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Skip Navigation LinksContent>Magic>Magic Systems>Vancian (Fire & Forget)>Prepared Model>System
Wizardry System
Prepared Casting

    Wizardry

Wizardry System Wizards Wizard Package Deals
Sample Wizardry Spells Variant: Elementalism Variant: Dominine
Variant: Animine Variant: Sortilege Variant: Stregari
GM Notes on Wizardry
A staple of many Fantasy settings, Wizards are powerful complements to any adventuring group. One of the most flexible of Professions, no two Wizards need be the same. Each Wizard's personal ability set is a story just waiting to be told; the best Wizard characters have abilities backed up by a detailed background establishing why a particular Wizard is more of an expert at subtle Enchantments than at bold Conjurations, or has much more experience with pyrotechnic displays of force than with form manipulation Magic and so forth.
Casting Model
Wizards use the "Prepared Casting" Model, which is VPP Based. Each Wizard has a list of Known Spells which are learned via the use of topical Magic School Skills as described below.
SPELL LEVEL TO ACTIVE POINTS
Each practitioner has a list of Known Spells which are learned via the use of topical Magic School Skills as described below.
Spells are ranked by Spell Level; some GMs may prefer to refer to this concept in variant ways, such as Spell Circles, Spell Houses, or Spell Ranks to avoid confusion stemming from the overloaded use of the word "Level", or simply to add more flavor. Each Spell Level starting at Spell Level 0 has 15 Active Points more than the Spell Level before it.
Thus a Level 0 Spell is between 1-15 AP, 1st Level Spells are between 16-30 AP, 2nd Level Spells are between 31-45 AP and so on as indicated on the adjoining table..
*Level 0 Spells are often called a "cantrip". Level 0 Spells count as a -0 for all penalties and a +1 for all bonuses related to creating or learning Spells.
KNOWN SPELLS LIST
Each Wizard player must keep a list of all the Spells that their Wizards know, including Spell write ups. On any given day when a Wizard prepares Spells to their Wizardry VPP they must choose all of their Spells from their Known Spell List. Spells on this list can be referred to as "Spell Slots" out-of-character.
As a Wizard makes new discoveries and perhaps even invents his own Spells his Known Spell List will grow, thus expanding their options. The number of Known Spells allowed to Wizards is generous, and many Wizards tend tp know a few esoteric Spells which they rarely use but find useful in specific circumstances as opposed to most other practitioners of other Vancian Systems who must be more sparing with their allocation of Known Spells.
Restrictions
There are a number of restrictions which apply to this Magic System, as follows.
WIZARDRY VPP
The Wizard Variable Power Pool has a number of mandatory modifiers applied to it as follows.
WIZARD MAGIC VPP CONTROL COST
  • Only Arcane Magic (-1/2)
  • Only Change Spells With Spell Book & Study Time (-1/2)
  • All Spells Must Have 1 Charge (-1/4)
  • Variable Limitation (-1/2; each Spell must take -1 of Limitations from Extra Time, Concentration, Incantation, Gesture, Limited Range, Restrainable By Spell Components Pouch, or RSR: Magic Skill vs. Spell Resistance in any combination at a MINIMUM)
Control Cost per Spell Level (15 Pool) = 2.5 Real Points
Total Cost per Spell Level (15 Pool) = 17.5 Real Points
EXPANDED REAL COST LIMIT
Wizards have an Expanded Real Cost Limit on their Magic VPP's; a Wizard may prepare Spells with a Real Cost equal to or less than their Magic Pool times 3 (RC Limit = Pool x3) each day. The Pool size is still the upper limit on Active Points however. Also, see Cast Spells and Real Cost below.
EXAMPLE: Vardik is a moderately skilled Wizard with a 90 Pool Magic VPP; she may prepare up to 270 Real Cost worth of Spells each day, all of which must have 90 or less Active Points.
CASTED SPELLS AND VPP REAL COST LIMITS
When a Spell is cast from a VPP, it locks out a portion of the VPP equal to its Real Cost. A Wizard cannot prepare a Spell, cast it, and then prepare another Spell using the portion of the Pool previously occupied by the first Spell.
EXAMPLE: Vardik is a moderately skilled Wizard with a 90 Pool Magic VPP; she has prepared 270 Real Cost worth of Spells. The first Spell she casts in the day has a Real Cost of 30, leaving her with 240 Real Cost worth of prepared Spells. She may not prepare another Spell using the 30 Pool expended in this fashion until the following day.
NUMBER OF SPELLS KNOWN
There is a finite limit to the number of Spells Wizards may know. The maximum number of Spells that a Wizard can know per Spell Level is equal to (INT - (the Spell Level x 2)) by default (individual GM's may waive this or set a different arbitrary limit).
Thus a Wizard with 20 INT could know 20 0 Level Spells, 18 1st Level Spells, 16 2nd Level Spells, 14 3rd Level Spells, 12 4th Level Spells, etc., up to 2 9th Level Spells.
Maximum # of Known Spells Per Spell Level:
 
Practitioner's INT - (the Spell Level x 2)
EXAMPLE: Yskos the Wizard has a 20 INT and 150 Pool in his Magic VPP allowing him to cast up to "Ninth Level Spells". On his Known Spells list he may have no more than 2 9th Level Spells, 4 8th Level Spells, 6 7th Level Spells, 8 6th Level Spells, and so on down to 20 0 Level Spells. If Yskos later raised his INT to 21 he could know one more Spell of each Spell Level.
EXAMPLE: Alanar the Wizard has a 15 INT and 150 Pool in his Magic VPP allowing him to cast up to "Ninth Level Spells". However, he is unable to actually learn any 8th or 9th Level Spells due to his low INT. Until Alanar raises his INT, he will be able to have more Spells prepared with his extra Pool, but they will all be 7th Spell Level or lower.
SPECIAL EFFECTS (SFX)
Magic Spells have very broad Special Effects. In addition to any specific SFX that a particular Spell might have such Electricity for a Lightning Bolt Spell or Fire for Flamebolt Spell, all Magic Spells also automatically have the additional SFX of Magic, plus either Arcane or Divine, and finally in the case of Wizardry the School of the Spell (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation as described below). These mandatory SFX cannot be altered by any means, including Variable Special Effects.
EXAMPLE: An Arcane Magic Evocation Spell is always Magic, always Arcane, and always in the Evocation School.
REQUIRED/FORBIDDEN MODIFIERS
All Vancian Magic Systems, including Wizardry, have some common restrictions on Power Modifiers that can be applied to their Spells. This list is summarized below.
Wizardry Spell Design Restrictions
  • No Spell may have an Endurance Cost
  • No Spell may have an Activation
  • All Spells must have a single Charge
    • Continuous Spells must terminate via Anti-Magic
  • No Spell can Require a Skill Roll to be cast
    • A Spell may Require a Skill Roll to take effect
      • such as a Spell requiring a Persuasion skill roll
      • such as Spell Resistance
NO END COST
Vancian Magic Systems don't cost END; their frequency is controlled by the number of Spells per day a caster can cast. However, a Spell can use the Fatiguing Long Term Endurance Side Effect described in the Magic Limitations document.
NO ACTIVATION
Vancian Magic is extremely reliable. Activation Rolls are not appropriate to this style of Magic.
SINGLE CHARGE
The single greatest restriction on this Magic System is that all Spells must have one Charge. Different Vancian System manage their Charges in various ways, but this rule is observed in all of them.
CONTINUING EFFECTS
Continuing Charges are used for Spells that are not Instant in nature. All Continuing Charges must have a defined method to end their effect, which for Spells is globally defined as Anti-Magic, which is any Area of Effect Suppress or Dispel which would affect the Spell and is of equal or greater Active Points, regardless of any Effect Rolls.
OTHER CHARGE OPTIONS
By default Fuel, Recoverable, and Boostable Charges are not allowed, although in some cases a GM might allow them if appropriate.
NO SKILL ROLL TO CAST
The Skill impact to Vancian Magic Users is in learning Magic, not in casting it. Once a Vancian Magic User has learned a Spell to their Known Spell List, the can cast it effortlessly; the number of times they can do so is controlled by the number Spells they can cast per day.
SPELL RESISTANCE
An exception to this is for Spells that require a test against Spell Resistance. The Spell Resistance concept is applicable to Vancian Magic, and uses the Spell School Skill appropriate to the Spell being cast.