Wizard Schools
Every wizard is trained in a school of thought. Each school of thought has its own traditions and signature spells. Many schools are privy to arcane secrets that give them abilities few mortals have. They usually pay a price for this. The Schools are considered either Chartered, Outsider, or Outlawed.
Chartered Schools
To ensure that the study of the Arcane does not contradict religious doctrine and to maintain a relatively complete register of mages within the kingdom, the Charter was created. Only schools sanctioned by Imperial decree are allowed to teach magic. Wizards not of the Charter are allowed to practice magic but recieve none of the legal protections or prestige. Chartered schools pay the Empire in both bodies and money. Mages from these schools typically owe grand amounts of money to the school and are expected to answer the summons of both the school or the Empire. Many wizards pay off their debt by working either for their school or the military. Chartered wizards start with a debt of 10,000+1d1,000GP
Arcanist
Starting Equipment: Spellbook, ink and quill, dagger, red robes
Starting Skill(1d4): 1=History, 2=Literature, 3=Farmer, 4=Roll on Profession Table
One of the oldest and well-known schools of wizardry, Arcanists are what everyone thinks of when they hear the word "wizard." In fact, to many of the peasantry, a wizard is no wizard at all without the signature red robes of the Arcanists. Founded by the legendary mage known only as the Scarlet Arcanist, who still leads it to this day, these wizards are generalists in search of complete mastery over magic. They study all theories of magic, conduct field tests, raid tombs, and fight wars. They are, by all accounts, capital W, Wizards.
Perk
You can roll for a spell normally or you can roll on the d20 Arcanist Spell List instead. You must accept the result.
Drawback
None
Cantrips
- Change the color or texture of an object smaller than a horse for 10 minutes.
- Create a tiny light as bright as a match on a fingertip.
- Move a light object with a wave of your finger. You could cause a coin to roll along the ground or turn the pages of a book.
| 1d6 | Arcanist Mishaps |
|---|---|
| 1 | MD only return to your pool on a 1-2 for 24 hours. |
| 2 | Take 1d6 damage |
| 3 | Random mutation for 1d6 rounds, then Save. Permanent if you fail. |
| 4 | Lose 1 MD for 24 hours |
| 5 | Agony for 1d6 rounds |
| 6 | Cannot cast spells for 1d6 hours |
| 1d3 | Arcanist Dooms |
|---|---|
| 1 | Lose the ability to cast spells for 1 day |
| 2 | Lose the ability to cast spells for 3 days |
| 3 | Lose the ability to cast spells permanently |
Arcanist Spell List
1. Lock
R:50' T:[dice] creatures or objects D:10 minutes
Non-living object closes and becomes locked. If the object is a door, chest, or similar object. It will slam shut, dealing [SUM] damage to any creature passing through it and then trapping them. This spell works on things that aren't technically portals (i.e. lock a sword in its scabbard, lock a pulley into place, lock a chain in place etc.) Requires Str 10+[dice]x4 to open. Alternatively, this spell can be cast on a creature's orifice. The creature gets a Save to resist and another Save at the end of each turn.
2. Knock
R:50' T:[dice] creatures or objects D: Instant
Object is opened. Doors are flung wide, locks are broken, shackles are bent open, belts come undone. Treat this as a Strength Check made with Str 10+[dice]x4. If the target is an armored creature, Save or armor falls off. If target is an unarmored creature, Save or vomit for 1d4 rounds.
3. Grease
R:50' T: Object, surface D: [dice]x2 rounds.
Can be cast driectly on a creature or a 10' x 10' x [dice] surface. All creatures affected must Save vs Dex or drop held objects, or if moving, drop prone.
4. Force Field
R: 10' T: plane or sphere D: C Concentration
Creates a shimmering force field, 10x10, centered up to 10' away. Alternatively, create a sphere centered on the caster 5' in diameter (large enough for the caster and +1 person.) The force field has [sum] HP. All attacks against it hit.
5. Levitate
R:50' T: Creature object D: Concentration
You will an object to raise, lower, or hover. You cannot move the object horizontally and you cannot move it more than 10' per turn. Maximum weight is [dice]x500lbs. Lasts as long as you concentrate, but you take 1d6 psychic damage per round after [dice]x3 rounds.
6. Magic Missile
R:200' T: Creature D:Instant
Target takes [sum]+[dice] damage.
7. Feather Fall
R:10' T:[dice] creatures or objects D: Instant
If you would take fall damage, you can cast this spell as a reaction to negate it. You float gently to the ground.
8. Sleep
R:50' T:[sum] HD of creatures D:10 minute/Permanent
Target falls into a magical slumber and cannot be woken by anything less vigorous than a slap. Save negates. Non-alert, unaware targets do not get a Save. If [sum] is at least 4 times the creature's HD, the duration becomes permanent (until slapped) and the creature no longer needs to sleep or drink while sleeping. If you also invested 3 or more dice into this spell, the duration becomes permanent and you can set the only condition that will cause the creature to awaken (i.e. the sunrise before the apocalypse, true love's kiss, after 20 years etc.)
9. Light
R: touch T: object or creature D: [dice]x2 hours
Object illuminates as a torch with a radius of 20'+[dice]x10'. Alternatively, you can make an Attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently blinded. You can choose the color of the light. If you invest 4 or more dice this light has all the qualities of natural sunlight. Alternatively, you can invest 4 or more dice the light can be pure octarine, although it will only last 1 round. Octarine light is extremely dangerous.
10. Wizard Vision
R: Touch T: Sighted creature D: 10 min/permanent.
If you invest one die: Target can see invisible things. Target can see through illusions. Non-magical disguises are not penetrated.
If you invest two or more: This can only be cast on yourself. As above, except you can also see through magical darkness and see the true forms of shapeshifters. There are also some permanent effects: A. You can forever see invisible things as a slight warping or lensing of light. You know something is there and roughly what size it is, but nothing else. B. You can tell someone is a spellcaster just by looking them in the eyes. The price of this gift is your mind. You suffer a permanent loss of 1d6 Wisdom (as you reject the true nature of reality and go slightly mad) or 1d6 Charisma (as you accept the true nature of reality and alienate yourself.)
11. Prismatic Ray
R:200' T:[dice] creatures or objects D: Instant
Target suffers a different effect depending on which color strikes the target.
| 1d10 | Effect |
|---|---|
| 1.Red | Target takes [sum] fire damage. Save for half. |
| 2.Orange | Target takes [sum] bludgeoning damage and is knocked prone. Save negates. |
| 3.Yellow | Target takes [sum] lightning damage. Save for half. |
| 4.Green | Target takes [sum] acid damage. Save for half. |
| 5.Blue | Target takes [sum] ice damage. Save for half. |
| 6.Purple | Target takes [sum] necrotic damage and is blinded for [sum] rounds. Save negates. |
| 7,8,9 | Struck twice. Roll d6 twice. Add effects but only make one save. |
| 10. | Struck thrice. Roll d6 three times, add effects but only make one save. |
12. Fireball
R:200' T:20' Diameter D: Instant
Does [sum] fire damage to all objects.
Outsider Schools
Schools that do not follow the charter are not necessarily illegal. Many schools are ancient and weird. Many are closed practices kept in tight communities. Neither of these categories are eager to throw in with the Empire. The result is a school that is not illegal but is unsanctioned. Neither with the law nor against it. These schools lack the resources, influence, and backing of a Chartered school. If a Chartered wizard casts a fireball and accidentally burns down half the village, their trial and punishment will be carried out by their associated college. Wounds will be treated, the village will be compensated, houses rebuilt all by Chartered mages. If an Outsider wizard does the same, they're likely to face the gallows. But they owe little to few.
Witch
Starting Equipment: Spellbook, Quill, Ink, Pouch of Herbs, Soup spoon, pointed hat
Starting Skills: Herbalism, Medicine, Spirits, Animals
Long before the Church established itself in the Empire, possibly before there even was an empire, people brought their magical needs to the local witch. Witches are practical to a fault and have no time for all that high falutin studying the Chartered Wizards do. Their knowledge is passed down from Witch to Witch, practical magic to know the goings ons and help solve people's problems. Just because much of the "magic" the average person sees them do is actually practical medicine and common sense, doesn't mean they can't pull out the tricks when something wicked this way comes. Though many of the ignorant use the terms interchangably they are NOT to be confused with their evil philosophical cousins, the Hags.
Perk
Your station demands respect, making your magic stronger against those who have trifled with you (saves against your spells are auto-failed, damage dice are doubled, an extra MD, etc)
Drawback
You do not make pie-crust promises. Promises and bargains you've made are binding and should you break them you will be unable to speak (or cast) until you make up for it or fulfill your duty.
Cantrips
- You can create a familiar weighing no more than 80 pounds up to about the size of a medium dog. It can be anything that strikes your fancy (cats, frogs, imps, trunks, umbrellas etc) and may talk if you wish. It will obey your commands and sticks near you, but reacts and otherwise acts as it normally would. You can only use this once until the familiar is dismissed or destroyed.
- Few know how to properly season a good meal, poor dears. You can enhance your and your party's Lunches to heal an additional HP.
- You can tell how people feel just like looking at them. You can tell their mood and whether or not it was magically induced. Sufficiently powerful creatures may get a save as may magically influenced people.
| 1d6 | Witch Mishaps |
|---|---|
| 1 | MD only return to your pool on a 1-2 for 24 hours. |
| 2 | Take 1d6 damage |
| 3 | Random mutation for 1d6 rounds, then Save. Permanent if you fail. |
| 4 | Agony for 1d6 rounds |
| 5 | You cannot stomach Lunch for 1 day |
| 6 | Your familiar becomes mundane for 1 day.If you do not have a familiar, the spell fizzles. |
| 1d3 | Witch Dooms |
|---|---|
| 1 | The last harmful spell you cast comes back to you thrice fold |
| 2 | Shrivel. Your Strength is reduced to 1. |
| 3 | Wither. Your Strength, Dexterity, and Constitution are reduced to 0. |
Witch School Spells
1. Knock
R:50' T:[dice] creatures or objects D: Instant
Object is opened. Doors are flung wide, locks are broken, shackles are bent open, belts come undone. Treat this as a Strength Check made with Str 10+[dice]x4. If the target is an armored creature, Save or armor falls off. If target is an unarmored creature, Save or vomit for 1d4 rounds.
2. Hex
R:50' T:Mortal Creature D:[dice] rounds
Name an action. The target saves, if failed, for the duration, any time the target takes that action they suffer 1d6 damage. It must be an action they can take voluntarily (i.e. make an attack, move, speak etc.) At two dice you can declare a much more specific action (attack the princess, cross this threshold, speak my name, etc.) and have the hex last days instead of rounds.
3. Telekenisis
R:50' T: Objects not exceeding [dice]x10lbs D: Concentration
You move an object by your will alone. You can move it in all directions. If it is an item someone is holding they may make a save to keep hold of it. Lasts as long as you concentrate. You can manipulate multiple objects, but take 1d6 psychic damage for manipulating more than [dice]x3 at once.
4. Clarity
R:30' T:[dice] creatures D: Instant
All emotional effects of the target (fear, anger, sadness, pleasure, pain) end. Emotions slowly return in 10 minutes, but subdued. You can target yourself.
5. Witchbolt
R:100' T: Creature D: Concentration
Target takes [dice]d6 damage and suffers one of the following effects, your choice
-
Vomit each round for the duration
-
Blind for the duration
-
Deaf for the duration
-
Silenced for the duration
6.Alter Self
R: 0 T: self D: [dice]x10 minutes
Alter your form to resemble that of another creature of your type (usually humanoid). You do not gain any special abilities from this transformation
7. Control Wind
R: 50' T: An instance of wind D: Concentration
Each die you invest increases the intensity of the effect. Truly legendary effects cost 4 dice. At one die you can a) clear away fog or gas b) extinguish torches and other small flames c) blow all the papers of a desk or d) blow a small breeze to power a small sail boat. With a minimum of 2 dice invested, you can cause enough lift to, with concentation, fly on an ordinary household opject (i.e. a broom, umbrella, or cauldron)
8. Sleep
R:50' T:[sum] HD of creatures D:10 minute/Permanent
Target falls into a magical slumber and cannot be woken by anything less vigorous than a slap. Save negates. Non-alert, unaware targets do not get a Save. If [sum] is at least 4 times the creature's HD, the duration becomes permanent (until slapped) and the creature no longer needs to sleep or drink while sleeping. If you also invested 3 or more dice into this spell, the duration becomes permanent and you can set the only condition that will cause the creature to awaken (i.e. the sunrise before the apocalypse, true love's kiss, after 20 years etc.)
9. Cure Wounds
R:touch T: creature D: 0
Target creature heals [sum] HP. It costs 2 HP to remove 1 negative HP and 4 HP
to remove 1 Fatal Wound. This spell cannot restore lost limbs, remove injuries,
or cure diseases.
10. Bend Fate
R:100' T:One creature/self D:Instant
You can see the strings of fate and know how to tug accordingly. At one die you can bank up to two dice rolls and use them to replace the roll of any nearby creature. At two dice you can force creatures within range to reroll or turn criticals into normal results. At three dice you can turn crit fails into crit successes and vice versa. At four dice you can decide the result of a roll.
11. Borrow
R: 200' T: One Creature D: Concentration
You throw your consciousness into another creature of [sum] or less HD. Non-animal creatures get a save. You see through the creature's eyes and steer its action. While Borrowing your body is unconscious and may be percieved as dead. Lasts as long as you concentrate but after [dice]x3 minutes make a Save or make actions like the creature would for [dice] minutes. If you roll a doom on a Borrow attempt, make a Save. If failed your consciousness is trapped in the animal.
12. Curse
R: 50' T: mortal creature D: permanent
You inflict a Minor or Major curse on the target. Save negates. For a minor curse, you must invest 2 [dice]. For a major curse, you must invest 4 [dice]. Dice used to cast this spell are automatically exhausted. You cannot dispel your own curses but you must set a thematically appropriate cure or method of breaking it.
Outlaw Schools
Everything the Chartered schools teach is legal. Everything the Outsiders teach is tolerated. But there are practices of magic that are fully illegal. Many of the spells practiced by these schools are considered cruel, heretical, or threatening to the peace of the empire. Outlaw wizards must be careful and judicious when and where they cast what spell, lest they find themselves on the wrong end of an Inquisiton or an angry mob. Or most commonly, a noose.
Snake Charmer
Starting Equipment:Spellbook, Ink, Quill, form-fitting diamoned patterned robes, 3 vials of poison
Skills: Religion, Poison, History
Despite the reclusive and untrustworthy reputation, the Snake Charmers still find ways to look deep into the eyes of those who do not understand and smile themselves into their good graces. They forgo the need for deep research on complex spells in favor of ritualistic devotion to strange snake gods. Rumors of large cults in foreign lands unsettle the Church but as none of these have been found by their Inquisitors within the Empire. But of course, just because they haven't found them, doesn't mean they're not there.
Perk
You are immune to snake venom. At Lunch you can consume live rats instead of a ration.
Drawback
Cold blooded. You must practice rituals under the warmth of the sun for at least 1 hour a day or you will gain fatigue.
Cantrips
Weave back and forth on top of water for up to 40'
You can dart your tongue out to taste the air, identifying strong scents in a 120' radius.
You can turn your body limp and motionless, even emitting a decaying odor, the life leaving your eyes as you play dead for as long as you remain still. This effect is nullified if you are flipped over
| 1d6 | Snake Charmer Mishaps |
|---|---|
| 1 | MD only return to your pool on a 1-2 for 24 hours. |
| 2 | Take 1d6 damage |
| 3 | Random mutation for 1d6 rounds, then Save. Permanent if you fail. |
| 4 | Lash out for 1d6 rounds |
| 5 | Ravenous. Cannot cast spells until you eat 1 live creature whole. |
| 6 | Vomit a 2d12' snake |
| 1d3 | Snake Charmer Dooms |
|---|---|
| 1 | Turn into a snake (per Snakeform) for 1 day |
| 2 | Turn into a snake (per Snakeform) for 3 days. Non-snakes find you doubley repulsive than a normal snake and react accordingly. |
| 3 | Turn into a snake permanently. Lose 1 year of memory for each week you are a snake. Non-snakes find you doubly repulsive than a normal snake and react accordingly. |
Snake Charmer Spells
1. Speak to Snakes
R:0' T:Self D:[SUM] minutes
You are able to speak the sibilant snake speech. Small snakes know about wind, water, nearby food and nearby predators. Larger snakes know about nearby people and may even be able to tell them apart. The largest snakes (giant snakes) know cryptic lore and can answer many questions. Snakes regard those who speak their language with cautious respect.
2. Fear
R: 50' T:Creatures up to [sum] HD D:Instant
Target creatures must Save vs Fear or take a morale check, or flee from you. If you cast this spell with 4 [dice], creatures must also Save or age 2d10 years
3. Rope Trick
R:50' T:A coil of rope D:Concentration
You can enchant rope to move at your will. At 2 dice you can extend the length of the rope for an additonal 30' past its existing size. Alternatively you can use this spell to create an interdimensional pocket at the end of a 30' rope. The rope rises into the air and creates a portal to the pocket dimension. There is enough room in the space for [sum] human-sized creatures. Creatures, objects, and spells can pass through the portal as long as the rope hangs out of it.
4. Force Dance
R:50' T:Creatures up to [sum] HD D:Concentration
Target makes a Save. If failed, the target is compelled to dance for the duration. Target sufferes one level of fatigue for every ten minutes they are in continuous dance. At 3 dice, you can make the effect permanent until a condition is met (true love's kiss, you've danced a certain number of days, you plead to the snake god for mercy, etc.) At 4 dice you can make the effect infectious, causing a dancing plague.
5. Charm Person
R:50' T:Person D:[dice] hours
Target person regards the caster as a good friend and ignores the obvious spell you just cast on them. If you invest 4 [dice] or more into this spell, the duration becomes permanent.
6. Snake in a Boot
R:50' T:Clothing/Fabric D:Instant
Summons [sum] large snakes of 1HD within clothing or fabric (shirts, pants, boots, etc.) The snakes do not obey the caster, they are simply pissed off snakes.
7. Snakebite
R:Touch T:[dice] weapons D:1 hour
You touch a weapon and imbue it with snake venom, dealing an extra 1d4 damage. For two dice, if you cast it on an arrow, you may instead turn the arrow into a Target-seeking snlake. If you cast it on a staff, you may instead turn it into a large [dice]d4 HD snake which you command and bites for holy damage.
8. Venom Spit
R:50' T:One creature D:Instant
It's a little rude but you can spit on people. Make an Attack. If successful you deal [sum] and the target makes a Save. If failed, the target is blind for [dice] hours. If you invest 4 dice you can blind them permanently.
9. Shed Skin
R:0' T:Self D:[dice] Hours
You leave your mortal body behind and become incorporeal and invisible for the duration. You can see and hear just fine. If your mortal body is killed or destroyed while this spell is active your soul is trapped in the ether.
10.Command Person
R:50' T:A person D:Instant
You issue a single word command to the target. The target must Save or Obey. If the command would span multiple rounds, they Save at the end of each round. Investing more dice can increase the number of targets, duration, save difficulty, and duration. Target is aware you cast a spell on them unless charmed.
11. Snakeform
R:0 T:Self D:[sum] hours
You transform into a 3ft long snake. You can fit under doors. You have 5 HP and Defense 14 (as Chain). If you are reduced to 0 HP, you die. You move at normal speed, but you can slither over water, climb up rough textured vertical surfaces, and do other plausible snake things. You can cast spells you have memorized, but you cannot use any gear. You are not venomous unless you cast Snakebite. Your venom then deals 1d4 damage. You can see 30' in all light conditions.
12. Guardian Snake
R:50' T:Point D:Varies
You summon a gigantic snake to guard an area. The serpent crawls out of a nearby crack then grows to the appropriate size. It will guard the area around a point you specify equal to twice its size in radius. It will not move from the area it is commanded to guard. It guards the area for [dice] weeks or until killed/dismissed. At 4 dice you can choose for the snake to be a Naga. Nagas know their guardianship is a divine purpose and are permanent until dismissed. Be warned that if a Naga thinks you've strayed from the will of the snake gods, they may go rogue. Both rogue Nagas and a Naga whose summoner dies before they can dismiss the Naga are independent, often troublesome agents like Specifica Desecratus. Size of the summoned Guardian Snake depends on the [sum] of the dice.
| 1-7 | Person-sized, 2HD, 2d6 damage |
| 8-12 | Ogre-sized, 4HD, 3d6 damage |
| >12 | Cottage-sized, 6HD, 4d6 damage |