The magic we bind might bind us too.
1-12. Despite his best efforts, the wizard experiences an unpleasant consequence for the next 1d12 days. Roll 1d6.
- One random spell that he knows is removed from his mind. During this time, he will be unable to cast it, nor comment to others about it.
- Those who lack any of his wizardry understandings will find him especially odd, whether from just his eccentricities or from the strange phenomena that occur around him too. He will thus suffer a -2d6 penalty to all Charisma rolls to relate to such mundanes.
- He is compelled to act in a manner especially befitting his wizardry understanding that triggered this test, whether enlightened for Light, fiery for Fire, cold for Frost, certain for Earth, or the like. Along with generally influencing the actions he will take, he must save vs. spell/ make a Will save DC 15 to resist doing so even if disadvantageous. He'll have a -1d6 penalty to Charisma rolls to relate to others as well unless they follow divinities that espouse that concept (see Part III).
- Showing his likely age, he must save vs. spell/ make a Will save DC 15 or say out loud whatever is on his mind, talking to himself and whomever will listen, as well as taking 2d6 additional rounds to explain what could have been said in 1 round to whomever will listen.
- If not doing so already, he is obliged to wander the land, moving onto a different place each day, uncovering greater understanding via written lore and direct experience. During this itinerancy, the wizard will have to save vs. spell/ make a Will save DC 15 or also have give any he meets a piece of his mind, even if it would be unwise to give it to them.
- Having enough of the world for now, he will engage in full seclusion, entertaining no visitors unless a dire emergency, instead focusing solely on further long study.
13-17. Mastery of one's wizardry can become obvious. The wizard is changed thus forevermore in a manner matching the wizardry concept of the last spell that he used or attempted. Each will make normal folk and beasts increasingly wary around him, causing a cumulative -1d6 penalty to their social reactions every time it is incurred. In addition, the wizard becomes 10% progressively less human too, growing immune to magic and able to live that many years longer (barring unnatural demise, and still looking and acting quite old of course), whether for good or for ill. Still, he will be granted a suitable consideration as well. Roll 1d8.
- Garb: Wearing robes that emphasize the color of that concept is now required of him, clearly defining himself thus to both friend and foe. Whether white for Light, red for Fire, ice blue for Frost, brown for Earth, or what have you, the wizard will become known. In return, he can also detect what concept another wizard most espouses, even if they aren't dressed the part.
- Eyes: They glow with the color of the concept, allowing him to detect magic that matches that understanding at will.
- Aura: He exhibits a general feeling of that concept, causing all with 1d12 x 5' to save vs. death/ make a Will save DC 10 or must behave that way too for the first 1d3 rounds of contact. Even if they save, his presence is known regardless.
- Staff & Voice: If not already doing so, he must always wield his staff and use a commanding voice when casting spells, but thereby gains a +1 bonus to work ones that match that concept on the Wizard Magical Side-Effect table. Still, rolling a 1 there can provoke a wizard's test in any case, even if it would otherwise be considered a result of 2 or higher.
- Vanishing: Hard to remember, mundane folk must save vs. death/ make a Will save DC 10 or forget much about him after 1d6 days or more, recalling only the concept that caused his test.
- Grimoire: A specific book or scroll grants him knowledge of an additional random spell that matches the concept, though it will need to be kept on hand for him to cast it, treasured for the riches it holds; that is, if it is of a level within his current reach.
- Ritual Magic: A random spell that he knows that matches the concept will now take 1d6 extra rounds to cast, though he can add 1 on the Wizard Magical Side-Effect table for it, like in #4 above, with results of 1 still triggering tests. Such time is essential to reflect deeper understanding.
- Food/ Drink Restrictions: What would work for mundane types will no longer work for him. The wizard will no longer partake of one type of viand or libation that doesn't match the concept. For example, Light might preclude him from alcohol, while Fire might make non-hot or spicy meals unpalatable, Frost only would have things cold.
18+ One arrives to truly test the wizard's mettle. Whether raw, magical energy or an actual being that reflects the concept of the last spell he used or attempted, the wizard (and those nearby) might not survive it. And in any case, he cannot turn nor turn from it. Roll 1d4:
1-3. The area explodes with energy matching that concept, doing 4d6 damage + 2d6 damage per wizard test result over 17 (6d6 at 18, 8d6 at 19, etc.) All within 1d20 x 10' are affected, though they can save vs. wand/ make a Reflex save DC 15 to only take half damage. What is more, those who would be especially affected, such as dark beings from a Light test or cold beings from a Fire test, will take double damage, and save at a -5 penalty.
4. A being arrives, whether angelic, elemental, demonic, or other that either matches the concept of the spell (evens) or opposes it (odds). For example, a Light test might summon an angel of light or of shadow, Fire a demon of flame or of cold. See Sorcery: Summon, listed under Change of Location (link) to determine its qualities, except that it has a 6 in 6 chance of causing harm, attacking the wizard and any who attempt to assist him, its HD is 12 + 1 per wizard test result over 17 (13 for 18, 14 for 19, etc.), and it remains until it is destroyed (no easy task), acting thereafter according to its nature even if the wizard is slain.
If the wizard survives, then he also has a cumulative 10% chance per wizard test result over 17 of changing each of the concepts he knows to that of others (10% at 18, 20% at 19, etc.) If that occurs, then he will retain the same level of deeper understanding, but only for a new, randomly determined concept. For example, after an explosion or battling a being of fire, a wizard with an understanding of Shadow might switch to having the same wizardry of Light instead; that is, if he survives, and recalls his name.
Sagely Knowledge
Wizards are wise in more than just magic. For each time they gain a deeper understanding of a concept, increase their rolls to access general lore by +3 for topics that match. Wizards can use such expertise to assist others in their physical pursuits as well, granting them a +1 to related rolls as long as they follow the wizard's sagely guidance. Wizards must confine their own +3 bonus to purely intellectual matters- the questions that need answering.
The associated knowledge below can be used for what wizards with a deeper understanding of can access to receive sagely bonuses. They can also be referenced to include additional existing and even new spells for wizards to cast, beyond what is listed in Part I. In return, the topics listed by concept there can be applied to a wizard's sagely knowledge as well. Consider both lists to be extensions of each other.
Concepts & Related Topics
1. Light: illumination, defeating darkness, healing, truth, solar events
2. Fire: inciting passions, burning, forging, purification by fire, summer activities, heat waves
3. Frost: cooling passions, preservation, sculptures, purification by frost, winter activities, cold snaps
4. Air: weather forecasts, lightning, prophecy, the stars, wind harnessing, hierarchy, windstorms
5. Water: rivers, lakes, oceans, sea life, watercraft, swimming, floods
6. Earth: mountains, caves, architecture, metals, gems, spelunking, droughts
7. Shadow: secrets, spying, madness, art, perception, concealment, eclipses
8. Beast: livestock, game, beast spirits, barbarism, survival activities, wilderness
9. Plant: crops, forests, herbalism, nature spirits, outdoor activities, fertility
10. Body: improving, healing, changing, & cataloging bodies
11. Mind: improving, healing, changing, & expanding minds
12. Spirit: undead, other types of spirits, finality, alternate realities, the afterlife
13. Dark: causing woe, curses, enduring despair, corruption advice, depressing poetry
14. Magic Itself: spellworking, as well as magical ingredients, orders, history, & beings
For example, a 3rd level wizard who has gained a deeper understanding of Earth twice would have a +6 bonus to rolls when attempting to access general knowledge about its listed topics. He would be also able to help mountaineers, spelunkers, miners, and others who are under his tutelage to have a +2 bonus when working with such things themselves.
On the other hand, if he had wizardry of Earth and Plant, then he could assist others in a wider variety of activities, but the bonuses would only be +3 and +1 respectively.
Referencing Specific Information
Not all such knowledge may be so quickly accessed. Wizards might require more time to answer specific questions related to the concepts they have an understanding of - such demands much research and pondering. Similar to the Legend Lore spell, they can do much the same, but taking 3d20 days - (their level x how many times they selected to have a deeper understanding of a concept) to so. Reroll results of zero or less as hours with only half the reduction to determine the time required if need be. At its conclusion, an Intelligence check (DC 15) for the wizard is secretly made by the Referee, typically with a penalty as to how obscure this knowledge is. If successful, the Referee then determines what, if anything, becomes known, often in the form of a riddle or small detail. If unsuccessful, then the Referee will either give a meaningless riddle or misleading tidbit (an equal chance of either).
For example, a 5th level wizard seeking to grasp how to improve one's mind (and who has selected Mind as his deeper understanding thrice. thereby specializing in it) would take 3d20 - 15 days to do so. Only a 12 is rolled, so it takes just 1d20 -7 hours instead. At its conclusion, his Referee makes the wizard's Intelligence check, perhaps with a -7 penalty. If successful, then he might give a clue as to where a magic item that does such a thing might be. If not, then he might give a clue that could likely lead to the wizard's demise.
Next week: Wizard spells, divinities, & a wizard encounter
RPG srd Old School 1st ed AD&D Wizard Ars Magica Colleges of Magic Dark Ages Mage Gandalf Lord of the Rings