Try not to explode or turn yourself into a frog.
Starting Equipment: varies by Wizard School. Select a school or roll for one on the Wizard Schools table. By default—dagger, spellbook, ink and quill.
Starting Skill: Roll 1d6 or choose one—1 Farmer, 2 Frontier, 3 History, 4 Literature, 5 Poetry, 6 Soldier
|2||Book Wizard||7||Orthodox Wizard|
|3||Culinary Wizard||8||Shadow Wizard|
|4||Electric Wizard||9||Snake Wizard|
|5||Forge Wizard||10||White Hand Wizard|
There are more than ten schools, of course, but this represents a useful cross-section between the most common and most notable in the Lake Countries.
Most Shadow Wizards operate in Illinoir, and it’s commonly assumed that all of them were at least trained there. The Gulocracy of Magican is the birthplace of Culinary Wizardry, for obvious reasons. Snake Wizards can be found anywhere in the Firestone Mountains, through mostly in remote areas where they won’t be bothered by outsiders. Electric Wizards have found a home in mad science-loving Buckeye, whose Re-Animators are responsible for the dwindling popularity of traditional necromancy. Most of the Lake Countries’ Forge Wizards come from Imperial Incolumissima.
You can learn just about any school of wizardry at Wizard University, even Shadow Wizardry and Culinary Wizardry, but the country of Wizconsin is best known for its Book Wizards and Orthodox Wizards.
- Spellcasting, +1 MD, +1 Spell Slot, +2 Spells (1-6)
- +1 MD, +1 Spell Slot, +1 Spell (1-8), Book Casting
- +1 MD, +1 Spell Slot, +1 Spell (1-10), Friendly Spell
- +1 MD, +1 Spell Slot, Choose 4 spells
Spells are living creatures. Spells, enchantments, ghosts, and souls are all more or less the same. A wizard’s spells range in intelligence from pond scum to ferrets. A spellbook is a menagerie-prison. A well-trained brain is a mind-gun loaded with spell-bullets. Minor spells, called cantrips, infest a wizard’s soul and bind to it. It takes 1 hour to move any number of spells between a spell slot in your brain and a spellbook, scroll, or wand.
To cast a spell, select a number of Magic Dice (MD) you wish to invest, roll them, and add the numbers together. As a Wizard, you get +1 MD per Wizard template. Most spells depend on the number of [dice] invested and the [sum] they show. Doubles generate Mishaps; triples generate Dooms. Casting a spell from a scroll provides +1 MD as the scroll burns.
Dice that roll 1-3 return to your casting pool and can be used again that day. Dice that roll 4-6 are removed from your casting pool for the day. Your MD return if you get a good night’s sleep. If you didn’t sleep well, you can Save for each MD to have them return to your pool anyway.
When you gain your first Wizard level, roll 2d6 and gain the spells listed. For second level, roll 1d8. For third level, roll 1d10. For fourth level, choose 4 spells from the list. If a duplicate spell is rolled, re-roll the die.
You can try to bodge together a spell-like effect appropriate to your school by pouring any number of MD into a target and hoping for the best. Effects are adjudicated by the GM, but are usually haphazard and dangerous. Mishaps and Dooms apply.
You can detect strong ambient magic if you are not distracted. To learn details about spells or magic items, roll under Intelligence.
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. The spell vanishes from the scroll or book and returns the next morning.
Roll twice on a spell mutation table and pick the result you like best. Apply that mutation to a spell you frequently cast.
This is a Skerples-brand Wizard with just a few minor edits and my own table of schools. I’m posting it here just so that it’s easier to reference for my games.
The only substantial change is that you don’t lose a spell after casting it, you just (potentially) lose MD. I just like it better that way.
I’ve run a Wizard University campaign with these wizards, minus the “Friendly Spell.” I have not run these wizards in a mixed caster/non-caster group, so there may be imbalances there.