Wizards
Most mages take in apprentices at an early age and train them as a
dogsbody for 10 years before teaching them any magic. There are some
however who will train purely for money or services rendered. Thus by
finding the right trainer anyone can be taught the mysteries.
A little known branch of mages use songs to power spells. These mages are
normally known as bards. In addition to magic the songs by themselves raise
morale and can soothe and charm creatures.
Specialisations
To cast spells requires both a general understanding of arcane lore and the
specific knowledge of the lore that is relevant to the type of spell being cast.
Without the Arcane Knowledge skill no magic can be understood. The bonus acquired
in this dictates the maximum complexity of spell that can be learnt in any category.
A character must have 4 specialisations at the current maximum level before
increasing Arcane Knowledge since they need a basic mastery of the variety of
magic types at the current level before they can understand the more difficult
techniques..
Each spell comes from only one category, and each category has 9 levels of
complexity.
The magic categories are
-
Alteration
-
Elemental
-
Conjuration / Abjuration
-
Electro-magnetism
-
Emotion
-
Divination
-
Force
When the wizard has gained the ability to cast 7th level spells in any discipline
they may attempt to enter the circle of mages.
Power points are gained through training
Learning magic
Each specialisation requires a certain number of hero points to be allocated
to it before a level is gained. The number of points is dictated by the variety
of techniques that need to be learnt to master the specialisation at that level
of proficiency. The hero points for the specialisations are as follows:
| Specialisation |
Hero points
required
|
| Alteration |
2 |
| Emotion |
2 |
| Electro-magnetism |
2 |
| Elemental |
2 |
| Conjuration / Abjuration |
2 |
| Force |
2 |
| Divination |
1 |
This is the number of points per level that is to be gained.
e.g. To gain 3rd level in Emotion requires 6 points (3rd x 2 per
level)
Only one level in any specialisation may be gained at a time, the spells must
then be practised on a major adventure before another level may be gained. The
level at which magic is cast is also the bonus to the saving throw when magic
is cast at a wizard.
Learning spells
Just because you are taught a spell does not mean that you will understand
it sufficiently to use it correctly. Each spell must be learnt,
When each spell is first studied it may not necessarily be understood. A roll
against arcane knowledge in the speciality must be made.
9 + Spell level
If a roll is failed the bonus number is noted and when the caster has increased
their knowledge enough so that applying that bonus will succeed they will be
able to learn the spell. Hero points may be used to increase the roll.
This assumes a competent teacher who understands its nuances and is capable
of casting a spell of higher level in the specialisation of the one taught.
If the caster is a lower level or if it is learnt from a book or scroll without
a teacher then the difficulty is increased.
| Base difficulty |
9 + spell level |
| Teacher |
Difficulty modifier |
| High level caster |
0 |
| Equal level caster |
+1 |
| Book |
+2 |
| Scroll |
+4 |
Remembering spells
Although mages may have spell books containing many spells from long dead ancestors
each mage is capable of remembering only a certain number at a time. The number
they can remember is governed by the power of the spells and the wizards power
points. A wizard can remember :
3 x Arcane knowledge x (Arcane knowledge + Intelligence) +5
If you learn new spells once you have reached your maximum
Magic staffs (power focii)
Mages need to employ a power focus of some sort. This will generally be a staff
but can be a variety of objects such as a gem or ring. The staff starts as a normal
staff but becomes embued with power over the years as the caster uses it and keeps
it close to him. When casting spells it acts as a conduit allowing the mage to
exercise more control of the spell and focus it better. The following benefits
are provided:
The difficulty to control a wild surge is increased by one without a
focus.
It is the component for most spells. The mage may use their hands instead
but the difficulty is increased by 1
Spells can be downloaded, which are then permenantly available
In addition :
-
It cannot be easily broken as it has twice the mages maximum SP
-
The mage can locate it within 100 yards
-
Generally it should be old and gnarled
Downloaded spells
Spells can be downloaded into a staff from the owner by casting the
spell at the staff. No save is required, the spell is automatically
absorbed. The caster may then call upon the spell at any time without
using any power points. Neither is any power used from the staff. Thus
a light could be made to appear continuously on the end of the staff
(ie it is used each round)
There are several restrictions that must be followed.
- The staff can contain a total of 1/10 the mages power point total in downloaded
spells (round normally)
- Spells which cause damage work at three levels lower damage.
- Spells which have an area of effect/range... are reduced by 5 places (factor
of 10)
- Spells may be modified in other ways as well.
- Range is normally reduced to zero. The spell starts from the staff.
- If more PP are used than needed this causes the duration/range/area and
damage to each move 1 place down the table
Examples
-
A light normally 20' radius would cast only 6' radius illumination
-
A lightning bolt instead of 80' long would be 8' long and start
from the staff causing level 0 damage.
-
A wall of fire could be used to pour fire from the end of the
staff, which could build up a complete wall by tracing a suitable
path.
Destroying a staff
If a staff is ever destroyed then it releases all of it's spells instantly
in a random direction at full power. The wizard also permenantly loses power points
equivalent to the power of the spells stored in the satff.
Spell books
When a mage completes their initial training he will own a spell book containing
their mighty first level spells. Spell books are generally only used for the storage
of long and complex spells such as those used in creating magical items. There
is no need for a mage to carry a spell book around with them unless something
causes them to forget the spell components.
There are many forms of spell books ranging from those tied down to a
lectern to a simple almost jotting book
Standard books
These cost 200 gold marks to manufacture and are 12" wide, 15" high and 3"
thick. They hold up to 200 LP worth of spells at 1 point per page. The vellum
pages are covered by heavy leather such as dragon hide with inlaid metal straps
to provide extra security and protection.
Notwithstanding any special protections a standard spell book saves at +4
against all attacks. They take one month to construct.
Note books
These cost only 50 gold marks to manufacture and are 8" wide by 12" high by
1" thick. The leaves are made of fine parchment sewn to a supple leather backing
and glued to the spine. The whole is further secured front and back by pieces
of thick vellum with a cover of strong supple leather such as giant cobra. A small
lock or leather ties are usually used to secure it. Pages are thin and fragile
so great care must be taken in its handling. Notwithstanding any special protections
a standard spell book saves as normal leather against all attacks. They take two
weeks to construct.
Each book has 80 pages with each page holding 1/2 PP.
Writing spells
Spells in books are slightly magical though not enough to radiate magic. Each
spell must be carefully copied using gold leaf into the books. Each power point
copied requires 1 day to copy and 5 gold marks worth of gold leaf . Only spells
that are understood may be copied, the runes of other spells are incorrectly copied
and the spell will be meaningless.