Wizard

Hit Points: 1d4

Wizards study the fundamental powers of reality, which they manipulate with the pure language of magic. Each magic word is a fundamental concept that shapes reality. They can be mystical like the word ‘Light’, or as mundane as ‘Door’

Wizards learn these magic words and build spells out of them. They can also be used directly to perform simple magical cantrip effects and to allow the Wizard to perceive and know things about the world through the focus of a word.

Wizards create spells using two or more magic words. When a Wizard has time to study and practice, even if it’s just an hour or so at camp during the night, the player presents the words used and the basic spell concept to the DM. Only one can be worked on at a time, and the DM will create the spell between game sessions (or no more than a week if game sessions happen more frequently then weekly). Spells do not have level and any variables will be connected to the Wizard’s level.

A Wizard may know as many spells as they want. Each Wizard has a spellbook (or several) that records all of the spells they know, both the spells themselves and every detail (related or not) of the creation of each spell.

A Wizard may only prepare a number of spells at a time equal to their Intelligence modifier plus their level. The prepared spells can be changed with a hour or two of study with the Wizard’s spellbook in a semi-safe place.

A Wizard needs to be able to speak and be able to gesture with both hands to cast spells. Casting spells cannot be stealthy, but isn’t super obvious if people are distracted by something away from the wizard.

Casting spells is a magic skill check. 1d8. If result is lower than wizard’s number of mystic mutations the spell is cast normally. If result is higher than number of mutations, spell is cast normally and wizard gains a new Mystic Mutation. If result is 8 or higher, the spell goes off, magic surge happens, they gain a mutation, and the spell is lost from the wizard’s mind until it gets prepared again.

Mutations are both good and bad. If a wizard ever gets 9 mutations, they are completely overwhelmed by magical corruption and become NPCs unconcerned with anything their mortal self might have valued. On the other hand, a Wizard can multiply any spell effects by the number of mutations they have. So a wizard with 2 mutations casting a 3d6 damage fireball spell can make it a 6d6 damage fireball.

Magic surge is another 1d8 roll. Odd numbers are magic surge of the spell and the results 1, 3, 5, and 7 are in each individual spell. The even results (2, 4, 6, 8) are environmental effects and are listed in each terrain/environment the PCs are in. In general, 1-8 is ascending level of power/seriousness. Wizards can figure out the spell surge effects if they make an effort, but location/environment surge effects can only be discovered when they happen.

Some spells have no listed duration. This means that a wizard can maintain them for as long as they wish. A wizard may maintain as many spells as they wish, but every ongoing spell adds a +1 modifier to further spellcasting magic rolls, increasing the chance of mutation and magic surges.

Wizards can build/maintain a laboratory.

Spells can be cast as rituals without the risk of mutation. Still risks a magic surge, but only location results count on the second surge roll. Casting a spell as ritual requires a laboratory and the level of the lab is used for caster level. Material components are used for risk free casting while away from laboratory.

Spellbooks as treasure will created and/or otherwise placed as normal. Only the magic words of the spells can be learned. Though the basic nature of the spells can be deciphered with study. Spell concepts make creating similar spells easier.

A scroll can be used to cast the spell on it, using it up. Or it can be studied and one word of the spell can be learned. Which uses up the scroll just like casting the spell from it does.

Chance for immortality:

A powerful wizard can eventually learn how to separate their soul from their body and place it in another vessel. The most common is using necromancy to become a lich, but there are other forms of it as well. Such as becoming a golem.

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