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High Fantasy HERO
>
Conversions
>
D&D
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AD&D 2nd Edition
>
Wizards / Mages
Conversion Document
FROM: AD&D 2nd Edition
TO: HERO System 5th Edition
Wizards
The Wizardry Magic System is described in detail
here
.
AD&D magic is accomplished by mystical physics; there are laws, rules, and measurable causes and effects which can be manipulated by the motive force of sentient will. Spellcasters in general and Wizards specifically are those who are skilled in said manipulation of these laws through a combination of knowledge and sheer will. Wizards learn to cast Spells, often making use of props such as incantations, gestures, material components, etc. to assist them in the casting of their Magic.
Wizards go through various levels of understanding and capability as they advance. As they gain experience, their ability to manipulate the metaphysical Laws of magic increases, as does the mental endurance required to focus their will. Essentially, as they progress their ability to cast larger and more powerful Spells increases.
Starting Wizards are generally taught Spells, which are basically tried and tested methods of ritual mystic science. These Spells have been developed by other Wizards in the past and many are centuries old. These Spells are ranked by Levels, alternately called Circles, Mysteries, Houses, Steps, Powers, etc., which are merely a measure of the Spells complexity, difficulty, and relative power. In game terms higher level Spells have more Active Points and are therefore more powerful but also require a larger Magic VPP to use.
Wizards make their way via skill at Arcane Arts and erudite knowledge. Fictional Fantasy is full of different sorts of Wizards, from curmudgeonly old men, wise codgers, arrogant and cocksure mages, brash hotheaded youths, and confused apprentices, and every permutation in between and beyond.
In AD&D 2nd Edition there were two basic types of Wizards available for play; Mages and Specialists. This was further expanded to include Elementalists with the Tome of Magic, and a few other supplements expanded this further. The following guidelines provide advice on how to take an AD&D Mage, Specialist, or Elementalist and convert them into the HERO System.
MAGES
Sample Spells may be found
here
.
Mages are the unquestioned masters of pure magical expertise in the AD&D paradigm. They outstrip all other Spellcasters in the breadth of their knowledge and the flexibility of the their Spell list. Examples of Mages in Fantasy Fiction range from Gandalf (in all his colors), Macros the Black, Milamber, Merlin, Raistlin, and so on.
Mages have developed a structured approach to magic based around the Theory of Cause and Effect, categorizing the study of magic into schools based upon how an end is achieved, striving to find common threads between magic of similar purpose. Thus Mages study Conjuration and Summoning as a set of common Laws and Principles that allow a master Summoner to learn and create any variety of Spell that has the calling forth of distant things as its end effect and an Invoker is skilled in the principles of how to call forth existing energies and to entreat the granting and taking of power from other sources, concepts, and planes of existence, etc.
In the HERO System, a Mage would be well advised to put almost all of his points into increasing their Magic VPP to cast ever higher level Spells, and to keep their Magic Skill rolls equivalently developed.
Sample Mage Package Deals
A number of Mage Package Deals can be found
here
.
AD&D 2nd Edition Mage Conversion
Consult the Wizard column of the
AD&D 2nd Edition Class Level to Character Points Chart
to determine how many Character Points your Character has available to them in the HERO System. Either use one of the Mage Package Deals provided above or create your own.
MAGE CLASS ABILITY CONSIDERATIONS
SPELLCASTING
The ability to cast Spells is a Mage's primary Class Ability, and raison d'etre. This is handled using the guidelines provided in the
Wizard Packages
document.
MAGE MAGIC SCHOOL SKILLS
Mages follow the Wizardly paradigm of Magic use and divide Magic into 8 Categories, with 8 corresponding Knowledge Skills. They are:
Wizardly Arts
: Scholar, KS: Abjuration, KS: Conjuration, KS: Divination, KS: Enchantment, KS: Evocation, KS: Illusion, KS: Necromancy, and KS: Transmutation; Real Cost: 19 points
By definition Mages are generalist Wizards, and thus it is appropriate for a Mage to get by with just
Spellcraft
, as explained in the Arcane Magic System guidelines.
Magery
: Spellcraft + 2; Real Cost: 19 points
SPELL CREATION
Another big advantage for Mage's is that they can create their own Spells. The rules for creating new Spells are covered in the
Wizardry
guidelines.
MAGIC ITEM CREATION
The last major advantage for Mage's is that they can create new Magic Items. The rules for doing so are covered in the
Wizardry
guidelines.
SPECIALIST WIZARDS
Unlike Mages who pursue a generalist approach to Wizardly arts, Specialists opt to concentrate their efforts in select Schools of Magic, eschewing others in the process. Otherwise, they are identical to Mages.
Specialist Wizard Package Deals
The
Militant Wizard
Package is an example of a Specialist Wizard.
The
Maven
Basic Package is tailored for use with Specialist Wizards.
AD&D 2nd Edition Specialist Wizard Conversion
Use the guideline provided above for Mages with the following additions.
SPECIALIST WIZARD CLASS ABILITY CONSIDERATIONS
SPELLCASTING
Rather than learning all Spell Schools, a Specialist concentrates on one particular School of Magic. Each School of Magic has an oppositional School in Specialist parlance; by opting to focus on one in particular they loose the ability to practice one or more Schools of Magic entirely. To model the AD&D Specialist Wizard, apply the following Limitation to their Package, choosing the oppositional Schools corresponding Magic Skill.
School Ineptitude
: Phys Lim: Cannot Learn KS: {Magic Skill} or use Spellcraft to Circumvent (Infrequently, Limiting; -5 points)
SPECIALIZATION & OPPOSITIONAL SCHOOLS
Specialization
School
Skill
Oppositional
School(s)
Oppositional
School Skills
Abjurer
KS: Abjuration
Transmutation, Illusion
KS: Transmutation,
KS: Illusion
Conjurer
KS: Conjuration
Divination, Invocation
KS: Divination,
KS: Invocation
Diviner
KS: Divination
Conjuration
KS: Conjuration
Enchanter
KS: Enchantment
Invocation, Necromancy
KS: Invocation,
KS: Necromancy
Illusionist
KS: Illusion
Necromancy, Invocation, Abjuration
KS: Necromancy,
KS: Invocation,
KS: Abjuration
Invoker
KS: Invocation
Enchantment, Conjuration
KS: Enchantment,
KS: Conjuration
Necromancer
KS: Necromancy
Illusion, Enchantment
KS: Illusion,
KS: Enchantment
Transmuter
KS: Transmutation
Abjuration, Necromancy
KS: Abjuration,
KS: Necromancy
ELEMENTALISTS
The Elementalist Magic System is described in detail
here
.
Sample Spells may be found
here
.
Elementalist are a variant Specialist Wizard first introduced in the Tome of Magic. They focus on Magic aligned with the four classic Elements, eschewing the standard Wizardly organization of eight Schools of Magic.
There are four kinds of Elementalists, corresponding to the 4 Elements; they are Aeromancers, Geomancers, Hydromancers, and Pyromancers. Hydromancers are ill equipped for adventuring away from bodies of water, but Pyromancers and Geomancers in particular can make for powerful combat-capable Wizards.
In the HERO System, an Elementalist would be well advised to put almost all of their points into increasing their Magic VPP to cast ever higher level Spells, and to keep their Magic Skill rolls equivalently developed.
Sample Elementalist Package Deals
A number of Elementalist Package Deals can be found
here
.
AD&D 2nd Edition Elementalist Conversion
Consult the Wizard column of the
AD&D 2nd Edition Class Level to Character Points Chart
to determine how many Character Points your Character has available to them in the HERO System. Either use one of the Elementalist Package Deals provided above or create your own.
ELEMENTALISTS CLASS ABILITY CONSIDERATIONS
SPELLCASTING
The ability to cast Spells is a Elementalists primary Class Ability, and raison d'etre. This is handled using the guidelines provided in the
Elementalist
document.
ELEMENTALISTS MAGIC SCHOOL SKILLS
The Elementalist paradigm of Magic divides Magic into four Categories corresponding to the four classic Elements.
Elemental Mastery
: KS: Element of Choice + 4, KS: First Neutral Element +2, KS: Second Neutral Element +2; Real Cost: 25 points
School Ineptitude
: Phys Lim: Cannot Learn KS: {Oppositional Element Magic Skill} or use Spellcraft to Circumvent (Infrequently, Limiting; -5 points)
ELEMENTALISM & OPPOSITIONAL SCHOOLS
Specialization
School
Skill
Oppositional
School(s)
Oppositional
School Skills
Aeromancy
KS: Aeromancy
Geomancy
KS: Geomancy
Geomancy
KS: Geomancy
Aeromancy
KS: Aeromancy
Hydromancy
KS: Hydromancy
Pyromancy
KS: Pyromancy
Pyromancy
KS: Pyromancy
Hydromancy
KS: Hydromancy