There are eight pattern-groupings, and 29 patterns of Wizardry. Most schools of Wizardry specialize in one pattern:
Abjuration&
Shaping
Warding
Binding
Alteration&
Internal(Shifting)
External(Altering)
Conjuration&
Gating
Travelling
Divination&&
Prophecy
Communing
Sensing
Elemental!
Air
Water
Fire
Earth
Light
Dark
Nature
Life
Decay
Death
Enchantment
Soft(Charming)
Hard(Possession)
Evocation!
Movement(Levator)
Energy(Electromancy)
Illusion& &
Summoning&&
Lesser (Natural)
Greater (Extra-planar)
WillWorking& &
Chronomancy&&
(1) You can only have one wizardry- until you are really good (RANK 8.0 is the current standard) and then you can start ANOTHER.
(Arch mages have THREE Wizardries!) Patterns that belong to the same pattern-group can be learned simulateneously. In other words, they can ignore the RANK 8.0 limitation. Currently, Elementals are the one exception to this.
(2) There are special enhancements and limitations that go along with being a Wizard of a particular school. Examples will be added to this file later.
People can study a Wizardry without keying to something - they learn "G: ". They might be waiting until their RANK in their first Wizardry goes to 8 before thay can key to another one. When they finally key,if ever, they get- immediately upon completing the ritual of keying- half their RANK in "G:" as their "W:" ie: If they have RANK 6.4 in "G: Running Panda school of illusion", they would perform the ritual of keying and then they would have a "W:Illusion" of RANK 3.2.
Characters can choose whether to use "G: Running Panda" or "W:Illusion" as their General skill (since you only get one per roll.
In this scenario we have been painting Wizards would always have their Wizardy "up" and running all the time at no cost.
Here is a possible package example
The school in this example is the Thunder Plateau(TP for short) School of Evocation in Doria. (The standard Dorian school of Evocation)
Standard Wizard Package AD: Magery Aptitude II-8;
AD: Sorcerer1-3(Sorceror2 costs 6);
G: -2
lore-2;
R: lore-3;
W:-3;
Library Research-1;
R/w -2;
L: -3;
Mental End-2;
History: Magic-2;
standard sorcery-2;
standard sorcery2-2;
standard sorcery3-2;
spell of choice-2;
Ritual of Choice-2
Total Cost: 30 ISL
"G: TP" would act as a filter skill to the W: (i.e. for every 2 RANKS in "W:" you would need one rank in "G: TP"
"W: Evocation" will also act as filter skill in that for every 2 RANKS in the spell you are casting you need 1 RANK of "W:"
"ADVANTAGE: Magery Aptitude II" allows you to key to a school of Wizardry. "Magery Aptitude I" allows you to use Sorcery, Thaumaturgy, Alchemy, and Witchcraft
"ADVANTAGE: Sorceror" Gives you partial familiarity with all sorceries. It takes away alien and acultural mods(only -30 compared to -90). Level 2 of this advantage would make you familiar with all sorceries.
WORKINGS, RITUALS, RITES, and IncantationS require a Language skill for the appropriate school of magic and a Rune skill in the appropriate school of magic. Some of them also require a skill in the school itself. If you do not meet the minimum required levels you must roll under each skill you do not have and if you fail it is a -30 to your cast chance for each failure. See your GM for the list of the schools of magic in your campaign.
For the Basic Rules there is no overlap between schools and it is sufficient to write: L:Evocation, R:Evocation, and W: Evocation on one's character sheet. An L: skill is a language skill, an R: skill is a rune use skill, and a W: skill is a general skill of a school of wizardry.
This will not be mentioned in the components section but applies to all of the of the next four levels. These are the minimum required levels to cast. To design a spell of a particular school you must be two levels higher- i.e. you must hav the requirements for a Rite to design a spell.:
WORKING: W: 2.0, L: 1.0, R: 1.0
RITUAL: W: 4.0, L: 3.0, R: 3.0
RITE: W: 6.0, L: 4.0, R: 4.0
Incantation: W:8.0, L: 5.0, R:5.0
Then way to resolve it if you don't have the mimimum is:
RANK*10 - (NEEDED_RANK - ACTUAL_RANK)*10 + Level Factor(SCF for W: and R: but INF for L:)
Many spells or spell types require components of some sort. Missing a component is usually a -30 for each missing component. Magical preparation counts as one component, as does each object being prepared.
5 types: Workings, Rites, Rituals, and Incantations. Almost all Wizards use Sorcery as well.
Unless specified, all values are based on the SORCERY Sheet values of the most closely related sorcery- times 2. Remember: the Difficulty Factor is also doubled!
BASE CAST CHANCE:
RANK*10 + W:<school>*3 + SCF - DF + MODS - MDF(if targetted)
CAST TIME: 20 counts (up to 1 minute/300 counts)
SPELL POINT COST: 20 SPL
RANGE: 10*(AURA + RANK) in feet
AREA OF EFFECT: One object, person, or 6 feet cubed, or 2 foot^3 per rank
SAVES: Full magic save cancels effects or halves effect
COMPONENTS: Somatic and verbal componments required. No language or rune skilled required per say- ranks in spell sufficient. If trying to cast the spell without rank in the spell L: [appropriate school's Casting Language] and R: [appropriate school's rune set] would have to be rolled against before casting. If the roll against the rune set or language is a normal failure it will come off as a sorcery, if it is a critical failure then the caster can't cast, because they are too confused.;-)
Unless specified values are based on SORCERY Sheet values of most closely related sorcery- times 4. Difficulty Factor is also quadrupled!
BASE CAST CHANCE:
RANK*10 + W:<school>*3 + SCF - DF + MODS - MDF(if targetted)
CAST TIME: 1 minute (up to 12 hours)
SPELL POINT COST: 40 SPL
RANGE: 100*(AURA + RANK) in feet
AREA OF EFFECT: Rank objects, people, or 12 feet cubed, or 4 foot^3 per rank
SAVES: Full magic save cancels effects or halves effect
COMPONENTS: Somatic and verbal componments required. Usually a material component is required as well as a certain level of magical preparation.
Unless specified values are based on SORCERY Sheet values of most closely related sorcery- times 8. Difficulty Factor is also multiplied by 8!
BASE CAST CHANCE:
RANK*10 + W:<school>*3 + SCF - DF + MODS - MDF(if targetted)
CAST TIME: 12 hours (up to 3 days or so)
SPELL POINT COST: 120 SPL
RANGE: (AURA + RANK) in miles
AREA OF EFFECT: Rank^2 objects, people, or 24 feet cubed, or 8 foot^3 per rank
SAVES: Half magic save cancels effects or halves effect
COMPONENTS: Somatic and verbal componments required. A prepared material component is almost always required as well as a certain level of magical preparation.
Unless specified values are based on SORCERY Sheet values of most closely related sorcery- times 16. Difficulty Factor is also multiplied by 16!
BASE CAST CHANCE:
RANK*10 + W:<school>*3 + SCF - DF + MODS - MDF(if targetted)
CAST TIME: 12 hours (up to infinity)
SPELL POINT COST: 360 SPL and up!
RANGE: 10*(AURA + RANK) in miles
AREA OF EFFECT: Rank^4 objects, people, or 50 feet cubed, or 10 foot^3 per rank
SAVES: Critical magic save cancels effects or halves effect
COMPONENTS: Somatic and verbal componments required. Prepared material components are required as well as extensive magical preparation. Unique items, positional and temporal requirements, as well as elaborate staged steps are usually involved.