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Magic

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



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