The Wizard

One of the most complicated and versatile areas of magic is wizardry. This is an occupation dedicated to the research and study of the mystic arts, with an emphasis on spell casting and mystic combat. Wizardry is the science of spell magic, invoking magic energy through force of will and incantations. Spell magic relies on the speaking of arcane spells. The properly spoken words can summon, direct, or unleash great forces in the blink of an eye. No components, no diagrams, no deity and little, if any, preparations are required; merely the spoken word and sufficient magic energy will do the job. This makes spell casting ideal for adventuring and combat. While each type of magic has its advantages, spell casting is comparatively quick and easy to perform, is low maintenance, and offers a wide range of spells.

This wide variety of spells means versatility and individuality. The wizard can tailor his repertoire of arcane knowledge to best suit his personality and goals. Thus, some will focus on offensive, some defensive, others deception, and so on. This makes wizardry a very uniquely personal application of magic and means no two wizards are exactly alike.

The wizard's powers are derived from his knowledge, physical stamina, and ingenuity. The character can learn and memorize dozens of spells regardless of level, as well as learn a number of rituals and even a few circles. The wizard dedicates his life to the mastery of spell magic, thus one must assume that the character studies and practices magic secretly, in private. To forget a spell could mean his death. To suggest that a wizard would forget a spell is like saying a soldier might forget how to use his sword. Wizards can also learn and cast spells far above their actual experience level. Consequently, a second level wizard could cast a fifth level spell if he was fortunate enough to know it. It is the properly spoken repetition of words or series of words that invokes and ignites the spell into being. These incantations are carefully guarded and rarely shared, even with a fellow wizard. Thus, wizards usually disguise the words of the incantation amidst a string of meaningless gibberish, often mumbling the true key words. Furthermore, spell incantations are often whispered so quietly that they are barely audible. Only the meaningless parts are ever spoken clearly or shouted aloud, and then only for dramatic effect; showmanship can be as much a part of wizardry as anything else. After all, a snarling, bellowing wizard, seemingly molding forces around him out of sheer force of will, is more imposing than a soft spoken, calm and ordinary person. Another trick is to recite the spell by combining several different languages; the spell can be invoked in any tongue. Consequently, every wizard using it may speak the same spell differently. In fact, the same spell can sound different every time the same wizard recites it.

The inquisitive nature of the wizard means that the character is usually open to new ideas, philosophies, people, and other races. All are literate in at least two languages and they may study areas of science, medicine, and the arts. Most are well versed in one or more lores and are fascinated by mortal nature and the supernatural alike. Their devotion to words, magic and learning means wizards are dedicated to attaining power through knowledge.

Wizards & Armour

Most wizards and other practitioners of magic tend to prefer leather armour because it offers excellent maneuverability, stealth (no jingling or clunking of metal parts) and because it is more comfortable. Unlike the men of arms, the wizard is not trained in the use of the heavy types of armour, which are heavy, cumbersome and confining. Of course, a wizard may elect to use/wear any type of armor he or she desires, but with the usual encumbrance penalties: -15% to prowl and -20% to climb/scale walls or swim in full splint or plate armor. -10% to prowl, swim or climb in chain or scale mail, and -5% in studded leather.Consequently, most practitioners of magic prefer to wear leather armour or better yet, magic body armour, charms and talismans. In addition, there are a number of magic spells that can provide excellent protection, such as the Armour of Ithan, invulnerability, impervious to fire, and others.

Wizards: Circles & Symbols

Circle magic is the drawing and manipulation of mystic forces by means of the circle and the symbols therein. The circle is the magic focal point and the source of the magic, the mage only draws upon the magic to channel and direct it. The three major types of circles are protection, summoning and power.

Wizards have a passing understanding of magic circles and can try to use circles already activated, but, except for the two protection circles available to them, they cannot create or activate most magic circles. This is not their area of study, so they are quite limited in the knowledge of circle magic. However, a wizard is likely to be able to recognize a real magic circle from a phony and knows that entering a magic circle often results in death or worse. Unfortunately, the character does not know enough to tell exactly what a circle is fully capable of or how to use it.

Symbols and wards. Magic symbols are one of the component parts of circles, as well as being potential magic themselves, such as the case with wards and power words. The study of symbols includes a knowledge of spoken languages, writing, mystic symbols, wards, runes, stones, colors, and power words. A wizard's knowledge of symbols is limited to the 12 basic mystic symbols, the four elemental symbols, and symbolic colors.

Conversion of Spell Scrolls

A wizard can attempt to convert a magic scroll into a functioning magic spell incantation. This is a difficult task, because spells on scrolls are yet another type of magic quite different from spell magic.A scroll is a magic item or artifact that enables its reader to instantly activate its magic. Reading a scroll can have the same basic effect as casting a spell, but anyone who can read its words can use/perform/cast its magic -the exact spell equivalent and level of power are all part of the scroll's magic and cannot be altered. A careless reading or even cursory skim of the scroll will activate or dispel its magic. Only the name of the magic (or list if more than one spell is on a single scroll) can be read without fear of activation; it is written at the top. Once a scroll is read, its magic writing disappears, turning the parchment back into an ordinary piece of paper.What this means for the wizard trying to convert a scroll into a spell, is that he has only one chance to read, interpret and convert the written scroll into a viable incantation. This is done mentally while reading the scroll. Once read, the scroll is activated and magic energies flow about the wizard as he attempts to mold and control them. This is extremely because the energy is extremely volatile and there is always a reaction.The wizard's chance to successfully convert scrolls can be found of the following table:
Type of Scroll % base chance and advance per level
Wizard20%+8%/lvl
Priest15%+8%/lvl
Druid10%+8%/lvl
Diabolist15%+8%/lvl
Warlock10%+8%/lvl
Non-Spell05%+8%/lvl

An Unsuccessful Conversion: See for the results of an Unsuccessful Scroll Conversion.

Successful Scroll Conversion: A successful scroll conversion may not be exactly what you might expect. What it means is that the wizard has succeeded in creating a working magic incantation, but not necessarily the spell desired. The possibilities are as follows (roll percentile dice):
%Result
01-33 The correct spell but always functions at half strength, duration,range and damage.
34-66Total success, exactly the correct spell.
67-00 Unstable spell; always different (roll on the Unstable Magic table).

Wizard O.C.C. Abilities

  1. The primary ability of the Mage is of course, the casting of Wizardry magic based Spells. As such a Wizard learns certain Common Knowledge Spells during his or her apprenticeship. These spells are as follows:
    1. Cause fear
    2. Ceremony
    3. Chaos bolt
    4. Cloud of Slumber
    5. Cloud of Smoke
    6. Decipher Magic
    7. Globe of Daylight
    8. Guiding hand
    9. Hand of radiance
    10. Healing elixir
    11. Infestation
    12. Magic Missile
    13. Primal savagery
    14. Puppet
    15. See Aura
    16. Sense emotion
    17. Sense Magic
    18. Snare
    19. Sudden awakening
    20. Toll the dead
    21. Tongues
    22. Unearthly chorus
    23. Virtue
    24. Wild cunning
    25. Wizard Mark
    26. Zephyr strike
    27. Enchanted Cauldron/Enchanted Quill Ritual
    28. +10 Cantrips of choice.
    In addition character gets a D20 roll on the following chart:
    1d20Result
    1-5 +1 1st level spell
    6-10 +2 1st level spells
    11-15 +2 1st level spells, +1 2nd level spell
    16-20 +2 1st level spells, +2 2nd level spells
    (**Note: Elven/Drow Wizards add +4 more spells up to 2nd level and +10 more cantrips. This reflect the significantly longer apprenticeship these Mages go through as well as the Elven connection to the Magic Weave**)

    In reality, common knowledge spells are not so common, unless you happen to be a young wizard fresh out of apprenticeship. All wizards begin with these spells. They are the rewards of 7 to 20 years of demanding work as a wizard's apprentice. While under the tutelage of a Wizard, the young spell caster gains a rudimentary knowledge of magic, a basic education, learns to read and write his native language and one other, and at the end of the period, is given the common knowledge spells. It is said that with these spells and determination, the secrets of greater magic are attainable.

  2. Additional Spells: For game purposes, we will assume the character has learned a few additional spells. The player may select two spells of choice each level one and two, and one from level three and four. At each new level of experience, starting at level one, it may be assumed that the character has been able to figure out or learn one new spell -select one from any level up to the character's own level of achievement/experience (i.e. a 3rd level character can select one spell from either first, second or third level). Plus he can work out one new cantrip at each level starting at level two.
  3. Learning New Spells: Spells and ritual magic of any level can be learned and/or purchased at any time, regardless of the wizard's own experience level, provided the character can find an instructor and pay the price (which is not always cash). This should be played as a role-playing element. See the Pursuit of Magic for more details.
  4. The Enchanted Cauldron/Quill: The Enchanted Cauldron and Enchanted Quill rituals are two of the few component magic s in wizardry and are exclusive to the wizard O.C.C.
    1. The Cauldron: This is among the most disgusting and dangerous methods of gaining spell knowledge. Many wizards (over 70%) never use the cauldron, and those who try it rarely do so more than once or twice.
      Success Ratio:
      14% +6% per each additional level of experience.
      The ingredients: One small iron cauldron, six pints of fresh human, Elven or dwarven blood, one dead butterfly (symbol of the spirit/soul), and one owl's feather (symbol of wisdom), brought to a slow simmer while stirred with an iron or steel sword for approximately two hours before the moon's zenith.The brew is slowly brought to a boil over the two-hour period, during which time the wizard, in a meditative state, recites the Rites of Invitation, while stirring the concoction. The two hours of chanting and the aroma of blood attract and invites a spirit of magic to enter the cauldron and share with the summoning wizard the joys of life and death. At the end of the two-hour period, the wizard must drink one fullcup of the brew; it is then, and only then, that he will learn whether he is successful at gaining more spell magic. Note: The blood soup may also attract ghouls, goblins and orcs in the area, so the wizard must be careful.
      If unsuccessful the brew and all the preparations will have been for naught, and must be spilled out in a graveyard. To do otherwise will set loose 1D6 ghosts or haunting entities into the area. The process may be repeated again on another night with all new ingredients.If successful the spirit in the cauldron will enter the wizard throughthe cup of warm blood he has drunken. At this time, the wizard will seemingly lapse into a coma in which the spirit and living wizard willshare each other's memories. The coma trance state is temporary, typically lasting 1D4 hours. When the wizard awakens he will possess some of the spell knowledge of that spirit, most of the other shared memories will be forgotten. However, as one might expect, the experience is quite harrowing, and often results in insanity. Roll on the following table (roll percentile dice) :
      %Result
      01-13 No insanity; lucked out!
      14-20 Affective disorder. See insanity section; roll on that table.
      21-40 One phobia; roll on that table.
      41-60 Two phobias; roll on that table.
      61-80 One obsession; roll on that table.
      81-90 Neurosis; roll on that table.
      91-100 Psychosis; roll on that table
      Spell Knowledge gained: The best way to determine spell knowledge impartially is to have the player roll two six-sided dice (2D6) to see what number of spells he/she has gained. If the player rolls a five, he or she has five new spells, a two means only two spells, a l0 means ten spells, and so on. To determine the level of the spell, the player rolls one six-sided die (1D6) for each of his spells. If a five was rolled, the player rolls five times. Each roll indicates the level of each of the five spells (the range of possibility is spell levels 1-6); rolling the same level more than once is okay. The player then selects the spell he or she wants from that particular level.(**Note: Only spells from levels one through six can be learned this way.**)
      Spirit Cauldron: There is a chance that the spirit will remain in the cauldron until the contents are spilled out. If this occurs, the cauldron will function like a crystal ball, although the wizard must sip a tablespoon of the cold brew to activate it every time he desires to use it. If the brew is continually replenished with blood (never dropping below half; three pints), the wizard can maintain the spirit cauldron for months or even years. The chance of the spirit remaining in the cauldron is a flat, unchanging 01-31% (roll percentile dice). (**Note: The wizard can never again get new spells from this cauldron, that's a one-time experience. Likewise, drinking the brew will never again cause the coma/trance state. However, the wizard cannot make another enchanted cauldron until the active one is destroyed by spilling out its contents in a graveyard.**)
      There are additional problems with the enchanted cauldron. One is possible alignment conflicts. After all, how many good characters are going to use a spell requiring fresh blood from a human, elf, or dwarf; and how do they get the blood without killing somebody? Volunteers? Another problem is transportation. Transporting a spirit cauldron is difficult, and remember, spilling its contents out anywhere other than a cemetery will release 1D6 ghosts/entities. Accidental spillage of three pints or more will destroy the spirit cauldron and unleash the ghosts. (**Note: The cauldron evaporates at a rate of one pint every three days.**)
    2. The Quill: Though not as disgusting and dangerous as the cauldron as a method of gaining spell knowledge, is also not as powerful. More wizards will however elect to use the Quill over the the cauldron, and only those more daring and power hungry Mages will opt for the more dangerous cauldron ritual.
      Success Ratio:
      10% +5% per each additional level of experience.
      The ingredients: six fresh ounces of the Wizards own blood, powdered butterfly (symbol of the spirit/soul), and one owl's feather (symbol of wisdom), fresh clean parchment. the blood and powdered butterfly are mixed and brought to a slow simmer while stirred with the owl's feather.The brew is slowly brought to a boil over the two-hour period, during which time the wizard, in a meditative state, recites the Rites of Invitation, while stirring the concoction. The two hours of chanting and the aroma of blood attract and invites a spirit of magic to enter the blood ink and owl feather quill and share with the summoning wizard the joys of life and death. At the end of the two-hour period, the wizard sets the quill to the parchment and falls into a state of trance. It is then, and only then, that he will learn whether he is successful at gaining more spell magic. Note: The blood Ink may also attract ghouls, goblins and orcs in the area, so the wizard must be careful.
      If unsuccessful the Ink and all the preparations will have been for naught, and must be burned. To dispose of otherwise will set loose 1D6 ghosts or haunting entities into the area. The process may be repeated again on another night with all new ingredients.If successful the spirit in the Ink and Quill will cause the wizard to begin automatically writing on the parchment and share each other's memories. The coma trance state is temporary, typically lasting 1D4 hours. When the wizard awakens he will possess some of the spell knowledge of that spirit, written out on the parchment. All other shared memories will be forgotten. However, as one might expect, the experience is quite harrowing, and can result in insanity. Roll on the following table (roll percentile dice):
      %Result
      01-70 No insanity; lucked out!
      71-75 Affective disorder. See insanity section; roll on that table.
      76-80 One phobia; roll on that table.
      81-85 Two phobias; roll on that table.
      86-90 One obsession; roll on that table.
      91-95 Neurosis; roll on that table.
      96-100 Psychosis; roll on that table.
      Spell Knowledge gained: A single spell is learned from this ritual. To determine the level of the spell, the player rolls one four-sided die (the range of possibility is spell levels 1-4) The player then selects the spell he or she wants from that particular level.(**Note: Only spells from levels one through four can be learned this way.**)(**Note: The wizard can never again get new spells from this Quill, that's a one-time experience. However, the wizard cannot make another enchanted Quill until the active one is destroyed by spilling out its Ink in a graveyard.**)
  5. See and Use Ley lines: The wizard can see powerful magic energy emanating from the earth in a straight line. These lines of energy are known as ley lines. Where two or more ley lines intersect is a more powerful ley line nexus. The wizard recognizes these lines and junctions as places of power where he or she can draw on additional magical energy and where spells and powers are increased. A Wizard standing on a Ley Line will have twice the amount of mystical energy to use for his spells. Ley lines are natural lines of mystic energy that crisscross parts of the planet and bind together all things in the Megaverse. The ley lines are not visible to the average person. Only practitioners of magic and most creatures of magic can see the gentle flow of magic energy.
    The wizard can also see mystic energy radiating from incredibly powerful creatures, such as ancient dragons, demon and devil lords, and godlings and gods, as well as the most powerful magic items, like the weapons of the gods and greater rune weapons.
  6. Ley line Drifting: The wizard can open himself to the ley line energies and walk or float through the air along the length of a ley line. The maximum speed is a mere Spd 10, but it is relaxing and does not cause exertion or fatigue. Applicable only to the wizard; he cannot magically enable others to float along with him.
  7. Ley Line Rejuvenation: When standing on a ley line or nexus, the wizard can absorb ley line energy to double the rate of natural healing. To do this, the character must concentrate on healing while relaxing on a ley line. The wizard can also use a ley line or nexus to perform an instant rejuvenation as often as once every 24 hours. After about 10 minutes of concentration, 2D6 hit points and 2D6 S.D.C. are magically restored.
  8. Special Wizard O.C.C. Skills & Abilities:
      Recognize enchantment: Just as a doctor can recognize flu symptoms and disease, the wizard can recognize the influence of magic that charms, hypnotizes, or otherwise causes mind control (including trances, domination, compulsion, quest, etc.). This ability also includes identifying magic sickness, curses, the effects of faerie food and faerie magic, and supernatural or magic possession. Illusions, metamorphosis, and psionic powers do not count as enchantment. Base Skill: 35% +5% per level of experience.
      Recognize magic: The wizard has a certain percentage chance to recognize a magic item by shape, inscription, magic symbols or intuition (gut feeling). It's important to understand that while the character may know something has magical properties, he does not know what powers the item may have or how to use it. Base Skill: 20% +5% per level of experience.
      Sence Magic: At Third Level Wizards can sence magic as per the wizards spell at will.
      Magical Enhancement Skills: As a wizards knowledge of magic grows, he can learn to cast spells in ways slightly different from how the spells were originally designed or learned. A wizard can learn to cast without having to say it's magical words, to cast a spell for greater effect, or to cast without anything but a moment's thought. Preparing and casting a spell in such a way is harder then normal,but thanks to the Magical Enhancement skills, at least it is possible. Any spell so adjusted through a Magical Enhancement skill is considered to be a spell of the next higher level in difficulty to learn or teach (ie: A third level spell would be considered a 4th level spell etc...). There are several Magical Enhancement skills that can be applied to a spell. Each skill that is used changes the spell complexity as stated above cumulatively. (ie the 3rd level spell is modified with 3 Magical Enhancement skills and so becomes a 6 level spell in terms of complexity). The Magical Enhancement Skills are as follows:
      1. Empower Spell: With this skill, spells can be made to cast to greater effect. damage, beings affected and variable numerical values of like effect of the empowered spell are doubled. 5% per level chance of success.
      2. Enlarge Spell:With this skill, spells can be made to cast farther. Range and area affect are doubled. 5% per level chance of success.
      3. Extend Spell: With this skill, spell effects can be made to last longer. Spell duration is doubled. 5% per level chance of success.
      4. Heighten Spell: With this skill, spells can be made to be cast as if they were of higher level. Spell effects dependent of spell level are calculated to the heightened level. Level of the spell is effectively doubled. 5% per level chance of success.
      5. Maximize Spell: With this skill, spells can be cast to maximum effect. damage, beings affected and variable numerical values of like effect of the maximized spell do maximum effect. 5% per level chance of success.
      6. Quicken Spell:With this skill, spells can be cast at a moments thought. Casting time for a quickened spell is so fast the spell casting is considered a free action and not subject to initiative. 5% per level chance of success.
      7. Silent Spell: With this skill, spells can be cast Silently. Incantations nessesary to cast spells become mental, no vocalization is nessesary. 5% per level chance of success.
      8. Still Spell: With this skill, spells can be cast without gestures. Incantations nessesary to cast spells become totally mental or vocal. 5% per level chance of success.

    Crafting of Magic Items: Wizards as they progress in their skills are able to craft Items of magic. Each category of item has specific skill requirements and prerequisite ability of the mage to be able to accomplish, as well as specific spells.
    Item CreatedPrerequisites
    Create ScrollSkill of Literacy, required spells and 1st level
    *note: Scrolls will take 1 day/level of spell to create
    Brew PotionSkill of brewing, required spells and 5rd level wizard.
    Craft ArmourProper crafting skill, required spells and 8th level wizard.
    Craft WeaponProper crafting skill, required spells and 9th level wizard.
    Craft Rod/WandProper crafting skill, required spells and 11th level wizard.
    Forge RingProper crafting skill, required spells and 11th level wizard.
    Craft StaffProper crafting skill, required spells and 13th level wizard.
    Craft Wondrous ItemProper crafting skill, required spells and 15th level wizard.
    The Skills and spells required to craft each item should be discussed with the Game Master as well as material costs and construction times.

    To calculate the Wizard's P.P.E. (Potential Psychic Energy) use the provided formula:

    P.P.E.=(3*D4*10)+20+{P.E. attribute number}+(3*D6*level)

The Wizard O.C.C.


Attribute Requirements: I.Q.- 10, P.E.-12
Alignment: Any
Gender: Male or Female
Race: Any
O.C.C. Skills:

    Languages: Native Tongue at 98% plus two of choice (+20% each)
    Literacy: Two of choice (+ 15%)
    Research:(+20%)
    Lore: Magic (+20%)
    Lore: One of choice (+15%)
    Mathematics: Basic (+20%)
    W.P. One of choice
    Hand to hand: basic can be selected at the cost of one "other" skill, or hand to hand: expert for the cost of two "other" skills or to Martial Arts for the cost of 3)

O.C.C. Related Skills: Choose 8 other skills at level 1 , plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.

    Communications: Any (+5%)
    Domestic: Any (+5%)
    Espionage: Forgery, Escape Artist and Intelligence only (all +5%).
    Horsemanship: General or Exotic Only.
    Labour: Any
    Magical/Religious: Any (+10%)
    Medical: Any (+15%)
    Military: Any
    Naval: Any
    Performing Arts: Any (+10%)
    Physical: Any
    Rogue: Any
    Science: Any (+10%)
    Scholar/Noble/Technical: Any (+10%)
    Weapon Proficiencies: Any, except Large Axes, Pole Arms and Lance.
    Wilderness: Dowsing, Identify Plants & Fruits, Preserve Food and Wilderness Survival only.

Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

Starting Equipment: Two sets of clothing, a robe or cloak with a hood, boots, a pair of soft leather gloves, belt, bedroll, backpack, a medium-sized to large purse/satchel, two small sacks, a water skin, 3D4 sheets of parchment paper, a 100 page notebook, three crow quill pens, two bottles of ink (each may be a different color), ID4 sticks of graphite, ID4 sticks of chalk, ID4 candles, a wooden cross, small mirror, and a tinder box.

Armour: Starts with soft leather (A.R. 10, S.D.C. 20).

Weapons: A knife and one additional weapon of choice. All are basic S.D.C. weapons of good quality. Magic weapons and additional items must be acquired later. Favorite weapons among wizards include the knife, short sword, staff, blunt weapons, sling and cross bow.Money: The character starts with 140 in gold. Additional money will come from payment for services rendered and/or the acquisition of booty. Practitioners of magic are often sought after by royalty, merchants, wealthy travelers, and the military as mercenaries or special freelance agents, or infiltrators for special assignments. Pay can be excellent, varying from 50-150 gold for the simplest task, to 300012,000 for dangerous assignments. Salary is often equal to that of the long bowman for low level wizards (under 5th level) and equal to that of an officer for experienced mages (5th level and higher). Many military operations like to use wizards and warlocks as "artillery" units who strike at the enemy with long-range attacks by fire ball, call lightning, wind rush, fog, and many other spells. However, most wizards find military-life to be too restrictive and mundane. Furthermore, many men of arms don't trust sorcerers and feel uncomfortable around men of magic, unless the mage has proven himself in several battles.

Experiance and Combat Table:
Magic Combat:
LevelMagic CombatExperience
1+2 vs. Spell Magic 0-2,240
2+1 vs. Circles/Wards2,241-4,480
3+1 Spell Strength4,481-8,960
42 spell attacks/melee 8,961-17,920
5+1 vs. Spell Magic17,921-25,920
6+1 vs. Circles/Wards25,921-35,920
7+2 Spell Strength35,921-50,920
8+1 Fae Magic 50,921-70,920
9+1 vs. Circles/Wards70,921-95,920
10+1 vs spell magic95,920-135,920
11+1 spell strength 135,921-185,920
12+1 vs Fae Magic185,920-225,920
13+1 vs. Spell Magic225,920-275,920
14+1 vs circles/wards275,920-335,920
15+1 spell strength335,920-375,920

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