* Only light armor and no shield(Armor is disdained by higher level
mages as a tool of mages lacking in skill and power).
* Can use dagger, staff, crossbow, small thrown weapons(knives, darts,
shuriken, boomerang, etc), plus one other weapon(player's choice).
* Begin with 12 spells of first level and 2 of second. Most times,
spellbooks will be broken up by level; all first level spells in
one book, all second level spells in another, etc. Spellbooks are
almost indestructable and radiate a magical aura.
* Hp = D6 per level. 1pt/level after 9th level.
* Can sense invisible, astral, out of phase creatures nearby at
Magic-Users use the normal Spell Progression Table to figure out how many
spell points they have, how many spells they can cast per day, and how
powerful the spells they cast can be.
For purposes of calculating spell points, each spell on the Spell Table
counts as its level in spell points. So a 2nd level spell would be 2
A 9th level mage, for example, has 4+3+3+2+1 = 13 spells he can cast per
day and (4 x 1) + (3 x 2) + (2 x 3) + (1 x 4) = 20 spell points. A 9th
level mage can cast spells of up to 4th level of power.
The spell points are used to give variety to the number and type of spells
the mage can cast.
For purposes of casting, the point cost of a spell being cast is the same as
its spell level. A 2nd level spell would cost 2 spell points to cast.
Our 9th level mage, therefore, can cast any combination of spells of power
levels 1-4, using the spell points he has available, as long he does not
cast a total of more than 13 spells in a 24 hour period.
** At first level, a magic-user may have more than 1 spell that they
can cast per day depending on their PSY bonus. For instance, a PSY
bonus of 2 will give the magic-user the ability to cast 3 spells
per day at first level (and, of course, 2 extra spellpoints with
which to cast them). This bonus will be applied again, for extra
spells/spell points over the allowable at levels 6, 11, and 16.
* A mage may cast any spell that he knows. Upon finding a new spell, the
mage must spend 1 hour per spell level of the new spell in study in order
to understand and memorize it. Magic-users do not forget spells after they
are cast, so casting the same spell multiple times in one day is possible.
* Cantrips may be cast at any time, take 1 round to cast, and have no
spell point cost.
* A wizard's spellbooks will have descriptions of techniques for shaping the
magical energy, special words of power, physical movements, and any special
information necessary to create and cast the spells that are listed in the
* Magic Users can cast an Eldritch Bolt, which does D6 damage, a number of
times/day equal to the PSY of the magic-user(mental and physical fatigue
allowing for no more)
* Mages can counterspell(see below)
* Spell research may be done at any level. Spell research typically takes
1 week per spell level. If the spell being researched is a simple variation
of one already known, the research time will be only 1 day per spell level.
Spells of a higher level than the wizard can cast cannot be researched.
* All mages know alchemy and can research and brew magical potions, inks
for scrolls, etc. Once the ingredients are found, a potion usually takes
D6 days to brew.
* All mages know Sleight of Hand - 'magic tricks', palming small objects and
making them seem to 'disappear', concealing small objects on person, etc.
* A mage has a chance to decipher magical writings, runes, ancient/dead
languages, etc that they come upon, depending upon their XP level.
level 1 = 1-2(D6)
level 6 = 1-3
level 11 = 1-4
level 16 = 1-5
level 21+ = 1-19(D20)
* A mage also has the chance to identify a magic item that is unknown
to him(and divine its command words) without doing extensive research.
The chance/level is as above.
* A mage has the chance to detect magic in his immediate surroundings
if actively concentrating on detecting it. Chances increase using
the numbers above.
* A mage has a chance to Foil Magical Closures/Open Puzzle Boxes.
Use table above.
* A mage can tell what type of spell another mage is casting if they
have it in their repetoire or have seen it done before.
* Special magical scrolls can be created, provided the materials are
available and the spell is known. Magical inks must be distilled
from special ingredients for each spell-type written on the scroll
(a Turn to Stone spell might require the eyes of a medusa as an
ingredient for the ink, for instance). The ink holds the magic and
the written spell will disappear once the spell is cast. Takes 1
turn per spell level to write the scroll(and then the particular
spell must be cast onto the parchment) and D6 days to distill each
of the special inks. Each distillation creates enough ink for D4
spells of the same type.
Anyone may cast from a spell scroll such as this but there is a 10%
chance the spell will misfire or simply not work if the scroll user
is not a wizard.
# Note that there are certain well known magical grimoires which
can be cast from except the spells do not disappear from the
pages when cast. The % failure for non-wizards varies.
* Enchanting Charms: The spell is stored within the item until it is
activated. The charm must be a suitably fashioned receptacle. Takes
1 day per spell level to enchant, once the container has been crafted##.
Each charm can only hold one spell and it must be a spell that the mage
can cast. as the mage has XP levels. Once the spell has been used, the
charm becomes an ordinary item. At higher levels, a Permanency spell may
be used if the mage wishes to make the enchantment permanent. There is a
temporary loss of D4 points of CON for each Permanency spell cast. CON
returns at a rate of 1 point/week.
* At 9th level, a wizard is able to carve wands/staves, cast rings, forge
daggers, craft wondrous items, etc. Plate armor and most weapons larger
than daggers will require an armorer to make. These magical items will
require special materials to construct them. For example, a Wand of
Lightning might require the wood of a tree which was struck by lightning.
An enchanted weapon for use against a special creature might require a
rare metal or the blood (or other body parts) of that creature to be
forged into the blade. Some items might only be able to be crafted in
a specific physical location or at a certain time of the year, under a
new moon, etc.
* Spell wards/runes may inscribed on items or sewn into garments. They
become invisible(detectable only by magic) once they are placed.
Wards may give bonuses to saving throws, protection, teleportation to
a predefined place if they are triggered, etc. Wards/runes last until
activated. Only one ward/rune per casting mage's XP level can be inscribed.
Permancy spells can be used with the resulting temporary loss of CON.
* At level 1: The wizard can conjure a small puffball of light which
can be cast upon an object or hover and be directed by command. It
can be sent up to 3" from the mage. The light is about the size of a
tennis ball and illuminates a 10' radius. It can be dimmed to function
as a reading lamp. Lasts until dispelled and costs no spell points.
The Wizard Light is not bright enough to see a whole room by, but
could illuminate a small corner/section of it.
* A mage's familiar will give him special abilities(a cat might grant
Move Silently as a thief of the same level, an owl might grant night
vision, a rabbit might grant the MU the Hobbit's Luck ability, while
a snake might grant the MU a poisonous bite which would do damage +
lower the CON of a victim until healed, etc).
Counterspelling is the ability to magically block, shield, divert,
or dispel the casting of a spell by another spellcaster, in the
round in which it was cast, before it can affect anything. There are
different ways to use one spell to counter another: A simple Dispel
Magic can be used to disrupt a casting. A Magic Shield can be evoked
to block a Magic Missile. A Gust of Wind can be used to divert a
Flame Arrow(or any projectile). A Wall of Ice can be conjured to block
a Fireball. Or, indeed, a Fireball may be used to detonate an
opposing wizard's fireball before it reaches its target(damage may
still be taken by all in the vicinity if dueling in a confined space).
The main catch being that the spell(s) used to counter must be spells
that the counterspelling mage already has prepared.
Two or more spellcasters may try and counterspell a single caster.
Even though this all happens more or less simultaneously, results
should still be resolved in initiative order. If the first counter
is effective, the second(unneeded) counterspell may have an effect
(multiple countering spells can also mix in weird ways).
Compare the level of the countering magic-user with the attacking
magic-user then consult the table below. The counterspelling caster
rolls 2d6 + Countering Mage's PSY bonus minus Opponent Mage's PSY
bonus, and if he or she beats the target number the spell is
successfully countered. Rolling the exact number required indicates
nominal success. Rolling higher than the number required indicates
better results. **DM judgement here**
Counterspelling Magic-User is:
10 or more levels higher 4 or better
7-9 levels higher 5 or better
4-6 levels higher 6 or better
1-3 levels higher: 7 or better
Equal level: 8 or better
1-3 level lower: 9 or better
4-6 levels lower: 10 or better
7-9 levels lower: 11 or better
10 or more levels lower: 12
If the attempt at counterspelling is unsuccessful, the counter-
spelling mage may still get a saving throw(if applicable) but
makes the roll at -2.
If the counterpelling caster is hit for damage in battle while
counterspelling, he must make a saving throw(PSY) A failed save
means that the counterspeller's concentration has been broken,
and the attempt is unsuccessful but he still gets a normal saving
throw if applicable.
* If a caster gets hit for any amount of damage in a round before/during
casting a spell, he must make a PSY Saving Throw, failure indicates
that the spell misfires and either affects an unintended target or area
(1-2 on D6) or dissipates and is lost(3-6 on D6). If a 1-2 was rolled,
roll to see who/what area was affected.
** The above applies only if the initiative for the round is
tied, indicating simultaneous combat, or if the foe has
initiative. Otherwise, the spell is assumed to go off
before the caster is hit.
*** A Magic-User can also roll on this table to magically parry a
magic missile/energy bolt from another sorcerer. if the attempt
fails, the parrying mage may still make a saving throw at -2.
Spell Miscast Table(roll a D12):
1) Intended spell cast against wrong target(roll to see who)
2) Spell reversed against intended target
3) Spell reversed against wrong target
4) Spell Backlash: Make Save vs Paralysis or be knocked
out for D20 minutes
5) Spell Backlash: Everyone within 20'R must make END save or be
knocked out for D20 minutes(roll duration for
each person affected)
6) Magical Energy Blast: Everyone within 30' of spellcaster takes
7) Intended target is the only one who is NOT affected by the spell
8) Spell works but at a much LOWER strength/intensity level
9) Spell works but at higher strength/intensity than cast. Roll D6:
1-2 = Double, 3-4 = Triple, 5-6 = Quadruple
10) Entirely new and never before seen effect. New Discovery!
11) Totally Weird! Unintended result that is SORT OF related to
what was intended
12) Pyrotechnic light show: Lasts 2D4 rounds.
* It is also possible that something will be summoned that
really shouldn't be