WIZARD MAGIC IN INZELADUN
For the most part, wizards are
despised in Inzeladun. They consort with demons, abuse the world, and generally wield powers not meant for
man. That is
the popular opinion, anyway. Power corrupts, and absolute power
corrupts absolutely is a maxim common to man. And wizards have
power, so they have a bad reputation in the world.
On Inzeladun,
different mages use different types of magic depending on which part of
the world they are in and where they learned their magic. But until
they achieve some measure of power, most mages hide the fact that they can
wield the powers of magic.
Below are some alternate casting
methods.
Sorcerers in Inzeladun work exactly as stated in the PHB. Wizards, however, are limited to 0 and 1st level spells until they pick a more powerful casting method. Alienism, Witchcraft, Alchemy, or Defiling.
Alienism: (NB. This system is my personal favorite)
"Alienists deal with
powers and entities from terrifying reaches of space and time; for these
mages, magical power is nothing more than the triumph of the mind over the
rude boundaries of dimension and distance. With knowledge and
strength of will, the eons that lie between the stars themselves can be
conquered, and unspeakable things from the endless black gulfs of space
whisper terrifying secretes to the wizard who dares communicate with
them. Each spell, formula, or enchantment represents a hidden truth
in the structure of the universe, a secret man was not meant to know, and
the alienist plunges without fear into abysses of chaos and entropy that
would blast a weaker man." -quoted
without permission from Players Option:Skills and Magic.
Alienists
in my world gain bonus spells because I like this system so well. If
you like the magic of HP
Lovecraft, Robert E. Howard, and Clark Ashton Smith, they you will like this system.
The priests of Khemt (actually wizards) use this system of spell
casting, as do most rogue mages.
Witchcraft: Magical abilities are not normally attainable by humans. The few that are born with an innate skill become sorcerers. The rest of the mortal world must become alienists or witches. Magic in witchcraft is a gift from supernatural and dangerous powers. Witches do not gain spells from study and research, they gain their knowledge from contact with extraplanar entities.
Alchemy: Alchemists gain an immediate +10 to the Alchemy skill for choosing this method of spell casting. Their spells are actually concoctions and potions. They throw or drink their "spells", saying the magic words that invoke the power within as they do so.
Defiling: This is very much like the system used in Dark Sun. Casting spells drains the life out of nearby life-sources. At low level, this destroys plants. At high levels, this force can come from animal (and human) life forces, draining them to power spells. The Warlords of Drychtnoth use this system of magic.
There are several orders of magic to
train in. Belonging to an Order of Magic has several benefits - a
free spell every level, friends, maps, research facilities (reducing the
costs of maintaining a private laboratory), and other benefits.
The
Gray Robes: Based out of Lamapacher, this order is run by Sothard the
ArchMage.
The Red Robes: Known as Warlords, these defilers help rule
Drychtnoth.
The Silver Robes: An order of good aligned channeling
geomancers headquartered in Dagam.
The Priests of Set: Alienist mages
(mostly necromancers) headquarted in Khemt.
Witches often form
covens (too numerous to mention here). There are also several dead
Orders of Magic. The White Robes (good aligned mages); Black Robes
(evil aligned mages); Pale Robes (Priest/Necromancers of good/neutral
alignment); and the Blue Robes (power hungry mages dedicated to power and
wealth).
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