Wednesday, September 24, 2025

Gods of Wizardry, Part III

Wizard Spells
Wizards can learn spells from the magic-user spell list. In addition, not only does their deeper understanding of concepts allow for better castings, but makes such spells more acquirable too (see Wizard Divinities, below). What is more, if their deeper understandings would include cleric or druid spells, such as with Light or Beast, then they can learn spells of that nature from those lists too. Of course, wizards remain barred from casting any spells that directly cure wounds, for that remains the province of cleric-types. Otherwise, follow the rules for one's campaign with regards to magic-user starting spells known, ones added at new levels, and processes for learning additional ones when found.

Sample Spells by Concept

Concept

1st Level

2nd Level

3rd Level

4th Level

Light

Light

Detect Invisible

Cure Disease

Divination

Fire

Affect Fires

Pyro-technics

Fireball

Wall of Fire

Frost

Shield

Shatter

Hold Person

Ice Storm

Air

Floating Disk

Levitate

Lightning Bolt

Prot. from Lightning

Water

Purify Water

Create Water

Water Breathing

Lower Water

Earth

Hold Portal

Resist Fire

Stoneshape

Move Earth (Lesser)

Shadow

Ventrilo-quism

Invisibility

Phantasm.
Force

Confusion

Beast

Animal Friend.

Jump

Charm Per/  Mammal

Poly. Self
(1 beast form)

Plant

Entangle

 Barkskin

Tree Shape

Plant Door

Body

Enlarge

Strength

Haste

Neutralize Poison

Mind

Charm Person

ESP

Suggestion

Charm Monster

Spirit

Unseen Servant

Spiritual Hammer

Speak w/ Dead

Exorcise

Dark

Darkness

Ray of Enfeeble.

Remove Curse (Rev)

Fear

Magic Itself

Magic Missile

Rope Trick

Dispel Magic

Minor Globe of Inv.


Also include fitting spells of Elemental Lords as available for them to learn: 
Arms & Armor (link)Blastings (link), Blessings & Curses (link), Champions (link), Food & Drink (link), Maidens (link), Puppets (link), Realms (link), or Wards (link).


Wizard Divinities
Unlike cleric-types, wizards see gods and goddesses as the culmination of the very concepts that give their wizardry meaning. While individual wizards might have other reasons for following a deity of course, as a class, their interest is primarily in the knowledge that the divine holds. 

Wizards thus follow a divinity each time they select a concept to have a greater understanding of (at 1st, 3rd, 5th, etc. level). This choice not only allows them easier access to spells to learn, but may help in selecting a wizard order with a similar allegiance too (see below). In any case, Referees are encouraged to make that divinity's spells more available to the wizard and to increase his chances of learning them, especially if he selects the same divinity more than once, whether within the same concept or others.

Light: Apollo, Hyperion, Baldr, Dagr, Lugh, Dazbog
Fire: Hephaestus, Prometheus, Loki, Surtr, Belenus, Svarog
Frost: Boreas, Chione, Skadi, Thrym, Caillech Bhur, Morana 
Air: Zeus, Aeolus, Uranus, Odin (winds), Thor (thunder), Tyr (sky), Taranis, Arianrhod, Svarog (sky), Perun (thunder)
Water: Poseidon, Oceanus, Aegir, Manannan
Earth: Hades, Hephaestus, Gaia, Jord, Danu, Mokosh
Shadow: Dionysus, Erebus, Loki, Hodr, the Morrighan, Scathach, Ceridwen, Veles 
Beast: Artemis, Pan, Ullr, Cernunnos, Veles
Plant: Dionysus, Demeter, Sif, the Dagda, Danu, Lada, Mielikki 
Body: Asclepius, Apollo, Thor (strength), Eir, Dian Cecht, Brigid, Mokosh   
Mind: Apollo, Athena, Odin, Frigg, Lugh, Oghma, Veles 
Spirit: Hades, Hermes, Odin, Hel, Arawn, the Morrghan, Veles, Morana 
Dark: Erebus, Hades, Loki, Hel, Balor, Chernobog 
Magic Itself: Hecate, Hermes, Zeus, Odin, Gwydion, Lugh, Veles, Svarog, Vainamoinen 


Wizard Tower Casting Bonuses
Whether it is solely their own, or in fact their order's, a wizard's tower is akin to his temple. He can thereby reroll his magical side-effects once, picking which ones he wishes to keep whenever casting his spells. What is more, if standing on top of the tower or within a special sanctum, he can gain a +1d3 bonus to those side-effect rolls as well. 

Unfortunately, doing so too often can have a negative effect when casting spells while not in their towers. Wizards experience the reverse for the same amount of time spent there. After waiting for a sufficient duration in the wider world though, their magic can be cast again without such penalty.


Wizard Order Generator
Wizards band together too, and in myriad ways. Those who join such orders will gain easier access to spells to learn, housed in archives and traded amongst the trusted, in addition to following a matching deity. Nevertheless, they must serve the order's interests and follow its rules. Roll for each category.

Name
     arrangement - Roll 1d4: [1-2] The    i    of    ii   , [3] The    ii        i   , [4] The    i        ii   
     i - Roll 1d10: [1-4] Order, [5] Circle, [6] Ring, [7] Wizards, [8] Brotherhood, [9] Fellowship, [10] Cabal
     ii- Roll 1d4: [1] concept name, [2] associated color, [3] something else representative of that concept, 
       [4] divinity name

Concepts Espoused
     Roll 1d6: [1-3] just 1, [4-5] 1 with 1d3 others to a lesser extent, [6] 1d3+1 of equal amount (adjust order name to also represent the other concept(s) as needed)

Divinities Honored
     Roll 1d6: [1-2] just 1, [3-4] 1d2+1, [5-6] 1d4+1

Membership
     Roll 1d6: [1-2] wizards only (others barred), [3-4] wizards and some similar allowed, [5-6] all spellcasters who are loyal are allowed
     Options: clerics, priests, mystics, druids, witches, barbarian clerics (with beast spirits that match the concept), runecasters, warlocks, fey enchanters
 
Their Tower is 
    Roll 1d6: [1-2] simple, [3-4] more exotic and/or lightly fortified, [5] fortified, [6] enchanted
 
Guarded by
    Roll 1d6: [1-3] just the wizards themselves, [4-5] trained fighters, [6] magical beings
    Options: mercenaries, chromatic (medieval) knights (link), warriors appropriate to divinities honored, spirits, fabled beasts

Interaction with Mundanes
    Roll 1d6: [1-3] isolated, [4-5] reserved, [6] outgoing


Sample Wizard Orders

The Order of Light
Concepts Espoused: Light only
Divinities Honored: Hyperion, Baldr
Membership: some mystics allowed too
Their Tower is: simple
Guarded by: white knights
Interaction with Mundanes: isolated

The Red Order
Concepts Espoused: Fire, with Body & Magic Itself to lesser extent
Divinities Honored: Prometheus
Membership: wizards only
Their Tower is: fortified
Guarded by: large hoplites (symbolic of titans)
Interaction with Mundanes: outgoing

The Order Sapphire
Concepts Espoused: Air & Earth
Divinities Honored: Svarog, Hades
Membership: some barbarian clerics, runecasters too
Their Tower is: lightly fortified
Guarded by: themselves
Interaction with Mundanes: reserved

The Circle of Pan
Concepts Espoused: Beasts, with Plant & Spirit to lesser extent
Divinities Honored: Pan, Dionysus, Demeter, Arawn
Membership: some druids, witches, fey enchanters too
Their Tower is: enchanted
Guarded by: satyrs
Interaction with Mundanes: isolated

The Fellowship Spectral
Concepts Espoused: Magic itself only
Divinities Honored: Gwydion, Vainamoinen
Membership: all spellcasters who are loyal are allowed
Their Tower is: enchanted
Guarded by: Finnish warriors
Interaction with Mundanes: isolated

The Grey Wizards
Concepts Espoused: Shadow, with Fire & Mind to a lesser extent
Divinities Honored: Veles, Surtr, Odin
Membership: wizards only
Their Tower is: simple
Guarded by: themselves
Interaction with Mundanes: reserved


Next week: Gods of Druidry
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