Hypnotist
Occultist
Mesmerist
Mystic
Sage
Wise-man/woman
Guru
Master
Magister
Elder
Trickster?
Anthropologically speaking (based on surveys of folklore and history), Witches are malevolent entities (might be human or not) that manipulate spiritual forces or spirits (ghosts, demons) and use curses and seek after food/blood/life essence/money and often have associations with demons often in animal form; whereas Wizards manipulate the forces of nature and use materials to cast their spells while seeking after knowledge/power (especially learning or stealing from other wizards or defeating them and plundering their materials).
warlock is used as a term to refer to a male witch, but it really just means a scoundrel/traitor/oath-breaker.
Alchemists were natural philosophers (pre-scientific scientists) who experimented with materials in an effort to transmute matter (most infamously and stereotypical to transform lead into gold). They were a secretive lot who used symbols to hide their secrets and many of them were charlatans but others were trying to better humanity by discovering the secrets of the universe (and many were deeply religious) while others were clearly in it for their own egos and fame. Their profession gradually evolved into what we think of as science, splitting off the philosophers and the chemists (similar to how astrology evolved into astronomy and split off the occult, religious and fortune telling aspects, also similar to how medicine became a secular affair from its highly religious, ritualistic, secretive nature in ancient times).
Anthropologically speaking, Priests are ritual specialists (most specifically sacrificial rituals), but in some games they are basically just a spell user by a different name. Clerics could be any member of the clergy (religious community member) usually who happens to be learned (a reader and scribe) but in games they often are like lower level or specialized magic users.
Sorcerer has become a generic term synonymous with Wizard. It may be related to a "poisoner" (one who is an assassin or makes tools for assassins) but positively viewed its an apothecary, who makes medicines (ancient form of a druggist or pharamacy chemist).
A Magi/Magus (related to Magician) is a wise man, like an ancient (pre-scientific) scientist, an astrologer, alchemist, philosopher, that sort of thing.
Necromancers summon/talk to the dead, they attempt to manipulate ghosts/dead souls/demons for gain or for pay.
A conjurer could be related to a magician or a witch or wizard I suppose. They could be close to fortune tellers, soothsayers, or other persons who perform divination for money (claiming to have access to occult that is secret knowledge or information from the spirit world). Their powers come from demons or gods. In games and movies they summon beings from other dimensions or teleport matter around.
A Magician could be like an illusionist, a stage magician, who performs sleight of hand for entertainment (money). Or it could be general term for anyone who uses "magic" (occult, unseen forces, spells, manipulation of the forces of nature and/or spirits).
In game terms they can be whatever you want them to be, of course.
In terms of world building I would try to establish how the powers work in your world. Set boundaries or rules. Are the powers natural? Are they supernatural? Do other beings like gods, spirits, angels, demons, ghosts, space aliens (?) exist? What about psychic powers (preternatural?). Do they use the Force? Or is it some kind of technology?
How are those who wield the power regarded? Are you born a Wizard or do you have to be trained? Are you infused with midichlorians? Were you chosen by some powerful being? Did you just find a lightsaber in a garage and now you're a Jedi?
In HeroQuest, spells are actions that have cool effects for combat or enhancing a character's abilities, typically single use affairs. The rest is background as to where they come from and why they're cool.
The various titles in Heroquest seem somewhat meaningless at this point. Wizards apparently include Morcar/Zargon ("Evil" Wizard) and (??) Mentor ("Good" wizard) and the hero called the Wizard. We know Alchemists exist but don't know much about them (other than apparently they like to sell useful potions and have benches). Mages and High Mages and Archmages exist, all of them seem to be evil if I recall correctly. Warlocks, we haven't seen any (other than the Remake which seems to say they're evil but fight for good's side) other than the "Chaos Warlock" which is really just a stand in for whatever special character the particular quest needs.
Anything else? It seems like HQ just uses different terms for spell users/magic characters for the sake of variety. But you can invent your own lore... or borrow one from some other franchise (old Warhammer fantasy is a popular choice for obvious reasons).
An example is my De-Magicified world mod. In this one the "real" Alchemist's from our earth's past got sucked through an inter-dimensional portal into the "Olde World" (loosely based on the Warhammer fantasy world of 3rd/4th edition WHF). The physics and energies of this world are slightly different from ours and so a lot of the theories of the alchemists are proven true or close to it than in our world.
So Alchemists are often human, can be male or female, and some seek after power/wealth while others work for the state, and can be good or evil.
I divide up Alchemy into specialties. You have apothecaries who specialize in potions and Alchemists proper who have expanded abilities and knowledge (and I suppose "High" Alchemists who are really good at what they do), and then you have Mentalists who specialize in mind related abilities (including influencing others) and Elementalists who specialize in manipulation of the elements especially local weather phenomena. Mystics have a fusion of combat skill and practical alchemy for the battlefield.
Elves have natural abilities (like the "psychic" stuff from pop culture) but humans can learn some of this. "Wizards" and Alchemists are the same thing in this world, they use natural abilities, manipulate the forces of nature using materials and hidden (preternatural but not supernatural) knowledge. Space aliens (equivalent to "gods" to the denizens of this world) exist but their influence is limited. Terms like magician are used for charlatans--frauds who seek after money, and respected entertainers who everybody knows are tricking you. Chaos alchemy is just a more dangerous, less ethical form of the technology and abilities that Alchemists use, and is practiced by Zargon's forces including the Orcs and Fimirs. Mutations account for Chaos Warriors, and the "undead" equivalent (chaos creatures, abominations created or modified in labs).
In my world, the good alchemists work for the Empire, the bad ones work for Zargon, and there are freelance or rogue alchemists out there who work for themselves or the highest bidder (some good, some not so good). The knowledge of the alchemists is mostly secretive, but some of it has become more public and benefited other segments of society, for instance in the medicines against plague and other common diseases (developed from alchemists who studied the bodies of skaven and trolls), and weapons used by the military (like gunpowder), as well as healing potions (including the Elixir of Life that keeps Mentor, but also Zargon, alive). And material technologies like Mithril for armor or certain potions (considered a very rare and expensive technology, mostly worked on by geniuses like Borin). Warriors can be supplied alchemicaly infused weapons (like the Spirit Blade or the legendary weapons in the Japanese game system). Clerics specialize in healing techniques. Paladins know about Holy Water and Holy Flame.
So yeah, ask, who are they, what is the source of their power(s), what are the limits or costs of that power, what is their standing or role in the world, what are their motivations, are they good/evil/etc?