Make your own free website on Tripod.com

Magickal Theory and Formulae {Wizard; # Slots 2+; Ability: Int -1}


This non-weapon proficiency is generally taken by specialist mages and those who intend to become instructors in the ways of a mage. It is also pursued by wizards who intend to create their own custom spells and enchant many items during their careers. While all mages must have some amassed knowlege concerning what makes magic work, compared to those with this proficiency the run-of-the-mill magician is a brute, following spell formulas by rote without a true understanding of the principles behind how they affect reality.

A wizard with this proficiency initially understands the basics which make up the formulation of magical spells, and the do's and don't's of their application {essentially, he becomes a specialist in 'the laws of magickal physics'}. This encompasses the entire magickal script alphabet, including that used in spells of a higher level than he could be able to cast currently, as well as those used by other races.

Additionally, the wizard will have an extensive understanding of the methods used to create magic items of all sorts, even those barred to his class {including clerical objects; however, he cannot create such clerical items nor concoct the formulae for building them, he merely understands how they are made and what they do.}

There are three stages of developement in this proficiency, with the addition of another slot needed to advance to the next learned level.

At the initial, Adept level of this proficiency, the mage will have the following bonuses:

+5% bonus to any rolls involving learning new spells, or achieving successes in the casting of spells for magic item creation. This also applies to the research of unique spells, but not of unique items.

-5% reduction in the time necessary to research new spells, and in the construction of magic items.

A successful Proficiency Roll allows the mage to comprehend a spell formula of a level currently higher than he is able to cast. This allows him to copy the spell into his book for later use, but this does NOT allow him to memorize such a spell yet. He will have full knowlege of the spell's requirements and effects.

 

By adding a third slot in this proficiency, the mage is now at the Instructor level. This means he can competently instruct up to 20 wizardly students simultaneously, at any level of learning. While any name-level wizard may take on students, an Instructor is able to establish a full-fledged mage school {provided the facilities are available, of course} and initiate new magic users as well as to tutor advanced mages in things they need to know for further advancement.

In addition, he has the following bonuses:

+10% bonus to any rolls involving learning new spells, or achieving successes in the casting of spells for magic item creation. This also applies to unique spells or items created from scratch, as it were, by the mage.

-10% reduction in the time and cost necessary to research new spells, and in the construction of unique magic items.

A successful Proficiency Roll allows the mage to divine the full abilities and effects of any magical object merely by handling & examining it for 1d6 rounds, without the need of an Identify spell. Any negative effects of handling such unknown objects still apply.

 

By adding a fourth and final slot, the wizard achieves the title of Mastermage, the pinnacle of understanding the minutiae of interaction between magic, the physical worlds, and the beings who act as the catalysts between the two. Such knowlege is extrememly hard to come by, however; in order to achieve this last slot, the mage MUST have some personal connection with a creature of magic from another plane, who agrees to tutor him in knowlege unavailable to most mortals. DMs are encouraged to adjucate the availability {and price!} of this interaction as they see fit, and be downright mischevious about it.

A Mastermage also gains these bonuses:

+15% bonus to any rolls involving learning new spells, or achieving successes in the casting of spells for magic item creation, including those unique in nature.

-15% reduction in the time and cost necessary to research new spells, and in the construction of magic items, including those unique in nature.

A successful Proficiency Roll allows the mage to cast a spell at it's maximum efficiency, just as if it had been augmented by certain metamagic spells. The spell will cause its maximum damage, affect the maximum number of potential targets, and last for its greatest possible duration and/or range, where applicable. A failed roll means the spell activates normally; a roll of 20 indicates a wildsurge occurs instead.

Optional for campaigns wherein Specialist Mages receive negatives for spells not in their school of specialization, and are prohibited from learning spells of diametrically opposing schools: A successful Proficiency Roll allows the mage to cast a spell from a school outside his area of specialization, without the attendant negatives. A failure here causes the spell to be cast as normal, including all subractions applicable. Also at this level, the mage can make a roll to attempt to learn a spell actually forbidden to his school. Failure means that specific spell is forever beyond his ability. However, assuming he succeeds, when he memorizes such a spell, he must make another Roll when actually casting it. A failure here causes a wildsurge to occur.