Introduction to Wizardry
What is this? If you're here, then you probably aware of my collection of Sorcery spells, but those are very generic. Sorcery is a generic adaptation of the non-generic GURPS Magic. Remember that the book tells you to make every spell cost 1 FP and take one second to cast? All spells work the same, have the same internal structure, mechanics, requirements, etc. On one hand, it's lame, as everything feels the same, but on the other hand, it's good - you have a list of generic spells that you can use as a base to make them less generic. In my opinion, one shouldn't simply "use Sorcery." It's merely a framework, and a framework that is based on GURPS Magic at that, trying to be both generic and not generic at the same time.
Remember D&D? There are many spellcasting classes, flavorful casting traditions, etc. but they all work more or less the same. Wizards get their power through intense study, sorcerers have innate magical powers. Why do they use the same spells? How come innate powers are the same as arcane formulae from dusty tomes? To me, it never made sense. Fortunately, I'm playing GURPS now, and I can make different spellcasters actually different. A learned wizard can cast arcane spells via gestures and incantations, while a sorcerer more-or-less simply has access to a power (in the GURPS Powers sense) that, while more flexible in terms of abilities, has a narrower scope.
The powers framework of GURPS is extremely flexible, so you have a wide array of options to customize all the different spellcasting traditions. My take on adapting the D&D wizard has seen many changes over the years and received a decent amount of feedback and playtesting. The current approach seems to work perfectly well, but the rules are all over the place. In this post, I will compile everything together in a format similar to GURPS Thaumatology: Sorcery, so you'll only need to read a single post to get a sense of the system without even opening the Sorcery book. The post will also contain Under the Hood sections and other commentary where I'll try to explain the reasoning behind some decisions.
Building a Wizard
Just like sorcerers, wizards have their spellcasting based on advantages. Despite that, they can still improvise spells if they have access to a spellbook. Building a wizard is relatively simple.
Advantages
This section talks about some old and new advantages relevant to wizards.
Wizardly Study
9 points base + 5.4 points per point of abilities
By reading spellbooks, scrolls, or other spellcasting manuals, you can temporarily learn magic spells.
Each Wizardly Study slot can hold one spell at a time. To fill the slot with a spell, you must study a suitable work for a second per character point. If you have "known" spells bought as alternative abilities to Wizardly Study, then you might need to switch to Wizardly Study as a Ready maneuver before you begin the study.
You cannot have a slot hold a spell that costs more character points that the slot can contain. A Speed-Reading roll halves study time, but the GM rolls in secret and any failure means your memory fails you the first time you try to use your memorized spell! To be able to cast it properly, you will have to study the work again. As with all Modular Abilities, switching points into a new spell means losing the one to which those points were previously assigned.
In addition, when one of your spells must resist countermagic, it does so with your Will plus the higher of Wizardly Study or Wizardry Talent.
For more on how multiple slots works see Multiple Slots below.
Notes: While a wizard doesn't have to take this advantage, most wizards do, as it allows them to improvise spells, greatly increasing their flexibility. If you want to make a wizard who only knows a few spells and cannot cast spells from spellbooks, you can simply rely on known spells (see below).
Under the Hood: Wizardly Study
While Sorcerous Empowerment is the base ability for sorcerery, Wizardly Study is the base ability for wizards. Both of them are Modular Abilities, but they work differently. The guidelines for new Modular Abilities creation can be found on page 63 of GURPS Powers.
First, I have to define the base cost that depends on the scope. Just like for sorcery, I pick 5 points that represents "everything that the GM defines as a spell". Then, I have to define the "per point" cost that depends on how costly and slow the point rearrangement is, and on how easy it is to interfere with it. I think that 3 points is fine here - point rearrangement is slow and requires a reference work (a spellbook).
And... I basically reinvented Super-Memorization (p. B71). Since many spells are built as physical abilities, I have to add Physical, +100%. Let's not forget the Magical, -10% power modifier. Since the spells are built via advantages, I'll have to also add Limited, Advantages Only, -10%. That's what Sorcerous Empowerment has, aside from Reduced Time 1, +20% that I do not want to add.
Sorcerous Empowerment does not allow for multiple slots for some reason, why not make things different and allow wizards to have multiple slots?
Anyway, the final cost per slot of Wizardly Study is: 9 points base + 5.4 points per point of abilities. Note that this is not "9 points for level 1" but "9 points base." Thus, Wizardly Study 1 costs 14.4 points, not 9 points.
I think it would be fair to let Wizardly Study accept scope limitations the same way Sorcerous Empowerment does - by treating it as a premade ability. So, if you want to limit your wizard only to fire spells, then you apply -40% to 9 points, not to 5 points. You do not insert these into the internal construction.
I have no idea where did Sorcerous Empowerment get the countermagic resistance clause, but I don't mind its inclusion.
Special Limitations
The following modifiers are variants of each other; take one or the other, never both.
Limited Colleges: While Sorcery separates its spells into the same colleges as GURPS Magic, Wizardry slightly alters the college structure for thematic reasons (see Skills below). If you can cast spells from only one of these colleges, this is a -40% limitation. Two colleges is -30%; three, -20%; and four (the maximum), -10%. This affects the spells you can learn and what you can improvise.
In a setting with a different system of magical colleges, paths, or the like, Limited Colleges may need a different value as a limitation. The fewer colleges there are, the less restrictive it is.
Limited Scope: At the GM’s option, you may be able to limit your Wizardly Study in a way that doesn’t line up perfectly with the spell colleges. If so, use the values above to find a reasonable limitation value. For example, a D&D-style abjurer would be able to cast all spells from the Protection and Warning college, plus Banish, Resist Fire/Cold, and all the anti-magic Meta-spells. This is roughly equivalent to two colleges, so Limited Scope, Abjuration will be a -30% limitation.
Notes: For the sake of convenience, here are precalculated costs of limited Wizardly Study.
Wizardly Study with -10% costs 8.1 points base + 4.86 points per point of abilities.
Wizardly Study with -20% costs 7.2 points base + 4.32 points per point of abilities.
Wizardly Study with -30% costs 6.3 points base + 3.78 points per point of abilities.
Wizardly Study with -40% costs 5.4 points base + 3.24 points per point of abilities.
Wizardry Talent
10 points/level or 5 points/level
This advantage is the power Talent for wizardry. It costs 10 points per level – or only 5 points/level if the caster’s Wizardly Study has any degree of Limited Colleges or Limited Scope. Even a generalist wizard may elect to purchase a specialized Talent! However, his total level of Talent still cannot be higher than the normal cap. In play, the wizard may gradually upgrade his specialized Talent to the generalist Wizardry Talent.
Wizardry Talent adds to every roll made to cast a wizardly spell or to use that spell well. For example, it adds to Innate Attack skill to hit with a Missile spell, to Engineer skill to brace a tunnel with magic, and so on. Add the higher of Wizardly Study or Wizardry Talent to Will when your spells must resist countermagic.
The GM must determine the maximum level of Wizardry Talent in the campaign. For most games, four levels is a reasonable limit. In a cinematic or over-the-top setting, the GM may wish to raise this to six levels, 10 levels, or no limits at all!
Notes: Personally, I prefer to limit Wizardry Talent to three levels and tax every additional level with Unusual Background (Archmage) [10]. Also, by RAW, Wizardry Talent even is added to DX or unarmed combat skill rolls to deliver a touch spell, which seems stupid to me. Why can you hit better when a melee spell, but not with a normal punch? In my games, I disallow this bonus.
Magic Resistance
see p. B67
Magic Resistance has its normal effect on wizardly spells. Only casting rolls are penalized by Magic Resistance; it does not affect rolls to use the spell, such as Innate Attack rolls to hit you. It also does not penalize the wizard if he casts an area-effect spell, only spells that target you directly. In all cases, it always adds to your resistance rolls.
Like most spellcasters, wizards cannot have Magic Resistance unless it is also Switchable (+100%) – in which case it must be turned off for the wizard to cast spells – or Improved (+150%).
Notes: This is where wizards and sorcerers are different, because all wizardly spells have casting rolls. This makes Magic Resistance much more effective.
Weak Latency (Arcane)
1 point
This perk is functionally identical to Weak Latency (Psi) fomr page 19 of GURPS Psionic Powers. Most arcane spellcasters are able to combine their powers with other arcane spellcasters as per Combining Powers (GURPS Powers, pp. 170-172).
Skills
Each spell requires a casting roll against a College Skill. Each College Skill is a (H) IQ skill that defaults to Thaumatology-5. However, a defaulted College Skill cannot be higher than 12. In addition, no College Skill can ever exceed Thaumatology + Wizardry Talent level. Improving individual spells as techniques is not allowed.
If a spell belongs to multiple colleges, then the caster rolls against the higher of those College Skills, unless the spell's description says otherwise.
The skills are:
College of Acid
College of Air
College of Body Control
College of Communication and Empathy
College of Earth
College of Enchantment
College of Fire
College of Food
College of Force
College of Gate
College of Gravity
College of Ice
College of Illusion and Creation
College of Knowledge
College of Light and Darkness
College of Lightning
College of Making and Breaking
College of Meta-spells
College of Metal
College of Mind Control
College of Movement
College of Necromancy
College of Poison
College of Protection and Warning
College of Sound
College of Spirit
College of Technology
College of Time
College of Water
Notes: Some colleges are inappropriate for D&D-style arcane spellcasters and hence are not listed. If you are following a different convention, feel free to re-introduce the following skills: College of Animal, College of Fungus, College of Healing, College of Plant, and College of Weather. It is also very much possible to introduce alternative skills that either are available to all wizards or only to ones of a specific tradition. For example, College of Bone could combine some spells from the College of Body Control and College of Necromancy, plus certain other spells.
Under the Hood: College Skills
This is one of the most major differences between wizards and sorcerers. Skills and the ability to improve them gives wizards a more scholarly feel. There are many College Skills, but the default system borrowed from GURPS Thaumatology: Ritual Path Magic serves well to make it more palatable. And it makes sense from the in-universe perspective too. For example, an accomplished pyromancer with a high level of College of Fire might have trouble casting a water spell found in a defeated wizard's spellbook, but thanks to the default, he still might be able to do it. The cap is there to discourage simply dumping points into Thaumatology and relying on the default for all colleges.
Known Wizardly Spells
Practically every wizard has some spells memorized to the point that he doesn't have to study the spellbook to cast them. These spells are his "known" spells. Typically, wizards take known spells that they are going to cast often in situations where there is no time to consult the spellbook, such as combat spells. Most of the "utility" spells are better cast via improvisation. Each spell is an advantage or set of advantages with modifiers.
Each of the known spells is bought as an alternative ability to Wizardly Study (or to the most expensive of known spells, if Wizardly Study is absent). In short, the wizard pays 1/5 of the listed full cost of the spell, rounded up. For example, if the spell has a full cost of 53 points, then the wizard actually pays 53 / 5 = 11 points. However, since all these spells are part of the same alternative ability array, the wizard can use only one spell at a time. This means that he cannot cast one spell while maintaining a different one. But see Simultaneous Spells below for a way around that. Switching to a different spell requires a Ready maneuver (see Casting Spells below). In addition, since all spells are part of the same array, if something disables one of your spells, you lose access to all of them for the duration of this neutralization.
Casting Spells
To cast a spell, you must be able to perceive the target via vision, touch, or any other sense that lets you determine the precise location of the target. All spells have the following aspects:
Casting Cost: Typically, a spell's casting cost is 1 or more FP (but you can substitute ER (Magic)), but some spells may cost HP or require other expenditures. The cost is paid at the end of the casting, whether it ended by completing the spell or by getting interrupted prematurely. Single-target spells that target a subject with SM higher than the caster's SM have an additional cost equal to SM difference.
Casting Time: Spells take some time to cast. Depending on the nature of the spell, this may range from a split-second (a Blocking spell cast as an active defense) to a ritual that takes hours or even days. Casting time assumes that the caster has the spell in his "active" slot in his array of alternative abilities. If it is not, then before casting the spell, he must switch to it with a Ready maneuver. The type of maneuver required to actually cast the spell depends on the nature of the spell. Most spells require Concentrate maneuvers, but some may require Ready, Attack, or even All-Out Concentrate. Consult the spell's description for the details.
Components: A few rare spells require nothing but a mental effort, but the vast majority of them have some of the following components:
Verbal: The caster must chant an incantation at a normal conversation level. An unpenalized Hearing roll can detect this at a distance of one yard. Each doubling of the distance imposes a -1 penalty (p. B358). You cannot cast a spell with a verbal component if you are gagged, or if you're in a zone of Silence or a similar effect. Obviously, you cannot cast such spells if you have Mute or Cannot Speak. If you have Deafness, your casting roll is at -2.
Somatic: Your hands - and to a lesser degree, the rest of your body - must be free to move about. You cannot cast a spell with a somatic component if your lower body is fully pinned or clamped in place, if both of your arms are restrained in any way, if both of your hands are holding something. You can cast a spell with a somatic component if your arms are unrestrained and at least one of your hands is empty, but your casting roll is at -2. Obviously, you cannot cast spells with a somatic component if you have No Fine Manipulators or No Manipulators.
Material: While usually material components are optional (see Simple Spell Components (Pyramid #3-113, pg. 13-14)), some spells may require a material component that must be held in the caster's hand. Material components do not count as items in hands for the purpose of somatic component restriction.
Focus: A focus is a material component that is not expended during casting. Just like material components, foci do not count as items occupying your hands for the purpose of casting restrictions.
Under the Hood: Components, Casting Cost, and Casting Time
Components are based on the ritual limitations from page 5 of GURPS Power-Ups 8: Limitations, but you might've noticed that I introduced some changes, such as one-handed casting. A bit counterintuitively, a material component requires Trigger (p. B115), while a focus requires Requires material component or Requires item.
Enforced spellcasting components is another rule that makes wizards different from sorcerers who either do not have to wave their arms around and chant, or have access to more flexible Alternative Rituals.
Different casting costs and times add a little bit of bookkeeping, but give me more tools for balancing spells and making them more affordable. I think this is a good change.
As you can see, I removed the "The subject’s SM cannot exceed the caster’s SM + Talent" rule because it rarely makes sense. Instead, I introduced cost scaling.
Casting Roll: All spells require a skill roll to cast. Typically, this is the highest of the College Skills to which the spell corresponds to, but in some cases this may be the lowest of them. Some spells require additional rolls, such as a normal skill roll to gauge effectiveness, Perception, Innate Attack roll to hit. Touch spells also require a DX or unarmed combat skill roll to hit. All these rolls, except for DX and unarmed combat skills, get a bonus from Wizardry Talent (see Notes for Wizardry Talent above). A touch spell can be delivered with a full-force punch, kick, or even a slam. Depending on the type of spell, range penalties may apply to the casting roll. If a spell requires an attack roll, be it ranged or melee, and the attack misses, then the spell is lost and its casting cost is wasted.
In addition, the wizard may elect to spend up to 4 extra FP when starting the casting to get an equivalent bonus to the casting roll (but not to additional rolls to use the spell). This is an application of Trading Fatigue for Skill (GURPS Powers, p. 161).
Duration: Each spell has a duration. Instantaneous spells produce an instant effect. Spells with a fixed duration are "fire and forget" - you may cast them, but you do not have to maintain them. You can even switch to a different spell and cast it, and the original spell will still be active until the duration runs out. "Indefinite" spells can be maintained as long as you want to. Some may require uninterrupted Concentrate maneuver, and some simply require you to have this spells "active." "Permanent" spells stick around indefinitely without maintenance, but can be dispelled. If a subject with a Permanent spell enters a no-mana area, the effect is dispelled. "Truly Permanent" spells cannot be dispelled. A Truly Permanent effect does not function in a no-mana area, but it resumes once brought back into an area with ambient mana.
Known Spells
A wizard only has a limited number of known spells that he has memorized enough to be able to cast without referring to a spellbook. To cast a known spell, the wizard must first make it "active" by switching his array of alternative abilities to this spell with a Ready maneuver, and then cast it normally. If the spell is already in the active slot, then he may simply cast it.
The casting roll must succeed for the spell to work. On a critical success, you immediately restore any FP spent on the casting, and the GM assigns a beneficial extra effect worth about +50% of enhancement, such as +1 per die to damage or extended duration. Failure means that the spell fails, but the casting cost is still wasted. Critical failure makes the wizard roll on the Critical Spell Failure Table (p. B236).
Note: Yes, I removed Extra Effort. I feel that wizardly spells should be more "static," and overloading the spell is already represented with Trading Fatigue for Skill.
Improvisation
A wizard who has taken the Wizardly Study advantage is not limited to casting known spells, which greatly increases his flexibility. To improvise a spell, the wizard must first switch his array of alternative abilities to the Wizardly Study advantage with a Ready maneuver. Then, he must study a spellbook, spellcasting manual, scroll, or any other similar work for seconds equal to the spell's full cost. The spell's cost cannot be higher than the Wizardly Study level. Thus, a wizard with Wizardly Study 4 can improvise spells that cost from 1 to 4 points.
A Speed-Reading roll halves study time, but the GM rolls in secret and any failure means your memory fails you the first time you try to use your memorized spell! To be able to cast it properly, you will have to study the work again. As with all Modular Abilities, studying a new spell means losing the previous one.
Otherwise, casting an improvised spell works just like casting a normal one. The improvised spells does not disappear from your memory after casting - you can cast it again without studying the spellbook again. Even if you switch to a known spell, you can switch back to the memorized spell with a Ready maneuver and cast it without reading the spellbook. However, if you memorize a different spell from the spellbook, the previous one is lost.
Hardcore Improvisation
A wizard who needs to exceed the bounds of his normal improvisational ability may attempt to push his limits, improvising a spell based on the cost of his Wizardly Study rather than its level.
Just like for sorcerers, hardcore improvisation uses rules for Using Abilities at Default (GURPS Powers, pg. 173-174) with some alterations.
Like when using normal improvisation, the wizard must have a spellbook with the spell written in it, and must study it for seconds equal to the spell's full cost. The mechanics for Speed-Reading remain the same. Then, he must make a IQ or Thaumatology roll. The roll takes a -2 penalty per 25% of the cost of Wizardly Study the spell is worth, or fraction thereof. (-2 for a spell that costs 0-25% of Wizardly Study's cost, -4 for 26-50%, -6 for 51-75%, and -8 for 76-100%). The act of hardcore improvisation costs 3 FP, but the wizard may spend extra FP. Each extra FP spent negates -1 in penalties, but cannot provide a net bonus. The casting of the improvised spell retains its normal cost!
If the roll succeeds, the wizard may cast the spell once. To cast it again, he'll have to repeat the process. If the roll fails, the FP spent are wasted and the spell fizzles. If he roll a critical failure, disables the spellcasting ability of the wizard for 1d minutes.
A wizard without the Wizardly Study advantage still may use hardcore improvisation, but he is limited to spells that cost up to 50% of the most expensive spell known to the wizard.
Simultaneous Spells
The wizard's known spells and Wizardly Study are taken as alternative abilities. You can read about them in more detail in GURPS Power-Ups 8: Limitations. While normally, only the most expensive ability of the array is bought at full cost and the rest are bought at one-fifth of the cost, this only allows you to have one spell "active." If you want to have two active slots, then you have to buy two of the most expensive abilities of the array at full cost. If you want to have three active slots, then you have to buy three of the most expensive abilities of the array at full cost.
If the caster has has more than one alternative ability slots, they he is allowed to maintain multiple copies of the same spell. However, when the second most expensive spell is bought at full price to allow maintaining two spells, the second maintained spell must not be more expensive than the full cost of the spell that was bought at full price to allow this second slot. Same applies to cases when more than two slots are available. Thus, a wizard with two alternative ability slots can maintain two instances of Shape Fire, but only if the cost of Shape Fire is equal or lower than the second most expensive spell.
However, as a drawback, the wizard always has to perform a Ready maneuver to switch between abilities, whereas the standard AA framework allows switching between attacks as a free action. Compartmentalized Mind cannot be used to switch spells instantly.
Under the Hood: Changes to Simultaneous Spells
You might've notices some changes here. First of all, Wizardly Study doesn't have to be the most expensive ability of the array. It's perfectly possible to make a wizard who has, for example, a 40-point known spells, but only 20 points in Wizardly Study. This way, Wizardly Study is an alternative ability to the most expensive spell and is taken at one-fifth the cost. However, hardcore improvisation still is limited to Wizardly Study's full cost, not the full cost of the most expensive ability. I feel that this is a good change that allows for more flexibility when making characters.
Second, I introduced the cost restriction for multiple maintained spells. It can be difficult to wrap your head around (it sure was for me), but it is intended to prevent a cheesy rule abuse. For example, you have a 60-point spell as the most expensive known spell. Then, the second most expensive known spell costs, for example, 2 points. Now, despite spending only one extra point (because 2 / 5 = 1), you can maintain two instances of your 60-point spell. That doesn't sound right. This is basically something you could've seen in the Murphy's Rules column in Pyramid (if only it still were a thing), but it still is possible.
Finally, the Compartmentalized Mind clause. I know that Pyramid #3-82 has a power-up that does exactly that and costs 10 points, but it's a point crock. You spend 10 points to circumvent the main limitation of alternative abilities that saves you many more points. I believe that power-up is a big mistake.
Multiple Slots
Not only you can have multiple slots of alternative abilities, but you can also have multiple slots of Wizardly Study. This is not necessary for 99% of characters, but some might want to do that. In effect, the different slots of Wizardly Study are different instances of the Wizardly Study advantage. For example, you might have Wizardly Study (4, 3) to represent two slots - one that can hold a 4-point spell, and one that can hold a 3-point spell. When you switch to your Wizardly Study, both of these slots become active, and you can cast spells contained in them without the need to switch between them with a Ready maneuver. You can even apply different limitations to different slots. For example, you could have Wizardly Study 4 (Limited Colleges, Fire, -40%) and Wizardly Study 3 (Limited Colleges, Mind Control, -40%). This will make hardcore improvisation difficult. You'd be able to use hardcore improvisation to improvise fire spells that cost no more than your first slot, or mind control spells that cost no more than your second slot. However, if you manage to find a spell that is part of both colleges, then these costs are combined for the purpose of improvising that spell with hardcore improvisation, but not normal improvisation.
Spellbooks
A wizard needs a spellbook to be able to improvise spells. Note that it's "a spellbook", not "the spellbook." The spellbook does not have to belong to him - he can improvise a spell written in a defeated wizard's spellbook, or even inscribed on a wall in an ancient dungeon. He simply needs a reference text. This is a great opportunity for the GM, as he could introduce scrolls and other writings in the treasure that would expand the spell repertoire of the wizard.
A typical empthy spellbook costs $25 and weighs 3 lbs (identical to the primer from page 27 of GURPS Dungeon Fantasy 8: Treasure Tables). Spell scrolls that can only be used to transcribe a spell into your spellbook (not the kind of scroll that lets anyone cast a spell) cost $2 per point of the spell’s full cost. Transcribing a spell requires identifying it first with a Thaumatology roll. Transcribing takes 8 hours per 20 points of the spells’ full cost or a fraction of thereof.
Many wizards are very protective of their spellbooks, so they use Cryptography to encrypt the contents or obscure languages. Fire- and/or water-proofing the spellbooks is often a good idea - you don't want to lose access to improvisation due to an Explosive Fireball.
Extensive Casting Example
Bob is a wizard with Wizardly Study 4 [31]. He knows two spells - Sleep [31] and Magic Missile [5]. Since Wizardly Study is the most expensive ability, the rest are taken as alternative abilities. Thus, he actually pays only 7 points for Sleep (31 / 5 = 7), and 1 point for Magic Missile (5 / 5 = 1). In his spellbook, he has Detect Undead [4] and Dispelling Touch [13]. He did not pay any points for them, but paid money - $8 for Detect Undead (4 x $2 = $8) and $26 for Dispelling Touch (13 x $2 = $26).
Bob has the following skills - Brawling-12; College of Force-14; College of Meta-magic-12; College of Mind Control-14; Innate Attack (Projectile)-12; and Thaumatology-15.
As he enters the dungeon, he takes a Ready maneuver to mentally switch to make Magic Missile his active spell. A skeleton jumps at him from around a corner, and Bob casts Magic Missile at it. First, he spends 1 FP, waves his hands around and chants, then makes a roll against College of Force-14 and succeeds. Then, he rolls against Innate Attack (Projectile)-12 to "lock on." Due to the mechanics of homing weapons, this entire thing was an Aim maneuver. The magic missile blasts the skeleton to dust.
Bob keeps Magic Missile in his active slot, as he's wary of any other opponents. He enters a room littered with bones. Taking into account his previous experience, he suspects that there's undead among the bones. He takes out his spellbook, then takes a Ready maneuver to switch from Magic Missile to Wizardly Study. He Concentrates for four seconds to read and memorize Detect Undead ([4] = four seconds). Now his Wizardly Study contains the Detect Undead spell. He approaches the pile of bones and casts Detect Undead. He does not have the College of Necromancy skill, so he defaults to Thaumatology at -6, rolling against 9. He fails, but still wastes 1 FP to cast it. His chanting, however, has woken up an undead skeleton that begins to rise to its feet. Bob curses and takes a Ready maneuver to switch to Magic Missile again.
After the skeleton has been dealt with, Bob takes a Ready maneuver to switch back to Wizardly Study. He doesn't have to study the spellbook again - Detect Undead is still there, and he may cast it immediately. Instead, he notices an unholy glowing sign under the pile of bones - probably something that animates the undead. Bob remembers that he has Dispelling Touch in his spellbook, so he takes it out again and prepares to use hardcore improvisation, because Dispelling Touch costs 13 points, and that's more than the maximum of 4 points that his Wizardly Study can hold. He reads the book for 13 seconds, then makes a Will or Will-based Thaumatology roll, if higher. Let's say they are the same in this case. Dispelling Touch costs 13 points, and Bob's Wizardly Study costs 31 points. 13 points falls between 26% and 50% of 31 points, so the roll takes a -4 penalty. Bob thinks that this is too risky, so he elects to spend extra 3 FP to decrease the penalty to -1. He spends 3 FP base (for hardcore improvisation) and these 3 extra FP and rolls against Thaumatology at -1. He succeeds - now he has an opportunity to cast Dispelling Touch once. He rolls against College of Meta-magic-12 and succeeds, dispelling the unholy sigil. The casting itself costs its normal 1 FP. Detect Undead is no longer in Bob's Wizardly Study, so he would have to read the spellbook again to memorize it.
Spells
Wizardly spells tend to be "fixed." The flexibility comes not from adjusting the spells themselves, but from getting access to them. Unlike sorcery spells, they won't all have the same casting costs, times, and range. One of the most significant changes will be the complete rework of Buff spells. I go into this topic in much more detail in this post - take a look at it if you want to read my justification.
Since all spells must have a skill roll attached to them, we will have to modify the advantages in the following way:
1. The spell has no casting roll. We apply Requires IQ Roll, -10% to the spell.
2. The spell has an IQ-based casting roll. No change.
3. The spell has a non-IQ-based casting roll. We apply Based on IQ, Own Roll, +20% to the spell.
Spells should require somatic, verbal, and/or material components. This is accomplished by adding the Requires Magic Words, -10%, Required Gestures, -10%, and/or Requires Material Component, -10% or Trigger, -X% limitations to the spells. The combinations of these limitations may vary from spell to spell. Casting times and FP costs can be adjusted as well. It's easier to just look at some varied examples below.
Buffs
As was mentioned before, Buff spells have been reworked. Now, each Buff spell is presented in four different versions - Self, Touch, Short-Range, and Ranged. The Self version only affects the caster. The Touch version can affect anyone the caster can touch. As usual for touch spells, the caster must roll against DX or unarmed combat skill to hit. Short-Range version can be cast at range, but the skill roll takes a -1 penalty per yard of distance. Ranged version takes normal range penalties.
In some games, stacking many buffs at once might be a problem. Also, if there is no penalty to stacking buffs, then powerful buffs become discouraged in favor of many smaller buffs. I suggest introducing a cumulative -5 penalty to cast Buff spells on the target past the first two. Thus, the third one will be cast at -5, the fourth one at -10, and so on.
Anatomy of a Spell
Each spell has the following.
Name: That's obvious.
Keywords: While I will keep the convention of using the spell types defined in Sorcery, this is more of a collection of tags for an easier search.
Full Cost: This is the cost of the spell before applying the usual discount for a known spell; you will usually pay only 1/5 of this value, rounded up.
Components: V - verbal, S - somatic, M - material, F - focus. What the material and focus components actually are is described in the spell's text.
Casting Roll: Usually, this is just "Skill," which means the highest of the College Skills to which the spell belongs. Sometimes, additional rolls are listed, such as an Innate Attack roll to hit with the spell.
Range: This may be a static number, or something else. "Self" means that it can only be cast on the caster. "Touch" means that the caster must touch the subject, the caster has to roll against DX or unarmed combat skill to hit an unwilling target. "Unlimited (-1/yard)" means that the range is unlimited, but the casting roll takes a -1 penalty per yard of distance to the subject. "Unlimited (standard)" means that the range is unlimited, but the casting roll takes range penalties (p. B550). "Unlimited (long)" means that the range is unlimited, but the casting roll takes long-distance modifiers (p. B241). "Unlimited (no penalty)" means that the range is unlimited, and the casting roll takes no range penalties.
Duration: see Casting Spells above.
Some spells may have different "forms," especially Buffs. Such spells may have repeating lines for full cost, range, etc., that are related to only a specific form.
Example Spells
These are merely examples. I strongly recommend coming up with a grimoire of spells available to wizards in your game and limit them only to this assortment. This will let you, the GM, balance the spells, etc. Of course, if a player comes up with a spell that feels appropriate, why not add it to the grimoire?
Detect Undead
Keywords: Information.
Full Cost: 3 or 8 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited (standard).
Duration: Instantaneous.
With the basic (3-point) version of this spell, you can immediately sense all nearby undead creatures, sorted by the direction to each one. The GM will roll against your skill (plus Talent), minus the range penalty to the nearest undead creature, and inform you if you succeed.
The improved (8-point) version of this spell works as above, except that you know the precise location of each undead creature. This allows you to cast spells on any of them for as long as each remains in that location – or for the next second, if one is already on the move.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Statistics:
Detect (Undead; Based on IQ, Own Roll, +20%; Blockable, -20%; Cannot Analyze, -10%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Requires gestures, -10%; Requires magic words, -10%) [3]. The improved version adds Precise (+100%) [+5].
Dispelling Touch
Keywords: Obvious, Resisted (Will or spell).
Full Cost: 13 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
Attempts to negate every instance of magic affecting the subject. Dispelling Touch does not care if the spell is beneficial or harmful; this spell attempts to counter everything. Casting Dispelling Touch on another magician will remove any Buff spells and such that he’d previously cast upon himself, but does not affect any of his more distant ongoing spells nor his spellcasting ability.
Note how much the sorcerer’s skill roll succeeds by; every spell affecting the subject resists separately with a Quick Contest. Use the spell’s level (if a skill) or the caster’s Will + Talent (if a power); for the latter, the Talent is usually Sorcery Talent or some type of Magery. If the caster of Dispelling Touch wins, the spell dissipates; it may be recast normally.
Dispelling Touch has no effect on instantaneous spells (which don’t stick around) or on the secondary effects of lasting spells (e.g., if a mind-controlled bear has mauled people, their wounds don’t go away). Also, some spells explicitly state that they are unaffected by Dispel Magic; such spells cannot be dispelled by Dispelling Touch as well – they require more powerful countermagic, usually Remove Curse (see GUPRS Thaumatology: Sorcery, p. 21). It also cannot end Truly Permanent effects, such as the magic of enchanted items.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Interruption, -50%; Magical, -10%; Requires gestures, -10%; Requires magic words, -10%) [13].
Keywords: Missile, Obvious.
Full Cost: 5 points.
Casting Roll: Skill. Use Innate Attack (Projectile) to «lock on».
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: Instantaneous.
Statistics: Crushing Attack 1d-1 (Affects Insubstantial, +20%; Costs Fatigue, 1 FP, -5%; Homing, +50%; Increased 1/2D, 2x, +5%; Magical, -10%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [5].
Owl’s Wisdom
Keywords: Buff.
Full Cost (Self): 18 points for level 1 + 18 points/additional level.
Full Cost (Touch): 32 points for level 1 + 18 points/additional level.
Full Cost (Short-Range): 35 points for level 1 + 18 points/additional level.
Full Cost (Ranged): 40 points for level 1 + 18 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard)
Duration: 3 minutes.
You increase the subject’s IQ by 1 per level of this spell for three minutes. This affects the IQ-based skills, Will, Per, etc. Note that this increase of IQ will not affect casting rolls for spellcasters using such magic systems as Ritual Path Magic or Incantation Magic. The target must be a sapient (IQ 6+) creature.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Owl’s Wisdom, +180%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%) [18]. Additional levels add further Owl’s Wisdom to the Advantage enhancement (+180%) [+18]. Note: Each level of “Owl’s Wisdom” is IQ 1 (Magical, -10%) [18]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Accessibility, Only sapient beings, -10%; Based on IQ, Own Roll, +20%; Malediction, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+14]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
Keywords: Obvious.
Full Cost: 45 points.
Casting Roll: Skill-3 or Plane Skill (see text).
Components: V, S, F.
Cost: 1 FP or more (see text).
Casting Time: 10 seconds.
Range: Self.
Duration: Instantaneous.
The spell allows you to transport yourself to another plane of existence or dimension. To activate the spell, you must visualize your desired destination (you must have visited that place before), concentrate for 10 seconds, and make a casting roll. The casting roll depends on your familiarity with the plane of destination. Once you have visited a plane via a naturally occurring portal, a critical failure, or by “hitching a ride” with another planeswalker, you can memorize its “feel” by concentrating and spending character points to "learn" that plane as an IQ/Easy skill (the so-called Plane Skill). This process takes one hour per point you wish to spend. Use this skill when shifting to that plane in the future. Memorization is optional, but if you choose not to memorize a plane, you must roll against your normal casting skill at -3 to attempt to shift to that plane. Coexisting planes, such as the Ethereal Plane or the Plane of Shadow do not require memorization and require a roll against the skill without the -3 penalty.
If successful, you will arrive at your intended destination. However, if you fail, you will not be transported anywhere. In the case of a critical failure, you will end up in an unintended location chosen by the GM.
If you are carrying equipment heavier than your Basic Lift, then you make your casting roll at a penalty equal to twice your Encumbrance level. On a failed roll, you leave excess cargo behind; on a critical failure, you lose 1 point of IQ for each Encumbrance level you attempted as you “burned out” that part of your brain temporarily. This temporarily lost IQ recovers after you sleep.
When shifting to a plane coexisting with the one you are currently on, you will appear in the same physical location as where you left your previous plane, but on a parallel world. If there is no safe corresponding location within 100 yards of your intended destination, the spell will fail. This does not guarantee protection from other forms of danger, such as radiation or wild animals. If you possess Danger Sense, the GM may roll before a hazardous jump to provide a warning on a successful result. When shifting to a coterminous or a separate plane, you arrive with a deviation of 1dx100 miles.
The FP cost of this spell depends on the “planar distance.” To shift between two different layers of the same plane, spend 1 FP. To shift between two bordering planes (such as the Prime Material Plane and the Astral Plane), spend 2 FP. Spend one additional FP per each additional degree of “removal.” Certain very distant planes, such as the Far Realm, may require you to spend 10 FP.
To cast this spell, you must hold a small, forked metal rod. The size and metal type dictates to which plane of existence or alternate dimension the spell sends you. You must also be able to perform gestures and vocalize magical incantations.
If you wish to visit planes that you have not been to before, you must discover a natural portal, critically fail, or "hitch a ride" with another planeswalker. If you are in physical contact with another character that is traveling between planes, you can "hitch a ride" even if the character initiating the shift does not want company. Only the person initiating the shift makes a casting roll; wherever they end up, you do too.
Optionally, you may overload this spell to transport other willing beings in physical contact with you. Your casting roll will be at -5 per additional target, and your casting will cost an additional 2 FP. You can offset this penalty (but never get a net bonus) by voluntarily spending additional FP; each FP cancels -1 in penalties. If you roll a critical success, you recover all FP spent on this casting. If you fail, your spell works, but without bringing additional targets with you. A critical failure strains your spellcasting ability; the spell automatically fails, you lose 1d FP, and all your magical powers shut down for 1d seconds. You may buy off this penalty as a Hard technique for each plane.
Statistics: Jumper (World; Drift, Variant, -40%; Improved, +10%; Magical, -10%; Nuisance Effect, Cannot hurry the jump, -5%; Requires an appropriate forked metal rod, -15%; Requires gestures, -10%; Requires magic words, -10%; Uncertain Encumbrance, +25%) [45].
Sleep
Keywords: Resisted (Will).
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard).
Duration: 1 second.
The subject falls asleep for one second, if he fails to resist. After this, he can be woken normally, but he will not necessarily wake up right away, especially if already tired. Upon waking up, the subject is stunned (p. B420) and may roll vs. Will once per second to recover. The spell only affects sapient (IQ 6+) beings.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Reduced Duration, 1/180, -40%; Requires gestures, -10%; Requires magic words, -10%; Sleep, +150%; Takes Extra Time 1, -10%) [31].
That is really good. Thank you for sharing
ReplyDeleteNoSchooolGrognard's posts on Bookish Wizards (from 2013) might be useful/relevant here.
ReplyDeleteAlso, regarding Pyramid 3-82, technically Accelerated Casting only allows switching spells faster, not maintaining several at once. Dual Prayers from 3-50 does (for 20), but PK, the author, says it's only intended to work that way "in a "quick-and-simple" game like Dungeon Fantasy", not just be a general precedent (and Accelerated Casting is also from DF).