|
Wizards and Warriors Role Playing Game
 Magic comes through different areas in different forms.
The Most common is in the wizard class under different schools of magic.
1. Abjuration (the Fields of Magic such as anti-magic)
2. Conjuration (the Creation from magic)
3. Divination (Senses from magic)
4. Enchantment (modification of things from magic)
5. Evocation (energy form of magic)
6. Illusion (the trickery forms of magic)
7. Necromancy (Working of Magic with the dead)
Under the schools, there are levels of magic. The levels help discern the
ability or power of a magic.
Levels are usually determined by the half number of one’s magic knowledge:
D10 5
Level 1
D14 7
Level 2
D18 9
Level 3
D24 12
Level 4
D30 15
Level 5
D38 19
Level 6
D48 25
Level 7
D60 32
Level 8
D76 40
Level 9
D100 50
Level 10
Though the wizard’s Magic Knowledge may seem like the only necessary component,
the Wizard’s Concentration (Control) in difficult times is also important.
Concentration deals with the wizard’s ability to shun off annoyances. The most
common annoyance is having damage dealt to the wizard. To get an idea of the DC
needed, this formula shows how to solve the most common modifications.
DC = HP currently missing +2x(Hp just lost) + 5 if currently being attacked +
Level of magic being cast
*If casting two or more magics just add the total level of magics being cast.
For example: Gilvan usually has 8 hp. He has already lost 2 hp. And was just
attacked and lost another 3 hp. He wants to cast 4 hp heal and Magic Arrow.
The DC = 2 + 2x3 + 5 + 3 + 2 = 18
All Magic has a DC for casting as well.
Though with a Wizard’s Staff the DC can take ½ the Dice #.
The DC is shown above for whatever level a magic might be.
A full Wizard can only use his M.Know for the roll, while Specialized Magicians
can get skill points for the casting.
This is why it is essential for Wizards to have a M.Know great enough to cast
certain magic at their level.
To cast two or more magics that are all together on the caster or require the
caster’s attention, the DC for all the magics are added as one DC. For Example,
Jimdo casts Speed and sense mind on the enemy chasing him. He must roll a 16
(Level two 7+ level three 9) on his M.Know.
With the ability to cast two or more magics at the same time, the DC for all
the magics are not added together into one DC
Some Wizard Feats:
Take a Number (4th Level when receive staff)
Identifying Magics being cast Level 25
Magic point Gain Level 50
Insertion of Magic into items Level 100 (Roll M.Know, DC = number corresponding
to magic +5)
Silent Cast ability Level 120
Detection of Magic Wave Level 150
Empower Magic Level 160
Write Magics* Level 180
Cast two Magics in a turn Level 200
Extension ability Level 220
Set M.Know roll* Level 250 (Includes all magic under one of the levels)
Better insight into Magic Wave Level 275
Hold a Magic in thought* Level 300
Mana Bar Level 310
Test for 6th Level Level 325 (If fails must wait 100 years to retest)
-Rising of Magic Level 340
-Mind Magic* Level 350
-Cast three Magics in a turn Level 365
-Casts Magics twice as fast Level 380
-Maximum Cast* Level 400 (Mana cost doubled)
*Wizard can replace these with a different ability to cast some specific magic
better.
1. ID Magic: Roll Magic Know (+skill) and beat: Level of magic being cast + 12.
2. Magic Point Gain: Is M.Know roll. 12< = 1 mp but 10> = -1hp. (DC+1 for each
additional roll)
3. Insertion: Wizard can put one of his magics into an item so anybody can cast
his magic.
4. Silent: No verbal needed to cast magic
5. The Magic wave is an ongoing prediction of best intentions for the listener.
6. Empower Magic: Can increase damage or DC of magic with an increase of MP
cost and M.Know roll
7. Write Magic; so that others can learn that magic
8. Two Magics in a turn: Not that the wizard can cast 2x as fast but can cast
two at the same time.
9. Extension: Double MP cost and double the time length of the magic.
10. Set M.Know roll for all magics under one of the levels of magic.
11. See 5.
12. Hold a Magic that takes more than 2 turns to cast.
13. A range of MP one can use from instead of regular source.
14. A strange time twisting personal struggle to prove one’s true control of
magic
15. (must complete 14) Can cast any known magic at a level higher than the
wizard’s actual level (DC increases per level)
16. No need of physical motion for casting magic (DC for casting magic is +10
more)
17. Same as 8 but three/turn now
18. This basically replaces 8 so the wizard casts 2x as fast but not at the
same time.
19. Any magic that as some affect, affect is now Maxed (like a Slam).
Fireball/lightning=4hp |