Wizardry

Cosmology / Powers and Deities / Dramatis Personae /
Rules and Mechanics / Character Creation / Equipment

Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.

Casting Spells

Table: Wizardry by Rank

Wizardry Rank Max Spell Level Spell Points
1 1 1
2 1 2
3 2 4
4 2 7
5 3 10
6 3 15
7 4 20
8 4 27
9 5 34
10 5 43
11 6 52
12 6 63
13 7 74
14 7 87
15 8 100
16 8 115
17 9 130
18 9 147
19 9 163
20 9 180

The magical art of wizardry allows the practitioner to memorize a number of words of power that allow the wizard to create a number of magical effects. Each rank of wizardry provides the wizard with a certain number of spell points that he then uses to memorize arrangements of power words called spells. The wizard can then cast these memorized spells at will by using a focus such as a staff, wand, scepter, rod, orb, or other object to channel the ambient magical energy in the cosmos.

This channeling process can be dangerous and requires that the Wizard make an Intelligence check with DC = 15 + level of the spell being cast. Wearing armor imposing a penalty on this check equal to the armor’s armor check penalty rating. Failure of this check causes the wizard to suffer damage equal to the spell level of the spell being cast. If this damage would reduce the wizard to 0 or fewer hit points, the spell fizzles without effect and the wizard is falls unconscious.

Learning Words of Power

Upon gaining his first Wizardry rank, a wizard learns all 0-level effect and meta words for on the Wizardry word list and a number of 1st-level effect or meta words equal to 3 + their Intelligence modifier. Whenever a wizard gains a new rank in Wizardry, he or she adds 2 additional words to his or her spellbook, of any level that he or she can cast chosen from the list found here.

A wizard can also add a word of power to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing. Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.

Preparing Spells

In order to cast spells, a wizard must memorize an arrangement of power words in advance by spending at least one hour studying his or her spellbook and getting a good night’s sleep. The number of spells that a wizard can memorize depends upon his or her Wizardry rank. Each rank provides the wizard with a certain number of Spell Points (see table) that are then spent to memorize spells. Each spell memorized costs a number of Spell Points equal to its level. Spell Points are regained whenever the wizard spends the time to study and memorize different spells.

Cantrips

Wizards can prepare four cantrips, or 0-level spells, each day. Preparing cantrips does not cost the Wizard any spell points, though he cannot have more than four cantrips memorized at any given time. These spells are cast like any other spell, though they do not require a channeling roll when cast.

Arcane School

A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made when the wizard gains his first rank in wizardry, and once made, it cannot be changed. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells utilizing words of power from his opposition schools must use twice the ordinary number of spell points to prepare that spell. Each arcane school gives the wizard a number of school powers. A wizard who does not choose

Wizardry

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