Edited 21-3-2015
Magic
Magic in Hyrule
This is the original Appendix.
And, FYI - this is moving pretty solidly into headcanon territory.
If someone has ideas for abilities or specialized magi or abilities, feel free to suggest something: I will always credit whoever gives an idea.
Hylians are generally magical. They can all do some magic – even if it's limited to getting a hunch just that one time they were in the market visiting Aunt Muriel. (Whose name probably wouldn't be Muriel, come to think it. Digressing.) They have it, they're just not all good at it. Some people are powerhouses, some can barely light a match, and the exceedingly rare Hylian might actually lack it completely, but there is no scale gauging magical prowess because power is not the only factor involved. Knowledge (since inborn knowledge is prohibitively rare), skill (the technical ability - that which comes with practise), and access (able to deliberately use your personal power or other sources as it is possible to be hobbled) are more important, and those tend to be judged on a relative, case-by-case basis. Different people use power differently, and if training is insufficient how much strength you have or how you tap into it is meaningless anyway.
This is, incidentally, one of the main reasons more non-Hylians than Hylians try to obtain the Triforce. Most Hylians realise they'd actually be unable to use it – or at least they wouldn't ever be able to use it properly because it exists on a completely different wavelength from the mortal realm. Because of this they wouldn't be able to get what they want or even anything close. Which isn't to say they don't try: the ratio is about 3:2 for Hylian vs. non-Hylian, but it's more a question of ease of access than anything else. What homeland is the entrance to the Sacred Realm in, after all?
As it stands, magic itself is divided – usually described as a current, or as a having 'depths'.
The easiest way to view magic is as a series of oceans (the elements) with different levels of currents. All oceans mix sooner or later but each one has its own characteristics, with the deeper, larger currents (like the Gulf Stream) being the harder to affect and the surface the most unstable (as any little kid can make ripples and mini-whirlpools and often do without noticing).
The deepest depths, or Deepening Magic, is the least mutable: it is closest to the divine source where magic comes from and holds the world together. It is tied to elemental things, and is especially felt in places such as mountain ranges, springs, and the Old Woods. These are the things which do not change and are always in their element. By contrast, the simplest forms of magic (Shallow Magic, Penny Magic, Hedge Craft) are usually small temporary spells as well as simple, short term divinatory magic's. The Shallow Magic is felt when a powerful magic user gets emotional – sudden wind storms, damage and other generally dramatic things occur.
ELEMENTS
The only constants at all levels of magic are the elements, as well as divination, which is a sort-of special case. Most Hylians have divinatory abilities and at least one strong elemental leaning (Aspect), and rarely more than three strong Aspects, although they can use some parts of any element.
The elements are Fire, Water, Earth, Air, Spirit, Energy, Life, and Shadow and Light. I chose nine since three is a recurring element of Zelda due to the all-important Triforce, and elements will tie into the pantheon. (Eight-ish is a common number in real-world pantheons, with many supporting gods/spirits/deities... this will be tying into the gods chapter.) Time is a loose tenth. Darkness is an unmentioned 'element' because it refers to Chaos.
Fire is largely destructive, although there are healing, protective, purification and weather related aspects to it.
Water lends itself to healing, weather, aquatic life, purification, and minor warding. (Ever heard the superstition that evil cannot cross flowing water?)
Air covers wind, flight, sky, and weather, as well as soul magic.
Spirit is the mind magic's – mind reading, projecting one's mind - like certain princesses calling out to Heroes dreams - mind healing, as well as abilities to commune or interact with other orders of being – the Fay, the spirits, the dead – and order – justice and balance. An arbiter (see below) is more likely to have a Spirit affinity than anything else.
Energy has to do with electricity and movement and as such covers some weather, runes, destructive magic, and an affinity to machines. Energy also tends to attract eccentrics.
There are two elemental dyads which are found almost universally together:
Earth is tied into dirt and stone and is often paired with Life which covers life in general. Someone with an earth talent might be able to manipulate earth, shape it, pass through it, animate it, (golems and those moving statues in dungeons) or have an affinity for runic disciplines. Life lends itself to healing, growing things, affinities for animals, and potioning. Often referred to as Forest.
Shadow and Light do not exist separately. They encompass illusion, necromancy, purification, spirit magic's, some warding, as well as, to a minor extent, justice - however since shadow mutes and light blinds this is rare.
*Note – there exist no strictly 'offensive' or 'defensive' magic's – all elements can take on either slant.
**Also, magic can be active (spell casting and ritual) or passive ('on' regardless of the magician in question's attention to it. Requires no or little control)
Identifying someone's aspect is generally pretty straight forward as it usually comprises of what is easiest to do without tools - like a fire rod. If someone is drawn to magical items with a specific element it may be a hint but it's not indicative.
DIVINATION
Divination is the ability to in some way see into the past, the present elsewhere, and the future. It is thought to be an attunement to the currents of magic. The attunement is natural, and cannot be learned, although it can be more difficult to use if left untouched, like any unused muscle: divination is (usually) a very subtle, very frustrating discipline.
In the currents of magic 'ripples' form and project possible outcomes to the seer granting the ability to "see" what may happen in time. Seeing the present is done when something monumental happening at that moment galvanizes the sight to it, or when something resonates with another location where the seer is or with the seer his or herself. In rare cases it can even be done deliberately and used to communicate. The past can be seen in any of those ways.
The future can be divined from dreams, visions, hunches, augury, crystal readings, or any other number of means, some of which can be quite unusual. The means are however overwhelmingly unpleasant, as the truth, of which there is always at least a little in a good fortune, may be no more appealing than the method used to learn it.
Prophecy tends to be vague and irritating, just like it is everywhere else (as anyone who knows where the line "if you go to war a great empire will fall" comes from can attest). Seers are occasionally capable of reasonably clear answers, but the only definitive divine word is the Divine Voice.
The Divine Voice is very rarely heard – nominally only at pivotal moments in history. It is also known as the "The Many who are One" and is generally believed to be the gods themselves speaking via any seer of moderate to strong sight in the vicinity when divine guidance or approval is sought. The voice has been known to drive the people it speaks through mad - particularly if there are not enough people to divide the speaking god's weight. Some prophets are subject to the Divine Voice.
Weighted words could be anything spoken that takes on a certain presence: the voice may become layered as though someone else speaks in tandem or the words may come without any control on the part of the speaker (to be a mouthpiece) or even known only by a pressure on the eardrums. The weighted word is however unmistakable and in essence a watered down Divine Voice piggy backing on something the seer would have said anyway. It can happen to anyone.
It is generally believed that all Hylians have this ability to some degree due to having the Goddess's favour. Very few Hylians, however, ever actually receive visions of any kind or even attempt to divine anything, although they place great importance on the words of seers, Oracles and prophets – the truly gifted in divination. Most Hylians don't do very much of note without contacting seers or, if possible, Oracles to see what their odds are, and if it runs counter to the will of the gods – something unthinkable to a chosen people. Words of prophecy are to be ignored at your peril.
Prophets receive visions from higher powers, or from magic itself, without any control of their own. Most sight belongs to the realm of prophecy, although only the stronger bearers of sight are called prophets. Most Heroes have been believed to be prophets – supposedly to aid in their quests.
Seers are a strong talent who are reliable and are usually able to call upon their abilities, although they are known to receive prophecies. These are the augers, bone casters, diviners, etc. A future read or called upon is a fortune unless a drug is used to create it in which case it is called an oracle, different from an Oracle.
The Oracles are divinely favoured Seers who receive guidance from specific higher powers: they participate in an exchange of sorts. The most well known Oracles are of course the young women favoured by the Three, who take on their patron's names in their official roles.
TIME
Time magic exists, but is very rare: a fortunate thing, seeing as how the manipulation of time is the most dangerous of magic. Those who play with the flow of time heedless of any repercussion run the risk of damaging time and space, possibly to the end of all. Rhythm is the primary means of manipulating time, although not the only.
There are only ever five people at a time allowed to manipulate time: the Sage of Time, the three Oracles of the Golden Goddesses, and the Hero, whoever those people happen to be.
RANKING
People who use magic are collectively called magi while individuals are called mages if one doesn't know their technical type - it's politest. Magi use magic differently based on what depth of magic they cast at. From deepest to highest there are:
Elemental Works, Deepening Magic. Deepening Mages: People who work on the most basic levels of magic. This is very rare, often passive talent and a highly will-driven discipline, and can be either incredibly useful or useless, depending on the aspect, specific abilities and the temperament of the person, but successful elemental mage-works will last literally forever. Deepening magic is also usually very strong internally – a Life aspect may have a fast rate of healing, while a Spirit aspect may be resistant to possession. Elementals usually have one strong element, and Heroes are usually Deepening Mages with other lesser aspects. TWW!Link would be a Deepening Wind mage – can cast with his tools, and the influence is in a big, lasting way.
Sorcery. Sorcerer, Sorceress. These guys arise ever so often. A middling-deep power, they tend to favour big magic, which take preparation and tend to be permanent, although not usually completely immutable. A sorcerer or mage can usually use self-changing magic – such as a water sorcerer who makes herself able to breathe under water, or an air sorcerer who can fly. (Can you say Vaati?) Again, sorcerers tend to specialize, but not always. The Sages will often but not always be sorcerers.
Mage Craft. Mage. Operate on a shallow to middling-deep magic, varying from person to person. They aren't restricted to a single element, although they do tend to be stronger in one or in rare cases two or three. This, and the ability to cast shallow magic's from most or all spheres characterises a mage.
Wizardry. Witches. Wizards. Using shallow and some mid-depth magic, wizardry is a very common form of magi-craft. Using largely shallow magic, cadres of witches and warlocks are a common feature of the Hylian Royal Army, as they are often well suited to healing, battle magic and communications.
Witch Craft. Hedge Witches. Hedge witches and equivalents are the most common and delve into shallow magic exclusively – their works tend to last little time, but for the most part are used to serve communities or given tasks. Hedge witches do the same jobs they do in the fairy tales of our world – small tricks in day to day life - potions and herb lore, little charms and such.
A tiny detail for all powerful mages, regardless of level or alignment - when casting magic it's not uncommon for glowing patterns to appear on the skin. These marks can say a great deal about a person and so are considered to be very personal. They rarely change. The sometimes glowing swirl and dots on TP!Link's forehead as a wolf is his mark as a magi, as are Midna's patterns. The shape of one's magic is a visible sign of the power within rising and it's character.
ASSORTED SPECIFIC PRATITIONERS
Being one of these does not mean you can do everything that that title is known for.
Arbiter
A transitory roll, usually a Deepening Spirit Mage, although others like Sages, Heroes, Prophets and Oracles of any aspect can fill the role as required. An arbiter is a conduit dispensing the Gods' justice. Any magical effects from a ruling tend to be considered miraculous - Divine Will or Retribution, usually.
Beast Master
A beast master, a Life or Forest magi, who always has the beast tongue, (see below) can impose his or her will on other creatures. The most successful masters do so by familiarity and trust, rather than true forced dominion. Animals will also become tame around a beast master. Masters can only control creatures they can communicate with. The Sacred Beast is the best known example of this*.
*[I was thinking of the controlling cuccos here, but he talks to and gets intel from animals. WW!Link also controls gulls, and by the flocks she gathers Aryll may be one too. OoT!Link is the opposite: liable to be maimed by cuccos, and while he can talk to cows he needs a spell. And frogs will humour him in exchange for music.]
Chosen One
A person who as, as per the name, been chosen by the gods for a specific purpose, but are not necessarily magi themselves beyond their divine blessing. This is a term to be avoided since it is very vague. Heroes, Sages or Royals are Chosen, as people typically expect, or but someone might be considered Chosen by being intended to develop a new invention (the inventor of the printing press or pottery wheel could potentially examples for magicless Hylian Chosen since they are revolutionary tools) or to merely deposit something for aonther Chosen to later find – someone had to place all those convenient tools and treasure hoards after all. It just means 'has higher purpose' not necessarily 'destined for big things.'
Disciple
Someone with uncommon ability across the full spectrum of their Aspect. Often considered to be favoured by a god – or even groomed by them. A Disciple are thought to be a god's highest follower, or possibly even a replacement for an old and tiring spirit or lesser Deity. Disciples are as such considered close to ascendancy (i.e. they are becoming godly themselves).
Oracle
An especially favoured and powerful seer - they receive prophecies, visions and other portents from their patron god or goddess. They can be any kind of mage.
Prophet
A reliable seer who can control their visions to an extent - to the point of directing their talents, often done at the urging of others for the portents of certain actions or events that have occurred already. Like all seers, they can be any kind of mage.
Royals
The royals serve Hyrule, and in return Hyrule serves the royals – not the other way around. The royal families of Hyrule are all families of magi who serve under divine appointment – this is well known - and are said to be descended from the Goddess herself - less known. What is not commonly known (for largely obvious political and prideful reasons) is that all royal houses of Hyrule are in effect stewards answering to the gods and spirits of the land. When their goals no longer match Hyrule's' they forfeit their purview and another royal family who better suits the job is appointed in very loud and obvious divine ways so as to remove all doubt. In this way Hyrule is ever under solid (or at least honest) leadership and if a family dies out there will always be replacements – an especially important thing as Royals seldom have many children and the country is disaster prone.
Note that this does not mean that a ruling royal family during a crisis forfeits their rule – they can hardly control the course history – but if they were at fault, either by pride or direct action then their house may fall.
Two known families are Harkinian (all the kings of that house their house name as a throne name) and Nohansen.
The Sages and sages
Can come from any rank. Sages are magical beings divinely appointed to perform tasks for the gods and lands. There are generally principal Sages who take precedence in grand designs as well as lesser sages: there being a single Sage for any element is a common misconception. Having multiple sages spreads the work out and leaves backup plans in case a Sage is killed, as is wont to happen during Great (Heroic) Cycles, when they are generally most needed. So there are multiples, just not that many, and others might become sages as it can be (and actually usually is) an earned title: the divine blesses the worthy.
Heroes
Reputedly Deepening Mages (and occasionally sorcerers) Heroes are people with the task of resolving major conflicts where other forces have failed. They always have at least one patron deity whether they know it or not. They are not necessarily the gods' answer to crises, but tend to appear with just the abilities they will need or means to procure them, indicating a divine influence on them regardless. They may be Hyrule's own answer to the future it predicts, if one believes a land can see such things. It is however said that Heroes Rise - so perhaps it only takes the willingness to act..
In any case, the gods recognise competence when it appears and support it. Note that this makes every potential Hero a Sage: but where most sages are maintenance the Heroes are the emergency specialists.
Seers
Anyone who can divine is by default a seer - there is no stipulation on aspect or rank as a mage (even the otherwise magic-less can learn a 'mancy) though aspect might determine what a given seer might see the future in. Do they read the bones? (Life or shadow.) Or maybe they do pyromancy? (Fire.)
Shaman
Shaman is a specific title referring to a mage with a combination earth/life/spirit leaning. They are usually healers and spirit walkers of varying ability, good with animals, and community leaders.
Spirit Walkers
Spirit walkers are typically Spirit, Air, and Life Aspect magi. They can be able to enter or manipulate the dreams of others, speak with the dead, and seek the origins and purposes of actions or magics through mystical means. They are often prophets.
ASSORTED SPECIFIC ABILITIES AND SPELLS
Drawn directly from the games where possible, but also includes skills not identified as 'magic' and stuff from my head-canon.
Beast Tongue [Life]
The ability to speak with animals, always held by beast masters but not limited to them. However, not all animals can speak, and not all beast speakers can speak to all intelligent animals – very few in fact can. The Hero of Twilight is the one of a handful of people recorded to have been able to speak to more than one class of creature: mammals, amphibians, and avians at least. Only fitting for the Sacred Beast. (It might have been argued that fish and insects do not have the required intelligence, but the Zora have been known to speak to some fish, while insect speakers, including one from the Sacred Beast's time, are known. [She knew he had bugs.] Reptiles are not found in most of Hyrule, and thus remain largely untested.) Most people can only speak to one family or genus, such as cats which may or may not include wildcats, or hawks.
This is a mostly passive talent (some spells do temporarily mimic it) but the voices of creatures can be tuned out by the Speaker. Beast Tongue is relatively common among Hylians, especially those who live in wilder areas.
Bombosa (Bombos) [Fire]
A spell which unleashes an explosive fire. When cast Bombosa can be as large or small as the caster is able to manage. Bombosa can also be created by means of charged runes (usually on tablets) in which case the spell is called Bombos. One version of the Bombos tablet is to engrave the necessary symbols on a blade, which will then burn those it strikes when it is charged.
Convergence or Interesting Times [Energy]
Technically a curse. Most Energy Aspects of mid to deep power unconsciously exert an influence on situations around them causing frequent mayhem both minor and major. Not to be confused with Heroes who have this problem too.
Din's Fire (Holy Fire) [Fire, or Deepening or sage]
A form of fire that few can wield. It is spell bestowed by the goddess and her servants to the worthy, typically the bold and pure of heart. Din's Fire is a purifying fire which will only burn what the caster intends.*
*[Like setting torches alight while not burning the rest of the wooden torch. Or not burning the grass but striking an attacker... Hyrule is weird.]
Dowsing [Divination]
The ability to track or locate something in present time. This is an example of a past-present divination. The dowser reaches into the currents of magic with an intent in mind (whether to find where a person is or has been, locate an object or find a good spot to sink a well) and traces that object though the currents. A particularly good dowser can be very precise. It is not possible to dowse for a future location.
Ether (Thunder) [Energy, Water, Fire]
A spell which summons lightening. This spell can either be cast or it can be ritually summoned using runic tablets.
Eye of Truth, Spirit Eyes [Shadow/Light, Spirit, Air, or with Veering]
A holder of the eye of truth cannot be fooled by illusion and has the ability to see spirits and ghosts. The eye is limited by power and ability – a more subtle or more powerful illusion can fool a weaker eye. An Air aspect will not cut through illusion although that mage will see spirits. There are spells and objects to mimic the Eye. A person capable of veering (see below) will always have the Eye as animals are generally closer to the land and truth – a case of matter over mind, the ability to hold higher concepts removes from this and allows deception to become easier.
Farore's Wind (the Wind Step) [Air, or Deepening or sage]
Another goddess given spell, Farore's wind transports the caster varying (but generally short) distances. Like Din's Fire and Nayru's Love (below) the Wind can only be learned by the pure of heart.
Fay Day (The Fairy Spell) [?]
A strange spell that turns the object – which can be the caster – into a fairy for a period of time. Due to the good (if oft tricksy) nature of the Fay it is only taught to the pure of heart, as with the spells of the Golden Goddesses.
Green Thumb [Life, Earth]
Talent in Gardening. This is passive magic with some active magic applications. This is specifically used in gardening – a person with a true Green Thumb can encourage astounding growth or recovery in any form of fauna, and a person with a higher level of skill wielding magic can encourage certain growth patterns, certain traits, or breeding in plants. A gardener with a Green Thumb was likely at fault for at least a few varieties of Deku Baba.
*Like a beast master, a green mage has an opposite who will have a Black Thumb. Not everyone can garden.
Healing Touch [Life, Earth, Water]
As it sounds, the Healing Touch can heal with a touch – the degree of the healing is the variable, as well as the quality. The Touch fights infection, knits skin and bone, and reduces trauma. It does not however replace blood or clean wounds. Mental trauma needs a specialist in Spirit magic. If a healer with the touch is not well trained they can knit the wrong things together, cause blood clots, or a whole host of other things.
Kiss of Life (The Life Spell) [Fire, Air]
A soul magic, rather than true life magic. A fire or air magi of great power (depth is irrelevant) may be able to impart life force though a kiss to the dying or recently dead. This cannot be frequently used as it usually takes some of the casters' life force, and is mostly passive magic, being dependant on intent rather than active skill. Only very rarely appears in Life Aspect magi, and never in Spirit which is more concerned with the mind and order. The Kiss features in many tales.
Memory of Stone [Earth]
The spirits of earth, like all others, are capable of bearing witness to events, but only those of immutable stone are able to remember. Those they can speak to or even show their memory to are said to have the memory of stone. It is also possible for people, especially masons, to impart their own memories into stone for another to later find.
Nayru's Love (the Aegis, Sanctuary) [Water, Deepening or sage]
Third of three spells given by the Golden Goddesses, Nayru's Love is a shield against any and all harm. The caster, who as with the sister-spells must be true in heart, can be struck but will experience no pain while the spell is active. It is difficult to maintain.
Pathos [Water, Air, Energy]
When any mage of deep or large power experiences an extreme of emotion they run the risk of losing control of their powers. Irate Earth Aspect magi run the risk of causing earthquakes, while exuberant Life Aspects attract wildlife or cause plants to run amok, and all burnable things are removed from the vicinity of Fire Aspects no matter what extreme. Pathos however is the tendency found in some Air, Water and Energy Aspect magi of any rank or power to cause weather phenomena accidentally, with only minor emotional outbursts. Self control moderates this, but it is relatively rare.
To Play the World (To Sing the World) [Time?]
The rare ability to affect the world with song and rhythm. It appears most commonly in Heroes and Royals, although minor talents may become bards or other performers. To sing to the world and have the world sing back.
Shadow Walk and Light Step [Shadow/Light]
The ability, innate but trainable, to meld into shadows or light, to appear to vanish into them, or to travel by them is called Shadow Walking or the Light Step. With frequent use it does become instinctive, and so partially passive, but it always has active elements. This is most commonly found in Twili, Ilkana, and Sheikah.
Time Travel [Deepening, Sorcery]
Usually achieved by ritual, but necessarily rare, time travel does occur. There are spells (Such as the Sun's Song and Song of Time) which manipulate the flow of time or can send a person through it. Time travel and manipulation is usually limited to the Oracles, and the Hero and Sage of Time due to the risk of paradox and, frankly, jump-starting apocalypses.
Tremor [Earth, or Deepening or Sorcery]
A spell which causes a powerful but highly localized earthquake which does not affect the caster.
Veering [Any Aspect, Deepening magic]
Veering refers to the ability to change one's shape into that of another creature. A person with the potential to veer will always have the ability to speak to the Genus or Family that that creature is part of. This is an active magic but the talent for it is innate – if you do not have a form to veer into you cannot change into an animal, or have your form changed.* It is said that those with the potential are also more likely to have the potential to ascend.
*[Someone who, under the same curses that change others people into their veered form, turns into a monster (or at least into something) would not have this potential. The monster would be the result of forcing the issue. However spells of human transformation to objects or to other beings (such as the Fairy Spell) are not subject to this caveat.]
Warping [Any Aspect or rank, large power]
The ability to transport oneself instantly from one point to another. This is a very large energy consumer, so few can manage it. It differs from other transporting abilities in that it does not have an Aspect, and from the Wind Step in that it does not require virtue in the caster.
.o0O0o.o0O0o.
.o0O0o.o0O0o.
A.N.2: I feel like looking at some Heroes.
I was sifting through various games and wikis for said games and concluded that the Link from Zelda I-II could do some really esoteric sh*t. Going by my own classifications he seems to be a wizard. (Mostly temporary superficial magic with a few more complex and lasting things thrown in for kicks, like Bunny Link). Maybe a Fire leaning? He also has the largest repertoire we know of.
WW!Link has a small repertoire but great effect. I tend to see him as a Deepening Air Mage with other lesser aspects (fire/ice arrows are shallow spells, light is holy). And since he can control gulls he may have a Life leaning. (Or Spirit if you take his guiding others as possession rather than shouting instructions.) In PH he gets to play with instruments of time but that's Hero's prerogative and using a tool or ritual rather than his own inclinations.
TP!Link is hard to place. He has Life since he can talk to animals, (and at least has a good understanding of them as a human if he can't still kind of understand them) there is a distinct absence of illusion in TP (which I would have expected in a lot of places) and he can see and interact with spirits but that's probably from the veering. He also has the favour of a Wind Spirit: Air aspect? This is all mostly passive. He may have a Light leaning too since he occasionally seems to glow in the dark. Deepening Life and Shadow/Light and maybe Air. It seems like a lot, but he isn't superhuman, a lot is asked of him and not a bit of it is cast magic. Honestly, he himself wouldn't notice most of it outside of the animal-speech and occasional glowing.
OoT!Link is a deepening mage since he can manipulate time (deep and serious stuff) but does have a few extra spells, like a bit of a green thumb and the arrows. But the charged spin seems to be energy and the others are given by goddess to their agents so they can be explained as deepening magic too. Plus he opens with prophetic visions. All Time all the time... and a dash of wizardry too.
Oracles!Link transforms into anything but animals, and uses magical tools, but what is he? No f*ing idea. Veering, some ability with Time, maybe a green thumb? Credence to my Oracle=OoT!link theory?
All I can give ST!Link is some degree of a Spirit leaning since he controls Zelda's actions when she possesses something. I don't recall him having much else, so...
SS!Link dowses, (Fi is only an interface). Otherwise... Hero's prerogative in Time, some passive wind?
And ALBW!Link is mostly passive - friendly with bees but that's earned, energy beams from his sword and a few magic items. On the fence between hedge and wizard maybe, with no obvious leaning.
Moving on...
