09-24-2009, 12:36 PM | #1 |
Join Date: Dec 2006
Location: Houston
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[Thaumatology] Nymdok's Wizardry
Here is the Full write up for the Wizardry that I promised here
http://forums.sjgames.com/showthread.php?t=62573 Constructive Criticism is always welcome :) The Short Version is that Wizards Use Vancian Magic, Use ER they get from a staff to cast spells, Cannot maintain spells once cast The spells they cast do not count as spells 'on' This version of Wizardry allows me the nostalgia that I keep for 1e D&D Magic Users, Adds a facet to my magic system that brings Sorcery and Magery into relief, justifies why Wizards always have Staffs with them, and allows old men to use magic without having the Fatigue level that is normally reserved for Marathon runners. Wizardry Wizardry Magery (External Sources Only -60%) Gadget(Grimoire can be stolen)(-20%) Wizardry(0) : 1 Wizardry(1): 3 Wizardry(2): 5 Wizardry(3): 7 Staff/Wand Energy Reserve : 5 ER/9pts ER 3pts -15% can be stolen, -25% Size modifier Modular Abilities 5 per slot, 3 per point Spells only (-20%), Single Use -40%, 1 hour prep -20% -80% Must purchase one level of Diversified Concentration per spell slot. Diversified Concentration(5/lvl) Each level of this advantage allows you to disregard one spell on. Wizardry: Wizards are on the IQ driven side of the Magery Equation and indeed it is there mental capacity that allows them to leverage what magical aptitude they have. Wizards cannot use personal FP to cast spells and must memorize their spells ahead of time from a Grimoire. Once memorized and imprinted in the casters mind, they may then be cast, but upon casting are erased from memory and must be memorized again. NO spell cast by a wizard counts as a spell on. The main advantage of a wizard is that the Energy spent to power spells does not, indeed CANNOT, come from within. The energy that a wizard uses to cast his spells comes from some Energy Reserve Item that the wizard carries. Normally this is a staff, rod or wand, but clever wizards may use rings, necklaces or even tattoos to store the Mana for their spells. In the event that this Energy Reserve Item is lost or destroyed, a new one can be created by meditating for 1 week. While without his Energy Reserve Item, the wizard can cast no spells unless using Paut or a powerstone. Any spells requiring concentration will be dispelled the second after the wizard looses his Energy Reserve Item. The energy reserve item will drain any mana available from paut or powerstones upon contact to replenish any mana currently missing. The main disadvantage for a Wizard is that he may only cast spells that he has stored and those only once until they are stored again. He MUST have the prerequisite spells in his Grimoire to learn them, but he need not store them concurrently. A mage will have a certain number of spell slots at 10 points apiece and a certain number of skill points to be spent that are purchased at the cost of 3 skill points each. So if a beginning Wizard has only one skill point to spend on one spell slot, it will cost him 13 points before modifiers. The Single Use only, Spell only and 1 hour prep modifiers reduce by 80% so the final cost is only 8 points. In addition, each spell slot purchased must also purchase a 5 point enhancement (Does not count as spell on) 13 * .2 + 5 = 7.6 or 8. The mechanics of wizardry for game purposes are as follows: Purchase a level of Wizardry 1/3/5/7 Purchase the Appropriate Energy Reserves (Normally 5 points for 9 mana, but it may be different depending on the material and size. It is assumed that the Energy Reserve is the size of a staff (sm0) and being broken does not diminish its usefulness. Purchase the Required slots and Points. Form there, the wizard simply selects which spells from his grimoire he would like to memorize and, after taking one hour to memorize form his grimoire, he has that spell stored and ready to cast with the FP cost to be paid by the Energy Reserve at casting. Note that Photographic Memory will not help with this storage of spells but it CAN replace a Grimoire. Nymdok |
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magery, thaumatology, wizardry |
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