Wizard Magnificentophat - valzi/GLOG-classes GitHub Wiki

Basic Changes: more advancement, and I switched back to Arnold's method of casting, I think Skerples's is rather silly with the automatic spell depletion. Vancian Casting is from Arnold. I really like the idea of staves and wands, so I wrote them into my system. However, since Wizards can have up to six MD naturally, I had to lower the amount of MD that they could store. A level 6 wizard with a magic robe and a staff can blast off a spell with 10 MD invested in it. But that means that they're going to trigger a Mishap all the time and they have a ~93% chance of getting a Doom.

Wizard
Starting Equipment: Spellbook, ink quill, some schools may give additional items.
Starting Skill: see Backgrounds

A: +1 MD, +1 Spell Slot, +2 Spells (1-6), Spell Breeding 
B: +1 MD, +1 Spell Slot, +1 Spell (1-8), Book Casting 
C: +1 MD, +1 Spell Slot +1 Spell (1-10), Vancian Casting
D: +1 MD, +1 Spell Slot, Master of Magics
E: +1 MD, +1 Spell Slot, Staff and Wand Creation
F: +1 MD, +1 Spell Slot, Ritual Casting

You gain +1 Magic Die (MD) and +1 Spell Slot for each Wizard template you possess, to a maximum of 4 each. When you first gain a Wizard template, you must choose a school from the list below. You cannot change schools later. You are a spellcaster.
As you level, you will gain spells from your school’s spell list. You still can learn and cast spells from outside your school, but until you cast them 8 times, MD spent on them do only return on a 1, rather than a 1-3.

Spell Breeding: You can attempt to crossbreed and combine two spells into one new spell. Both spells need to be stored on separate scrolls initially. This process takes 1 week of uninterrupted work. You can combine the spells to produce one of the following:
a) a random spell from your spell list (roll 1d10)
b) a random spell from a random spell list
c) a mutant version of one of the two spells
When the process is complete, Save or suffer a Mishap. Gain a +1 bonus to Save for
a) every 1 gp spent on reagents, inks, magical artifacts, incense, or other tools of your trade
b) the number of Wizard templates you possess
c) each ritual preparation you describe to the GM
d) the number of times you'd previously cast the spells you are combining
Book Casting: You can cast from a scroll or a spellbook in a way that does not consume the scroll. This allows you to cast directly from your spellbook without loading the spell into your brain first. You do not gain the bonus MD that consuming a scroll generates. You must declare you are casting a spell from a book before initiatives are rolled for the turn.You automatically go last in the initiative round, and you automatically fumble the spell if you take any damage during the round and must make a save vs Intelligence or suffer a Mishap. The spell vanishes from the scroll or book and returns the next morning.
Vancian Casting: You can prepare a spell such that it is safer to cast. You generate no Mishaps when casting it but can only cast it once per day. Mark the spell so you don’t forget.
Master of Magics: Learn up to 6 spells from your school’s spell list, or invent an entirely new spell (GM’s discretion). 
Staff and Wand Creation: You can create wands with the same production limitations as Spell Breeding. You must have a spell to trap in the wand. Wands can store 1 MD and 1 spell. Staves can store a maximum of 3 MD and 3 spells.
Ritual Casting: You can ritually cast spells, this requires expensive components and takes time, but removes must of the risk inherent in spellcasting. It takes 10 minutes to prepare and the ritual ingredients cost 1 gp. It nullifies any Mishaps and grants you a Save vs Doom. Every gp spent on ritual components gives you a +1 to your Save.

Wizard Spellcasting
Magic Dice and Spell Slots
Wizards have a pool of Magic Dice and Spell Slots. When a wizard wants to cast a spell, they select one of the prepared spells from their Spell Slots and chooses how many MD they want to use on it. Then they roll these dice. Any die that comes up 1-3 returns to the dice pool and anything that comes up 4-6 is exhausted. Exhausted dice return the next day after a good night’s sleep. If you didn’t sleep well, make a Save for each die to have it return anyway. Once a spell is cast, it returns to it’s place of imprisonment.
Casting Spells and Initiative
You have to declare that you are casting a spell before initiative is rolled. If you’re hit before you get to cast, make an Intelligence check to keep the spell. If you’re casting it from a scroll, the spell is lost automatically.
Preparing Spells
A wizard can spend an hour with scrolls, wands, staves, spellbooks, or other spell storage mechanisms to move the spells around within them and the Spell Slots in their brain. A spell must be understood before it can be moved. A wizard can identify a magical item. It takes one round of close examination to see if it’s magical or not. An exploration turn allows you to make an Intelligence check to learn more about it.
Casting from a Scroll
Anyone can cast from a scroll. First, it has to be identified. You must make an Intelligence check. If this fails, the spell fizzles and you have to make another Int check. If you fail this second check, you suffer a mishap. This particular setup only applies for unidentified scrolls. Scrolls burn up when used and invest a Magic Die into the casting.
Wizarding Laboratories
A wizard laboratory costs 50gp and will allow you to always allow you to successfully identify magic items. Potions can’t be examined in this way, you have to take sips and guess at the effects. Once you fail to identify a magical item, you cannot try again until you have had a chance to visit a library containing books on magic. Sages exist who have a 60% success rate of a 90% success rate if it’s in their specialty. Most of them charge 1gp per item identified. Cerebreuses can extract spells from dead wizard skulls. You bisect the skull, balance it atop a golden needle, and let it float in water. With a compass, a clock, and a brain almanac, the movements of the needle across the grooves in the skull, you can learn the spells.
Spells from Other Schools
A wizard can attempt to cast spells from another school. However, until they cast these eight times, the MD only return on a 1. And even then, they take up a skill slot if you wish to promote them to the same level of efficiency as your other skills.
Staves, Wands, and Magic Robes
Magic Robes grant you a MD pool of one or increase an already existing pool. You can invest MD into a wand or staff with 10 minutes of concentration. You take 1d4 damage from the strain and your MD pool is lowered by 1 for the day. The MD invested don’t return when cast from the staff/wand but do return the next morning. In addition, you reduce your max HP by 1 for each MD invested into the staff/wand. Wands can hold 1 MD and 1 spell, Staves can hold 3 MD and 3 spells.
Spell Migration
You can move spells around. This takes a day of uninterrupted work. At the end, you must Save or suffer a mishap, with bonuses to your Save as Spell Breeding. Now, whenever the spell is cast, it will return to this new location.

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