Mage Profession in Alcirya | World Anvil

Mage

Weapons
They are limited to those that are easy to learn or are sometimes useful in their own research. Hence, a wizard can use a dagger or a staff, items that are traditionally useful in magical studies. Other weapons allowed are darts, knives, and slings (weapons that require little skill, little strength, or both).
 

Wizard Spell List

 
Armor
Wizards cannot wear any armor.
 
Followers & Strongholds
Unlike many other characters, wizards gain no special benefits from building a fortress or stronghold.

They can own property and receive the normal benefits, such as monthly income and mercenaries for protection. However, the reputations of wizards tend to discourage people from flocking to their doors. At best, a wizard may acquire a few henchmen and apprentices to help in his work.

 
Features
Wizards can use more magical items than any other characters. These include potions, rings, wands, rods, scrolls, and most miscellaneous magical items. A wizard can use a magical version of any weapon allowed to his class but cannot use magical armor, because no armor is allowed. Between their spells and magical items, however, wizards wield great power.
 
Magic Item Creation

All wizards (whether mages or specialists) can create new magical items, ranging from simple scrolls and potions to powerful staves and magical swords.

Once he reaches 9th level (and given the right formula), a wizard can pen magical scrolls and brew potions.

Scrolls require the right quill (hand picked, +5%), paper (paper +5%, parchement 0%, papyrus -5%) and specialized ink (i.e. basilisk blood, etc.).

Protection scrolls require 6 days to write, undisturbed. A roll (by DM, secret) for success is made at the end (base 80%, -1% per spell level, + 1% per level of caster. Failed attempts could end up as cursed scrolls.

Potions require ‘special materials’ as well as 200 – 1,000 gp (based on power) of mundane materials and a functioning laboratory (valued at 2,000 gp or more, +10% per month for upkeep).

The days required to brew are the cost divided by 100. A (DM, secret) roll is made at the end (70%, -1% per 100 gp., per 2 levels of caster + 1%).

A failed result may be poisoned or cursed.

He can construct more powerful magical items only after he has learned the appropriate spells (or works with someone who knows them). ​

Some base costs:

  • Appropriate vessel (sword, etc.) 1,000 - 10,000
  • Preparation 2 weeks - month, +500 gp
  • Enchanting: cast Enchant an Item, needed spells, ‘special’ (DM) conditions, Permanency
  • Successful (DM, secret) roll for success, 60% (+1% per caster level, -1% per special material). Failure, and the item could be cursed.
 
Learning Spells

Learning and casting spells require long study, patience, and research. Once his adventuring life begins, a wizard is largely responsible for his own education; he no longer has a teacher looking over his shoulder and telling him which spell to learn next. This freedom is not without its price, however. It means that the wizard must find his own source for magical knowledge: libraries, guilds, or captured books and scrolls.

Whenever a wizard discovers instructions for a spell he doesn't know, he can try to read and understand the instructions.

The player must roll percentile dice. If the result is equal to or less than the percentage chance to learn a new spell, the character understands the spell and how to cast it.

He can enter the spell in his spell book (unless he has already learned the maximum number of spells allowed for that level).

If this die roll is higher than the character's chance to learn the spell, he doesn't understand the spell.

Once a spell is learned, it cannot be unlearned. It remains part of that character's repertoire forever. Thus, a character cannot choose to "forget" a spell so as to replace it with another.

 
Spell Books

A wizard's spell book can be a single book, a set of books, a bundle of scrolls, or other unique recording methods.

The spell book is the wizard's diary, laboratory journal, and encyclopedia, containing a record of everything he knows. Naturally, it is his most treasured possession; without it he is almost helpless.

A Specialist’s spellbook cannot be read using a typical Read Magic. Instead it must be read by a specialized Read Magic (i.e. Read Illusionist Magic) known by members of that school.

Bard spellbooks cannot be read by mages (they are a mixture of music and spell notation).

Starting spellbooks have 3d4-2 1st level spells and d3 2nd level spells in them. Roll on the appropriate table to generate the actual spells. Read Magic and Detect Magic are automatic.

Spellbooks cost 50 gp. Per page (travelling book cost 100gp per page). Books can have no more than 100 pages, scrolls no more than 25 pages, travelling books no more than 50.

Each spell requires a number of pages equal to its level +d6-1 additional pages.

See also Books, Librams, Manuals, Spellbooks, and Tomes.

 
Consumable Scrolls

A mage of any level may create single use scrolls from their spell books. The creation of these scrolls allows mages to prepare for long trips or extended explorations with spells that are ready to use that don't count against their memorized spells for the day - all they need is to be read at the appropriate time. The creation of these consumable scrolls have some requirements and limitations.

Materials

  • Pen/Quill/Writing implement
  • Paper/Papyrus/Writing Surface. Each spell requires a number of "sheets" equal to the spell level+d6-1.
  • All the components required in the spell.

The quality of the materials can effect the quality of the spell that is written.

The type of paper that is used can reduce the Speed Factor of the spell (though it may never be less than 1

  • Papyrus: Speed Factor Penalty of 1
  • Bamboo, Rice Paper, Parchment, or Slates: No modification
  • Vellum: Speed Factor Bonus of 1
  • Paper: Speed Factor Bonus of 2
 

Reading/Writing Skill Check Bonus

  • If passed with a critical success, reduce the number of pages used by 4.
  • If passed by 10 or more, reduce the number of pages used by 2.
  • If passed by 5-9 or more, reduce the number of pages used by 1.
 

The author of the consumable scroll must have the spell memorized as part of their daily allotment. The author must have the skill Reading/Writing (or an approved DM alternate like Artistic Ability). To scribe the consumable spell, the author must pass their Reading/Writing check and check for spell failure (yes, this means they will have to make this check twice... once when scribing and once when using the scroll). A failure for either of these checks will cause the pen, paper, and spell components to be consumed and, potentially, cause a Wild Magic surge. These consumable spells cannot be bound in a book or be a part of a multi-spell scroll (the paper will be consumed when the scroll is used).

Other magics (like a Copy spell) cannot be used in this process due to the natural shortcuts and basic internalized references that this written work contains. For the same reason, the scroll that is created can only be used by the original author and cannot be copied or read by anyone else (although they may be identified as a consumable scroll by anyone with Reading/Writing and some understanding of magic (a skill, previous training, etc.).

Authoring a scroll of this sort requires 1 full day.

 
Casting Spells

A spell book contains the complicated instructions for casting the spell - the spell's recipe, so to speak. Merely reading these instructions aloud or trying to mimic the instructions does not enable one to cast the spell. Spells gather and shape mystical energies; the procedures involved are very demanding, bizarre, and intricate. Before a wizard can actually cast a spell, he must memorize its arcane formula. This locks an energy pattern for that particular spell into his mind. Once he has the spell memorized, it remains in his memory until he replaces it. Because of the demands casting imposes on the physical body, the Wizard can cast only a certain number of times per day (indicated on the Spell Progression Chart). The caster can cast more than this allotment in a day, but he risks severe penalties.

A wizard gains a bonus number of memorizable spells per day equivalent to priests (see the Wisdom chart, but use the mage’s intelligence score).

 
Spell Research and Acquisition

Another important power of the wizard is his ability to research new spells and construct magical items. Both endeavors are difficult, time-consuming, costly, occasionally even perilous. Through research, a wizard can create an entirely new spell, subject to the DM's approval.

When a wizard gains a new spell level he automatically receives 1 spell of that level ‘for free’ (it must be common, you must roll on your ‘Chance to Know,’ and it must be from the correct school).

Mages can copy spells from another source. This requires 24 uninterrupted hours, permission (usually 50 gp x level of spell), and a successful roll (additionally, the character must have the NWP Reading/Writing but does not need to roll it)

Spells can be memorized from a ‘foreign’ spell book/scroll if Read Magic is cast and a ‘Chance to Know’ roll is successful.

Researching a new spell requires 2 weeks per spell level of the spell being researched.

  • The mage must be in good health the entire time.
  • A ‘Chance to Know Spell’ is rolled at the end.
  • No adventuring can happen during this time.
  • If failed, another week of study is required… this continues until the character succeeds or gives up.
  • The cost is 1d10 x 100 gp. per spell level of the spell being researched.
  • He must also have access to a complete library (book value of over 10,000 gp)
   
Wizard XP Levels
Stats Table
LevelMage/SpecialistHD (d4)
101
22,5002
35,0003
410,0004
520,0005
640,0006
760,0007
890,0008
9135,0009
10250,00010
11375,00010+1
12750,00010+2
131,125,00010+3
141,500,00010+4
151,875,00010+5
162,250,00010+6
172,625,00010+7
183,000,00010+8
193,375,00010+9
203,750,00010+10
Footnote Info
 
Mage Spell Progression
Stats Table
Level123456789
11--------
22--------
321-------
432-------
5421------
6422------
74321-----
84332-----
943321----
1044322----
1144433----
12444441---
13555442---
145554421--
155555521--
1655555321-
1755555332-
18555553321
19555553331
20555554332
Footnote Info
 
Proficiency Slots
Stats Table
GroupWP InitialWP #LevelsPenaltyNWP InitialNWP #Levels
Warrior43-233
Martial Artist33-233
Wizard16-543
Priest24-343
Rogue24-334
Psion25-433
Footnote Info
Initial Funds
d4+1x10
 
Hit Die Type
d4
 
Ability Requirements
Intelligence 9; Prime Req. Intelligence
 
Races Allowed
Any
 
Alignment Restrictions
None

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