Wizardry I

From: arthurr@sol.crd.ge.com
Date: Fri 17 Jan 1992 - 09:56:33 EET


        Please send any comments / suggestions / enhancements
        or new spells to arthur2@rpi.edu. Thanks,
                                                        - Rick

The Art of Wizardry
-------------------

     Wizardry is akin to RQ sorcery, highly influenced by the "mana"
     system and ElfQuest magic. It is at once the most varied and
     most specific magical art. A spell to do anything could be
     created, but its complexity may allow only the greatest masters
     to use it. Each spell is fairly specific in itself. Any number
     of spells may be learned, but it takes a long time to do so.

     Wizards do magic. Magic is their thing. They don't generally
     fight (in the conventional sense), sneak around, con people,
     scale walls or the like. The use magic for all that stuff.
     They don't dodge. The ward themselves. They don't bash people.
     They blast them. Wizardry empowers the individual. Wizards do
     not rely on deities or spirits for power. They are powerwells.
     This also requires study and practice (read - lots of time), and
     in some cases the genes to do this. Spells the wizard is practiced
     at will have advanced effect over a novice's casting of the same.

     The spells may seem powerful. They are, but consider:
     1) This is what wizards do
     2) Wizards should be feared by peon/peasant types
     3) Magic battles aren't for warriors
     4) Casting is costly in terms of mp
     5) Their spells can fail at the time of casting
     6) Some spells have a backlashing effect
     7) Spells are hard to find outside of schools
     8) Spells can take a long time to learn
     9) To be effective, Wizards must have high INT and POW

     Wizards develop a natural skill: "Sense Magic", at base 10% +
     Magic Bonus. It can be increased as per the perception spells.
     Success simply means something is noted as magical. Special
     success tells a bit more (runic ties, etc). Extended contact
     with a magical object could ferret-out its function/nature,
     based on INT, obscurity of the item, and described procedure.
     Extremely powerful magic will trigger the sense skill by its
     mere presence - no need for the Wizard to check. The skill
     generally refers to spell-magics, not spirits or creatures
     themselves.

Magic Points
------------

        POW as a rolled stat seemed somewhat bogus. Shouldn't
        the "in-born soul-force" of the person count for a bit
        more than the volatile stat RQ usually provides? And
        why should giving yourself to your deity (sacrificing
        for Runespells) weaken your resistance to attack?
        Anyway, the following rule should be applied to Wizards,
        if not everyone.

        The POW stat is basically constant. This, like INT, is your
        inborn faculty in this area. Your Will, you might say.
        It is used to attack and defend (as far as spells go).
        It can also be used to resist fear, intuit danger, and
        the like, depending on the creativity of your GM. This
        static POW attribute also determines the maximum number
        of mp which a wizard can put into a single spell.

        Magic points are spell-fuel. I found it silly keeping
        spirits and crystals around on every significant PC,
        just to allot them enough mp to get them through an
        extended adventure. There is no limit to how many
        magic points you can have. You start with your POW
        in mp. You will never have more than this unless you
        have the ability to overcome the will of others, in which
        case you can gain more.

        For each success in overcoming another's will, roll POWx1%.
        If you succeed, your mp count increases by 1d3. Only one
        increase is allowed per "adventure segment". Lots of mp
        are required for wizardry, especially if you have low spell
        skills, so these will burn up quickly. An experienced Wizard
        could easily have over 30 mp.

        Draining critters (e.g. Vampires) do not drain POW permanently
        unless they are of extreme power. They reduce attack/defense
        POW of the victim. POW can be returned via Runespells or
        by rolling original POWx3% to regain 1 POW. Such a check may
        be made once per day. Normal recovery of mp follows the standard
        rules (POW/day - divided as GM wishes)

        Some may basically agree with the philosophy, but question how
        this would work with Shamans and Priests. Good Question. First,
        I think it works ok with Spirit magic (no more need for pesky
        spirits/crystals). Initiation into a cult or becoming a shaman
        can be handled as you like - perhaps switching them to the old
        system at that point would work. In my campaign, I ignore shamans,
        and my initiates and priests sacrifice mp instead of POW. They
        cannot sacrifice below their POW, and the exchange rate is 4mp
        per POW. Hereafter, I will constrain my discussion to Wizards.

Learning a Wizardry Spell
-------------------------

        Initial Study +1 INT Second Instruction Dice
ESL Time (days) /(days) Try at Period(days) <=INT
--- ------------- ------- ------ ------------ ---------
0.5 [minimum 1] 3 1 3 3d6(12)
1 2-INT [1] 6 25-INT 10 4d6(16)
2 4-INT [2] 12 2x(25-INT) 20 4d6+1(17)
3 9-INT [3] 18 3x(25-INT) 30 4d6+2(18)
4 16-INT [4] 24 4x(25-INT) 40 5d6(20)
5 25-INT [5] 30 5x(25-INT) 50 5d6+1(21)
6 36-INT [6] 36 6x(25-INT) 60 5d6+2(22)
7 49-INT [7] 42 7x(25-INT) 70 6d6(24)
8 64-INT [8] 48 8x(25-INT) 80 6d6+1(25)
9 81-INT [9] 54 9x(25-INT) 90 6d6+2(26)
10 100-INT [10] 60 10x(25-INT) 100 7d6(28)

        ESL = Estimated Spell Level (Approximate AD&D level)

        Initial Study Time = Time for pupil to learn spell through
        study and practice to attempt memorization without an instructor
{ ESL^2 - INT days, [Minimum = level days] }

        Instructor = Person who knows the spell in question at at least 75%

        +1 to INT per = For purposes of learning the spell, add 1 to INT
        for each extra [period of time] spent studying it. { ESLx6 days }

        Second try interval = Time between 1st failed attempt and 1st
        opportunity to re-try. This interval of time cannot be used to add
        to the INT value, but INT bonuses from the first attempt are not
        lost. Time is spent practicing/studying. If second try fails,
        the spell may only be obtained through an instructor.
{ ESL x (25-INT) days }

        Instruction period = Base time for an instructor to teach the spell
        to a small class. Personal instruction halves this, and aptitude
        of the instructor or pupil can similarly affect this time. Add the
        instructor's INT divided by the attempt number (minimum 2) to the
        INT of the pupil for purposes of learning the spell.
{ ESL x 10 days }

        Dice <=INT = This die roll must be made less than or equal to the
        effective INT of the pupil for the spell to be locked.

Skill of Learned Spell
----------------------

        First try: [INT - (ESL/2) ]x3% + Magic bonus
        Second try: [INT - ESL ]x3% + Magic bonus
        Third try: [INT - ESL ]x2% + Magic bonus
        Fourth+ try: [INT - ESL ]% + Magic Bonus
        
        Note this is actual INT, not the modified-INT as described above.
        Casting a spell for a wizard is like picking a lock for a thief,
        each success gives an opportunity for the skill to increase.

(Copyright 1991 by Rick Arthur)

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