The Wizard OCC
The Wizard O.C.C.
One of the most complicated and versatile areas of magic is wizardry.
This is an occupation dedicated to the research and study of the mystic arts, with an emphasis on spell casting and mystic combat.
Wizardry is the science of spell magic, invoking magic energy through force of will and the spoken word; incantations. Spell magic relies on the speaking of arcane spells that are said to have their roots in the days when the Great Old Ones ruled the world. The properly spoken words can summon, direct, or unleash great forces in the blink of an eye. No components, no diagrams, no deity and little, if any, preparations are required; merely the spoken word and sufficient magic energy (P.P.E.) will do the job.
This makes spell casting ideal for adventuring and combat. Many of the other magicks, such as diabolism and summoning, require the construction of symbols and circles, followed by a ritual ceremony that may take a minute to an hour to perform. While each type of magic has its advantages, spell casting is comparatively quick and easy to perform, is low maintenance (no or few components are necessary), and offers a wide range of spells.
This wide variety of spells means versatility and individuality. The wizard can tailor his repertoire of arcane knowledge to best suit his personality and goals. Thus, some will focus on offensive spells (fire ball, lightning, energy blast, curse, etc.), some defensive (wall of stone, invulnerability, circle of protection, etc.), others deception (invisibility, mask of deceit, metamorphosis, etc.), and so on. This makes wizardry a very uniquely personal application of magic and means no two wizards are exactly alike.
The wizard's powers are derived from his knowledge, P.P.E. reserve, physical stamina, and ingenuity. The character can learn and memorize dozens of spells regardless of level, as well as learn a number of rituals and even a few circles. The wizard dedicates his life to the mastery of spell magic, thus one must assume that the character studies and practices magic secretly, in private. To forget a spell could mean his death; to write a spell down, pure folly, making it and him vulnerable to others. To suggest that a wizard would forget a spell is like saying a soldier might forget how to use his sword.
Wizards can also learn and cast spells far above their actual experience level. Consequently, a second level wizard could cast a fifth level spell if he was fortunate enough to know it. Note: See The Pursuit of Magic section for full details about magic spells, P.P.E., ley lines and combat.
It is the properly spoken repetition of words or series of words that invokes and ignites the spell into being. These incantations are carefully guarded and rarely shared, even with a fellow wizard. Thus, wizards usually disguise the words of the incantation amidst a string of meaningless gibberish, often mumbling the true key words. Furthermore, spell incantations are often whispered so quietly that they are barely audible. Only the meaningless parts are ever spoken clearly or shouted aloud, and then only for dramatic effect; showmanship can be as much a part of wizardry as anything else. After all, a snarling, bellowing wizard, seemingly molding forces around him out of sheer force of will, is more imposing than a soft spoken, calm and ordinary person.
Another trick is to recite the spell by combining several different languages; the spell can be invoked in any tongue. Consequently, the same spell may be spoken differently by every wizard using it. In fact, the same spell can sound different every time the same wizard recites it!
The inquisitive nature of the wizard means that the character is usually open to new ideas, philosophies, people, and other races. All are literate in at least two languages (one is usually Elven, a universal and ancient language) and they may study areas of science, medicine, and the arts. Most are well versed in one or more lores and are fascinated by human nature and the supernatural alike. Their devotion to words, magic and learning means wizards are dedicated to attaining power through knowledge. Many are intellectual snobs, looking upon physical sport, careers (O.C.C.s), and practices with disdain and revulsion. Not that such activities are not fine for someone else, the gods know the world needs fighting men, but such activities are not the ways of wizardry.
The thought of becoming a warrior, or worse, a soldier, having to do intense daily exercises, wearing stifling, heavy armor, and killing things "up close" with your bare hands can make some wizards physically ill. However, this doesn't mean that wizards are helpless without their spells. Many are quite expert with knives, short swords, staves and slings, and most know basic hand to hand.
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Wizards & Armor
Most wizards and other practitioners of magic tend to prefer leather armor because it offers excellent maneuverability, stealth (no jingling or clunking of metal parts) and because it is more comfortable.
Unlike the men of arms, the wizard is not trained in the use of the heavy types of armor which are heavy, cumbersome and confining. Furthermore, covering oneself in metal has the strange effect of hampering the channelling of magic energy!
If more than 50% of the wizard' s body is covered in metal (chain mail, scale, plate, etc.) the mage must spend 20% more P.P.E. to cast a spell and the player rolls once on the following table to see what other interference may negatively affect the spell casting.
01-20 Reduce spell damage or effects by 1 D4x 1 O% .
21-40 Reduce spell duration b y I D4x 1 O%.
41-60 Reduce the spell's range by 1 D4x lO%.
61-80 Reduce both range and duration of the spell by 20% !
81-00 Lucked out, no additional problems.
Of course, a wizard may elect to use/wear any type of armor he or she desires, but with the considerations above and the usual encumbrance penalties : -15% to prowl and -20% to climb/scale walls or swim in full splint or plate armor. -10% to prowl, swim or climb in chain or scale mail, and -5% in studded leather.
Consequently, most practitioners of magic prefer to wear leather armor (studded leather does not interfere with spell casting) or better yet, magic body armor, charms and talismans. In addition, there are a number of magic spells that can provide excellent protection, such as the armor of Ithan, invulnerability, impervious to fire, and others.
Wizards : Circles & Symbols
Circle magic
Circle magic is the drawing and manipulation of mystic forces by means of the circle and the symbols therein. The circle is the magic focal point and the source of the magic, the mage only draws upon the magic to channel and direct it.
The three major types of circles are protection, summoning and power. Wizards have a passing understanding of magic circles and can try to use circles already activated, but, except for the two protection circles available to them, they cannot create or activate most magic circles.
This is not their area of study, so they are quite limited in the knowledge of circle magic (see the Summoner O.C.C. ).
However, a wizard is likely to be able to recognize a real magic circle from a phony and knows that entering a magic circle often results in death or worse. Unfortunately, the character does not know enough to tell exactly what a circle is fully capable of or how to use it.
Symbols and wards.
Magic symbols are one of the component parts of circles, as well as being potential magic themselves, such as the case with wards and power words (see the Diabolist and Summoner O.C.C.s).
The study of symbols includes a knowledge of spoken languages, writing, mystic symbols, wards, runes, stones, colors, and power words. A wizard's knowledge of symbols is limited to the 12 basic mystic symbols. the four elemental symbols. and symbolic colors.
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Conversion of Spell Scrolls
A wizard can attempt to convert a magic scroll into a functioning magic spell incantation. This is a difficult task, because spells on scrolls are yet another type of magic quite different from spell magic.
A scroll is a magic item or artifact that enables its reader to instantly activate its magic. Reading a scroll can have the same basic effect as casting a spell, but anyone who can read its words can use/perform/cast its magic - the exact spell equivalent and level of power are all part of the scroll's magic and cannot be altered.
A careless reading or even cursory skim of the scroll will activate or dispel its magic. Only the name of the magic (or list if more than one spell is on a single scroll) can be read without fear of activation; it is written at the top.
Once a scroll is read, its magic writing disappears, turning the parchment back into an ordinary piece of paper. What this means for the wizard trying to convert a scroll into a spell, is that he has only one chance to read, interpret and convert the written scroll into a viable incantation.
This is done mentally while reading the scroll. Once read, the scroll is activated and magic energies flow about the wizard as he attempts to mold and control them.
This is extremely dangerous (something akin to juggling nitroglycerin) because the energy is extremely volatile and there is always a reaction.
The wizard's chance to successfully convert a scroll is a mere 8% +2% per each additional level of experience.
An Unsuccessful Conversion
An unsuccessful conversion results in one of the following reactions.
Roll percentile dice. No saving throw is possible for these effects.
1-16 An explosion that does 1D6 point's of damage per level of the spell is inflicted to a five foot (1.5 m) radius; the wizard is at its epicenter.
17-20 Shock; wizard paralyzed for 1D4 hours; makes a full recovery.
21-30 Lightning bolt strikes the wizard; does 6D6 damage.
31-40 Wizard is temporarily blinded for 2D4 days.
41-48 Wizard is metamorphosized into a goat or a pig for 2D6 days.
49-55 Summon lesser demon (G.M.'s discretion as to which one).
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 mage.
73-80 Height and mass is reduced by 1/2; lasts 2D6 months.
81-91 Metamorphosis into a moose; 1D6 days.
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 Summon greater demon (G.M.'s discretion).
All effects are accumulative, add one for each unsuccessful conversion.
Successful Scroll Conversion
A successful scroll conversion may not be exactly what you might expect. What it means is that the wizard has succeeded in creating a working magic incantation, but not necessarily the spell desired.
The possibilities are as follows (roll percentile dice):
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 the table that follows).
Unstable spell magic
An unstable spell is one that will produce any number of random reactions each time the spell is cast. Roll percentile dice. Note: Unless stated otherwise, the spell cast will be the equivalent of third level in power.
01-08 The original spell on the scroll, at full strength.
09-24 The original spell on the scroll, but everything is at half.
25-27 Weightlessness (self the spell caster is suddenly weightless and will find his speed is 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 rainfall in a 10 foot (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 inches.
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.
Important Note: Wizards cannot create scrolls; see Alchemist
Wizard O.C.C. Abilities & Bonuses
1. Common Knowledge Spells
Decipher magic, sense magic, cloud of slumber, globe of daylight, and tongues, plus enchanted cauldron. In reality, common knowledge spells are not so common, unless you happen to be a young wizard fresh out of apprenticeship. All wizards begin with these six spells.
They are the rewards of two to five years of demanding work as a wizard's apprentice. While under the tutelage of a sorcerer, the young spell caster gains a rudimentary knowledge of magic, a basic education, learns to read and write his native language and one other (typically Elf), and at the end of the period, is given the six common knowledge spells.
It is said that with these six spells and determination, the secrets of greater magic are attainable (obviously true).
2. Additional Spells
For game purposes, we will assume the character has learned a few additional spells . The player may select two spells of choice each level one and two, and one from level three and four.
At each new level of experience, starting at level one, it may be assumed that the character has been able to figure out or learn one new spell - select one from any level up to the character's own level of achievement/experience (i.e. a 3rd level character can select one spell from either first, second or third level).
3. Learning New Spells
Spells and ritual magic of any level can be learned and/or purchased at any time, regardless of the wizard's own experience level, provided the character can find an instructor and pay the price (which is not always cash).
This should be played as a roleplaying element. See the Pursuit of Magic for more details .
4. The Enchanted Cauldron
The Enchanted Cauldron is one of the few component magicks in wizardry and is exclusive to the wizard O.C.C. It is among the most disgusting and dangerous methods of gaining spell knowledge. Many wizards (over 70%) never use the cauldron, and those who try it rarely do so more than once or twice.
Success Ratio: 14% +6% per each additional level of experience.
The ingredients: One small iron cauldron, six pints of fresh human, elven or dwarven blood, one dead butterfly (symbol of the spirit/soul), and one owl's feather (symbol of wisdom), brought to a slow simmer while stirred with an iron or steel sword for approximately two hours before the moon's zenith.
The brew is slowly brought to a boil over the two hour period, during which time the wizard, in a meditative state, recites the Rites of Invitation, while stirring the concoction. The two hours of chanting and the aroma of blood attracts and invites a spirit of magic to enter the cauldron and share with the summoning wizard the joys of life and death.
At the end of the two hour period, the wizard must drink one full cup of the brew; it is then, and only then, that he will learn whether he is successful at gaining more spell magic. Note: The blood soup may also attract ghouls, goblins and orcs in the area, so the wizard must be careful.
If unsuccessful the brew and all the preparations will have been for naught, and must be spilled out in a graveyard. To do otherwise will set loose 1D6 ghosts or haunting entities into the area. The process may be repeated again on another night with all new ingredients.
If successful the spirit in the cauldron will enter the wizard through the cup of warm blood he has drunken. At this time, the wizard will seemingly lapse into a coma in which the spirit and living wizard will share each other's memories.
The coma trance state is temporary, typically lasting 1D4 hours. When the wizard awakens he will possess some of the spell knowledge of that spirit, most of the other shared memories will be forgotten.
However, as one might expect, the experience is quite harrowing, and often results in insanity.
Roll on the following table (roll percentile dice):
01-13 No insanity; lucked out!
14-20 Affective disorder. See insanity section; roll on that table.
21-40 One phobia; roll on that table.
41-60 Two phobias; roll on that table.
61-80 One obsession; roll on that table.
81-90 Neurosis; roll on that table.
91-100 Psychosis; roll on that table
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Spell Knowledge gained: The best way to determine spell knowledge impartially is to have the player roll two six-sided dice (2D6) to see what number of spells he/she has gained. If the player rolls a five, he or she has five new spells, a two means only two spells, a 10 means ten spells, and so on.
To determine the level of the spell, the player rolls one six-sided die (1D6) for each of his spells. If a five was rolled, the player rolls five times. Each roll indicates the level of each of the five spells (the range of possibility is spell levels 1 -6 rolling the same level more than once is okay. The player then selects the spell he or she wants from that particular level.
For example, the player, Maryann, has rolled five spell selections. She rolls 1D6 to determine the spell level of her first new spell. She rolls a six, which means she can pick one spell from sixth level! Her next die roll is a three, so she picks a spell from third level. The next roll is a five, so a fifth level spell is selected. Maryann's last two rolls are two, which means she picks two second level spells for her character. Note: Only spells from levels one through six can be learned this way.
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Spirit Cauldron: There is a chance that the spirit will remain in the cauldron until the contents are spilled out. If this occurs, the cauldron will function like a crystal ball, although the wizard must sip a tablespoon of the cold brew to activate it every time he desires to use it. If the brew is continually replenished with blood (never dropping below half; three pints), the wizard can maintain the spirit cauldron for months or even years.
The chance of the spirit remaining in the cauldron is a fiat, unchanging 01-31% (roll percentile dice). Note: The wizard can never again get new spells from this cauldron, that's a one time experience. Likewise, drinking the brew will never again cause the coma/trance state.
However, the wizard cannot make another enchanted cauldron until the active one is destroyed by spilling out its contents in a graveyard. There are additional problems with the enchanted cauldron. One is possible alignment conflicts. After all, how many good characters are going to use a spell requiring fresh blood from a human, elf, or dwarf; and how do they get the blood without killing somebody? Volunteers? Another problem is transportation.
Transporting a spirit cauldron is difficult, and remember, spilling its contents out anywhere other than a cemetery will release 1D6 ghosts/entities. Accidental spillage of three pints or more will destroy the spirit cauldron and unleash the ghosts. Note: The cauldron evaporates at a rate of one pint every three days.
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5. See and Use Ley lines
The wizard can see powerful magic energy emanating from the earth in a straight line. These lines of energy are known as ley lines. Where two or more ley lines intersect is a more powerful ley line nexus. The wizard recognizes these lines and junctions as places of power where he or she can draw on additional P.P.E. and where spells and powers are increased.
Ley lines are natural lines of mystic (P.P.E.) energy that crisscross parts of the planet and bind together all things in the Megaverse. The ley lines on the Palladium World are not as powerful as those found on a handful of other worlds (such as Rifts Earth) and are not visible to the average person. Only practitioners of magic and most creatures of magic can see the gentle flow of magic energy. See the Magic section for more details.
The wizard can also see mystic energy radiating from incredibly powerful creatures, such as ancient dragons, demon and deevil lords, and godlings and gods, as well as the most powerful magic items, like the weapons of the gods and greater rune weapons.
6. Ley line Drifting
The wizard can open himself to the ley line energies and walk or float through the air along the length of a ley line. The maximum speed is a mere Spd 10, but it is relaxing and does not cause exertion or fatigue. Best of all, the mage does not need to expend any personal P.P.E. to do this, but draws on the ambient P.P.E. of the ley line.
Applicable only to the wizard; he cannot magically enable others to float along with him.
7. Ley Line Rejuvenation
When standing on a ley line or nexus, the wizard can absorb ley line energy to double the rate of natural healing. To do this, the character must concentrate on healing while relaxing on a ley line. The wizard can also use a ley line or nexus to perform an instant rejuvenation as often as once every 24 hours. After about 10 minutes of concentration, 2D6 hit points and 2D6 S.D.C. are magically restored; no personal P.P.E. is expended to do this. Ley line rejuvenation restores P.P.E. at the normal rate.
8. Special Wizard O.C.C. Skills & Abilities
Recognize enchantment: Just as a doctor can recognize flu symptoms and disease, the wizard can recognize the influence of magic that charms, hypnotizes, or otherwise causes mind control (including trances, domination, compulsion, quest, etc.).
This ability also includes identifying magic sickness, curses, the effects of faerie food and faerie magic, and supernatural or magic possession.
Illusions, metamorphosis, and psionic powers do not count as enchantment.
Base Skill: 35% +5 % per level of experience.
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Recognize magic: The wizard has a certain percentage chance to recognize a magic item by shape, inscription, magic symbols or intuition (gut feeling). It; s important to understand that while the character may know something has magical properties, he does not know what powers the item may have or how to use it.
Base Skill: 20% +5% per level of experience.
9. Magic Bonuses
- +1 to save v s magic at levels three, six, nine, twelve and fifteen;
- +4 to save v s horror factor.
- Spell strength (the number others must save against when the character casts a spell): +1 at levels two, four, eight, twelve and fifteen. Starts at 12.
10. P.P.E.
All practitioners of magic are living batteries of mystic energy. The character draws from this energy to create magic and cast spells.
Permanent P.P.E. Base: 3D4x10+20, in addition to the P.E. attribute number.
Add 3D6 P.P.E. per each level of experience, starting at level one.
The wizard can also draw on P.P.E. from ley lines, nexus points, and other people whenever they are available. See the Magic section for details.
Wizard O.C.C.
Alignment: Any
Attribute requirements: I.Q. 1 0 or higher; a high P.E. is also recommended but is not a requirement.
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O.C.C. Skills
- Languages : Native Tongue at 98% plus two of choice (+20% each)
- Literacy: Two of choice (+15%)
- Lore: Magic (+20%)
- Lore: One of choice (+15%)
- Mathematics: Basic (+20%)
- W.P. One of choice
Hand to hand: basic can be selected at the cost of one "other" skill, or hand to hand: expert for the cost of two "other" skills. Martial arts and assassin are not available to this O.C.C.
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O.C.C. Related Skills
Select eight other skills of choice at level one, plus select one additional skill at levels three, six, nine and twelve.
All new skills start at level one proficiency.
- Communications: Any (+5 %)
- Domestic: Any (+5%)
- Espionage: Forgery, Escape Artist and Intelligence only (all +5%).
- Horsemanship: General or Exotic only.
- Medical: Any
- Military: None
- Physical: Any; except Acrobatics, Gymnastics, Boxing & Wrestling.
- Rogue: Any
- Science: Any (+10%)
- Scholar/Technical: Any (+10%)
- Weapon Proficiencies: Any, except Large Axes, Pole Arms and Lance.
- Wilderness: Dowsing, Identify Plants & Fruits, Preserve Food and Wilderness Survival only.
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Secondary Skills
The character also gets to select four secondary skills from the previous list at level one, and two additional skills at levels two, five, seven, ten and thirteen. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.
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Starting Equipment
Two sets of clothing, a robe or cloak with a hood, boots, a pair of soft leather gloves, belt, bedroll, backpack, a medium-sized to large purse/satchel, two small sacks, a water skin, 3D4 sheets of parchment paper, a 100 page notebook, three crow quill pens, two bottles of ink (each may be a different color), 1D4 sticks of graphite, 1D4 sticks of chalk, 1D4 candles, a wooden cross, small mirror, and a tinder box.
Armor
Starts with soft leather (A.R. 10, S.D.C. 20).
Weapons
A knife and one additional weapon of choice. All are basic S.D.C. weapons of good quality. Magic weapons and additional items must be acquired later. Favorite weapons among wizards include the knife, short sword, staff, blunt weapons, sling and cross bow.
Money
The character starts with 140 in gold. Additional money will come from payment for services rendered and/or the acquisition of booty. Practitioners of magic are often sought after by royalty, merchants, wealthy travelers, and the military as mercenaries or special freelance agents, or infiltrators for special assignments.
Pay can be excellent, varying from 50-150 gold for the simplest task, to 3000-12,000 for dangerous assignments. Salary is often equal to that of the long bowman for low level wizards (under 5th level) and equal to that of an officer for experienced mages (5th level and higher).
Many military operations like to use wizards and warlocks as "artillery" units who strike at the enemy with long-range attacks by fire ball, call lightning, wind rush, fog, and many other spells. However, most wizards find military-life to be too restrictive and mundane.
Furthermore, many men of arms don't trust sorcerers and feel uncomfortable around men of magic, unless the mage has proven himself in several battles.