Wizard Specializations
(Version 1.00 - Last Modified: 09/01/2007)
Introduction
The Wizard class covers a broad array of people with different abilities and
backgrounds. Some wizards are professionally trained at the highest places of
learning on the planet, while others come from the lowest levels of
civilization, and what they lack in technical training, they make up for in raw
power and ambition. To reflect this diversity, each wizard learns a number of
areas of specialization, which represents their individual focus. These
specializations define only a small part of a wizard's total abilities, but are
an important way to differentiate one wizard from another.
Some of these specializations are more common than others. Scroll Magic and the
Spirit Cauldron are taught heavily at the formal magic academies in the Eastern
Territory, while Scroll Magic and Combat Magic are favored in the Western
Empire. A large number of wizards have apprenticed under graduates from these
institutions and have focused on these areas of specialization as well, making
them the most common in the world, but certainly not the only ones
available.
Combat Magic
Although most wizards abhor direct combat, some wizards train for it
extensively, which gives them a large advantage compared to normal wizards.
This specialization does not necessarily mean that a wizard is more violent or
aggressive, but many are.
- Combat Casting:
All invocation spells that are combat spells, such as Energy Bolt and
Armor of Ithan, can be cast with one melee action, regardless of level.
- Non-Combat Casting:
All non-combat spells, such as Sense Magic and Purification, require a
full minute to cast, regardless of level and cost 50% additional PPE.
Construct Magic
A number of wizards travel alone, without allies or companions. These wizards
are often forced to hire guards and protectors for trips through dangerous
terrain, but hiring strangers can just as dangerous. Particularily paranoid
wizards learn not to trust anything they do not control, and a number of them
specialize in creating golems, the perfect protector.
- Create Golems:
With this area of specialization, a wizard knows the Create Golem spell
at first level and can use it for the normal cost.
- Create Minor Golems:
In addition to being able to create normal golems, a wizard with this
specialization can create minor golems. These golems cost only 10% of
the normal PPE to create, plus the regular cost of any golem
enhancements the wizard chooses to include, but the resulting golem has
only half its regular strength and only 25% of its normal SDC, however,
the wizard can only have one active minor golem under his control at
level one and an additional minor golem at levels 4, 8, 12, and 15.
- Golem Enhancements:
Each golem enhancement that the wizard uses costs 25% less PPE. For
example, the normal cost of increasing a golem's PS by +1 is 30, but
for a wizard with this specialization it only costs 23 PPE.
Ritual Magic
Rituals are a powerful way of casting many different spells. Although not for
use in a combat situation, casting spells as part of a long ritual gives them
more power for a similar investement of PPE.
- Ritual Casting:
Any spell known by the wizard that is not already a ritual can be cast
as a ritual. The spell then requires 5 minutes per level of the spell
to cast as a ritual. For example, a sixth level spell would require
30 minutes to cast as a ritual. The decision to cast a spell as a
ritual or as a normal spell is made when the spell is cast.
- Ritual Participants:
Any ritual spell cast by the wizard can include any number of other
participants who can share the PPE cost with the main wizard casting
the spell. The other participants do not have to be wizards or other
types of spellcasters, but the primary caster has to contribute at
least 10% of the total PPE cost of the spell.
- Ritual Benefits:
When a ritual spell is cast, the wizard can choose one benefit from the
following list and an additional benefit at levels 5, 10, and 15 to
affect the spell:
- Decrease PPE cost by 25%.
- Double the range.
- Double the duration.
- Double the area of effect.
- Double the effect / damage.
- Increase the base savings throw to 16 (as per normal ritual
spells)
Scroll Magic
Scroll magic provides a Wizard with three related abilities. The first is the
ability to create normal magic scrolls that trap a casting of a single spell
into written form, which can be read by anyone to release the spell. The second
is the ability to create a bonded magic scroll, which is cheaper to create than
a normal scroll, but can only be used by the wizard that created the scroll.
The third ability is to learn new Invocation spells from any scroll that the
wizard acquires.
- Create Magic Scroll:
With this area of specialization, a wizard knows the Create Magic
Scroll spell at first level and can use it for the normal cost of 100
PPE plus the PPE cost of the spell placed on the scroll. The only
difference from the regular casting of the spell is that the wizard can
impart none, some, or all of his spell bonus into the scroll he
creates, so that anyone casting the spell on the scroll gains the
benefit of his spell strength bonus.
- Create Bonded Scroll:
Creating a normal magic scroll can be a costly matter in terms of PPE
and generally requires a day or more of preperation to create each
scroll, but a wizard with this specialization can short circuit that
process with bonded scrolls. Bonded scrolls are similar to magic
scrolls in that they are created with a single invocation spell
imprinted on the scroll, which can be cast simply by reading the
scroll, but they cost significantly less PPE to create. A bonded scroll
costs only 20 PPPE plus the PPE cost of the spell placed on the scroll
to create, but a wizard can only have one unused, bonded scroll at
level one, and an additional bonded scroll at levels 4, 8, 12, and 15.
Only the wizard that created the bonded scroll can use it. A wizard
always uses his current spell strength bonus when casting a spell on a
bonded scroll. In all other ways, a bonded scrolls acts as a magic
scroll.
- Convert Scroll to Invocation:
Although it is dangerous, a wizard can try to convert a magic or bonded
scroll into a permanently acquired invocation spell. This is a one shot
procedure that requires one hour to complete and has a significant
margin for error and once tried, the spell on the scroll is lost, but
if successful, the wizard can casat that spell at will with the normal
expenditure of PPE. Base Skill: 8% +2% per level of experience.
If the conversion fails, roll on Table 1: Unsuccessful Conversion table
and if the conversion succeeds, roll in Table 2: Successful Conversion.
| Table 1: Unsuccessful
Conversion |
| Percentile: |
Description: |
| 01-16 |
An explosion that does 1D6 points of
damage per level of the spell in inflicted to a 5' (1.5 m)
radius; the wizard is at its epicenter. |
| 17-20 |
Shock; the wizard is paralyzed for
1D4 hours; makes a full recovery. |
| 21-30 |
Lightning bolt strikes the wizard; does
6D6 damage. |
| 31-40 |
Wizard is temporalily blinded for
2D4 days. |
| 41-48 |
Wizard is metamorphed into a goat or
pig for 2D6 days. |
| 49-55 |
Summons a lesser demon (GM's
discetion). |
| 56-60 |
Weight increased by +300 lbs (+136
kg) for 1D6 months. |
| 61-68 |
Skin turned pale blue; lasts for 2D6
months. |
| 69-72 |
Creates 200 gallons of water that
soaks the wizards. |
| 73-80 |
Height and mass are reduced by half;
lasts for 2D6 months. |
| 81-91 |
Wizard is metamorphed into a
moose. |
| 92-96 |
The wizard is surrounded by a
continual, soft glow of bluish white light; makes sneaking in
the dark impossible and is frightening to children and
superstitious individuals. |
| 97-00 |
Summons a greater demon (GM's
discretion). |
| Table 2: Successful
Conversion |
| Percentile: |
Description: |
| 01-20 |
The correct spell, but always
functions at half strength, duration, range, and
damage. |
| 21-60 |
Total success, exactly the correct
spell. |
| 61-00 |
Unstable spell, always different (roll
on Table 3: Unstable Spell each time the spell is
used). |
| Table 3: Unstable
Spell |
| Percentile: |
Description: |
| 01-08 |
The original spell on the scroll, at
full strength. |
| 09-24 |
The original spell on the scroll, but
everything is at half strength. |
| 25-27 |
Weightlessness (self); the spell
caster is suddenly weightless and will find his speed reduced
by 75%, damage is reduced by half (he's too light to inflict
full damage), and a sudden movement around him or a gust of
wind will send him floating away like a leaf in a storm. Lasts
for 2D4 melee rounds. |
| 28-35 |
Heavy rainful in a 10' (3 m) radius,
with the wizard at the center; lasts 1D4 melee
rounds. |
| 36-42 |
Turn self invisible. |
| 43-48 |
Multiple Image (self). |
| 49-56 |
Fire Ball; 5D6 damage. |
| 57-65 |
Reduce self 6". |
| 66-72 |
Call Lightning; 6D6 damage to the
intended target. |
| 73-80 |
Metamorphosis (others) into mice;
lasts for 2D4 melee rounds. |
| 81-86 |
Magic Net. |
| 87-92 |
Wind Rush |
| 93-00 |
Create bread and milk. |
Spirit Cauldron
The enchanted cauldron is one of the few component magics that is exclusive to
the wizard. The purpose of the cauldron is to summon a spirit into it for
either spell knowledge or to use it as a scrying device. The main downside of
the Spirit Cauldron is its size. Once a wizard has established his home and
placed his cauldron, it is very hard to move without disturbing the enchantment
that keeps the spirit locked into the cauldron.
- Enchant Spirit Cauldron:
To enchant a spirit cauldron, a wizard requires one small iron
cauldron, six pints of fresh Human, Dwarf, or Elf blood, one dead
butterfly (to represent the soul), and one owl's feater (to represent
wisdom). The components must be stirred with an iron or steel sword for
two hours before the moon's zenith. At the end of the ritual that
summons the spirits into the cauldron, the wizard must drink one full
cup of the brew and determins if the ritual was successful. The chance
of success is 14% +6% per level of exeperience. If unsuccessful, the
brew is useless and must be disposed of. However, poring it anywhere
but in a graveyard will unleash 1D6 ghosts.
- Acquire Spell Knowledge:
If the ritual was successful, the wizard enters into a coma for 1D4
hours. When he awakens, the wizard will possess some of the spell
knowledge known by the spirits. Unfortunately, he may also have
developed an insanity, if he fails a save vs. insanity, he then rolls
on Table 4: Random Insanity. Whether or not the wizard develops an
insanity, he rolls 2D6 to determine the number of new spells he learns
and for each of these spells, he rolls 1D6 +1 at levels 3, 5, 7, 8, 9,
10, 11, 13, and 15 to determine what level the spell is and the wizard
can choose to learn any spell from that level. The new spell knowledge
can only be acquired once per enchanted cauldron. To gain new spells, a
new cauldron must be enchanted.
- Cauldron Scry:
Once the cauldron is enchanted, there is a 31% chance that the spirits
will remain permanently in the cauldron, allowing it to act like a
crystal ball. However, each time the wizard wishes to use the cauldron
in this way, he must consume a tablespoon of the brew. As long as the
wizard replenishes the blood and ensures that it never drops below
three pints, the spirits will remain in the cauldron forever.
| Table 4: Random
Insanity |
| Percentile: |
Description: |
| 01-13 |
No instanity; lucked out! |
| 14-20 |
Affective disorder. See insanity
section; roll on that table. |
| 21-40 |
One phobia; roll on that
table. |
| 31-40 |
Two phobias; roll on that
table. |
| 41-60 |
One obsession; roll on that
table. |
| 61-80 |
Neurosis; roll on that
table. |
| 81-00 |
Psychosis; roll on that
table. |
Staff Magic
One school of wizardry focuses on empowering a magical staff to help channel
spells. This specialization allows the wizard to more easily cast a small
number of spells that have been placed into the staff.
- Craft Staff:
All staves consist of two parts, the shaft and the core. The core of
the staff must be something from a creature of magic, costing no less
than 1000 gold pieces. The shaft can be of any material, but most
wizards prefer wood, and the shaft can be no less than 6' (1.8 m) long
for an average-sized Human. A staff will have 80 S.D.C. if it is made
from wood. At first level, a wizard with this specialization is given a
simple, wooden staff as part of his starting equipment, but if the
staff is destroyed, the wizard must craft a new one to replace it and
invest 100 PPE into it during a ritual that takes one hour to complete.
- Empower Staff:
A wizard can empower a staff with a small number of spells, so that the
spells cost less PPE to cast. The staff can be empowered to hold one
spell at level one and an additional spell at levels 3, 6, 9, 12, and
15 and it takes one hour to change the spells that are empowered in the
staff. Spells cast from the staff require only half the normal amount
of PPE.
Symbology Magic
Diabolists and Summoners study a closely linked and specialized form of magic
that revolves around power words, wards, and circles. Most wizards have very
little understanding of this world of symbols, but a few have extensively
studied this area. While still falling far short of a real Diabolist and
Summoner, the wizards with this specialization have more extensive knowledge of
scribe magic than wizards without this specialization.
- Energize Ward Phrases:
A wizard with this specialization is capable of activating any ward
phrase as if he was a Diabolist of the same level. However, activating
the ward phrase costs twice the regular amount of PPE and the wizard
cannot create new wards, he can only activate existing ones.
- Circle Knowledge:
A wizard with this specializaion knows how to create and activate one
Circle of Protection at first level, then gains the knowledge to create
and activate one Circle of Summoning at level six, and then gains the
knowledge to create and activate one Circle of Power at level twelve.
This includes knowledge of all power words and necessary materials for
these circles, but only for these circles.
Wand Magic
One school of wizardry focuses on spells that affect a single taget and they
use wands to help channel their power. This specialization allows the wizard to
increase the power of any invocation spell that affects only a single person or
object.
- Craft Wand:
All wands consist of two parts, the shaft and the core. The core of the
wand must be something from a creature of magic, costing no less than
500 gold pieces. The shaft can be of any material, but most wizards
prefer wood, and the shaft can be no more than 1' (0.3 m) long for an
average-sized Human. A wand will have 20 S.D.C. if it is made from
wood. At first level, a wizard with this specialization is given a
simple, wooden wand as part of his starting equipment, but if the wand
is destroyed or damaged, the wizard must craft a new one to replace it
and invest 50 PPE into it during a ritual that takes one hour to
complete.
- Channel Spell:
Any spell that affects a single target that is not the caster, such as
Befuddle and Life Drain, can be cast through the wand. Spells that
have an area of effect cannot be cast through the wand, even if there
is only one target in the area. Spells that are cast through the wand
have double their normal range and duration.