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        Wizards        


Most of the time the universe operates under fairly normal physical laws. Things fall down. Broken items don't jump back together into an unbroken whole. And enemies certainly don't spontaneously catch fire. If you are a wizard this is terribly upsetting state of affairs.

This does not mean that wizards are absolutely dissatisfied with the laws of physics. They like it when gravity works in their favor. They are just ego-maniacal enough to think that the laws should only apply to them when it is convenient.

The scary thing is that these hubris filled lunatics have actually had some success getting the universe to bend to their will. The fortunate thing for everyone else is that the universe is a very unwilling accomplice in the schemes of wizards. The universe wants to stay the same, it wants to enforce the law of gravity, a body at rest tends to stay at rest. Breaking these laws requires a tremendous amount of energy.

Wizards have discovered five different ways to consistently come up with the energy they need to cast their spells. All wizards must use one of these five sources to power their spells. The method that a particular wizard uses is known as his or her "potentiality". Energy isn't free and each potentiality comes with benefits and hindrances. See below for a description of the five potentialities.

Once wizards had the energy necessary to alter the laws of physics they immediately set about inventing new and interesting things to do with it. Eventually wizards interested in similar uses of magic banded together to study together. They built schools to teach their particular use of magical energy. These are the traditional eight schools of magic and the type of magic a particular wizard studies is known as his or her "specialty". Unlike other games where the generalist "mage" exists all wizards must be specialists. They are still entitled to the one bonus spell per spell level from their specialty.

Wizards are clever people who wield great power. This tends to make them natural schemers. Unfortunately this isn't exactly a stabilizing force in wizard society. Scheming occasionally deteriorates into outright warfare and that is often bad for everyone involved. As such wizards are expected to extend courtesy and occasionally accept orders from others who share their specialty as well as those that share their potentiality. This dual loyalty has served as a stabilizing force within the wizarding community for centuries.

Potentialities Available
Channeler
Light Mage
Wild Mage
Shadow Mage
Defiler
   
Specialties Available
Abjurer
Conjurer
Diviner
Enchanter
Illusionist
Invoker
Necromancer
Transmuter


 
Channeler

Energy Source: Their own life energy.

Benefit: Cannot be separated from their power source (no magic dead zones). At higher levels they can regenerate energy levels lost to undead or life draining spells. As a last resort they can channel all of their life energy, even the large portion they must usually retain to keep themselves alive, into an enormous, cinematic, and invariably fatal blast.

Hindrance: As they near the end of their allotted spells they become weak. This makes them particularly vulnerable at low levels.

Other Notes: As part of their training channelers burn down and build up their life energy constantly, just as body builders damage and repair their muscles repeatedly. As a result their life force expands and they get better at repairing damage to it.


 
Light Mage

Energy Source: An extradimensional plane of positive energy

Benefit: Easy magic readily available.

Hindrance: Working with positive energy over time tends to stain the skin and/or eyes purest white. This makes them readily identifiable, which isn't a big problem.

Other Notes: The ability to tap into the extradimensional plane used by light mages is known to be inherited along the male line.


 
Wild Mage

Energy Source: Energy for spells is drawn from whatever source is handy. Power can be pulled from extradimensional planes at random, the energy for priest spells can be snatched as it travels from a deity to a follower, the cores of stars can be tapped, or any other source of energy imaginable. Because of its unpredictable nature of the energy received wild mages sometimes have trouble controlling their spells.

Benefit: Wild magic effects sometimes favor the caster and/or his compatriots. Repeatedly touching the vastness of all the energy in existence often gives wild mages a keen insight into the nature and structure of reality.

Hindrance: Wild magic effects sometimes harm the caster or his compatriots. Repeatedly touching the vastness of all the energy in existence often causes wild mages to act in a very eccentric manner, and even drives some insane.

Other Notes: Wild mages are somewhat controversial. Their spellcasting can some times be accidentally dangerous. As such they rarely find that large cities want them to set up permanent residence.


 
Shadow Mage

Energy Source: An extradimensional plane of negative energy

Benefit: Easy magic readily available.

Hindrance: Working with negative energy over time tends to stain the skin and/or eyes darkest black. This makes them readily identifiable, which isn't a big problem.

Other Notes: The ability to tap into the extradimensional plane used by shadow mages is known to be inherited along the female line.


 
Defiler

Energy Source: The life energy of plants and animals. At low levels defilers kill plants and micro-organisms to power their spells. Later the need for ever larger amounts of life energy to power high level spells drive them to defoliate huge areas and drain the life from small animals. At the highest levels they resort to drawing the life energy from people. [mechanic]

Benefit: Defiler's gain an initiative advantage just by drawing the energy they need for their spells [mechanic]. As the stolen life energy courses through a defiler he feels more alive than ever before. This euphoric state is craved above even sex by many defilers. The sight of a ring of plants falling to ash at the defilers feet before he smites his enemies is just too damn cool.

Hindrance: Can be separated from their power source when there is insufficient life in the area. Defiling is considered both dangerous and immoral by all civilized societies, and is illegal everywhere.

Other Notes: Defilers work in small groups, passing their forbidden knowledge along to one another in secret. They often employ illusion or other magics to hide their damage until they leave the area so that they will not be easily spotted.


 
Information on specialties forthcoming
It is basically as outlined in the PHB.






























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