Describe the Flavor of Your Arcane Casters

WayneLigon

Adventurer
No, not 'vanilla'... though they could be.

What I want to hear are the various ways you add flavor to your arcane casters.

Do wizards form Guilds? Are there restrictions on what they can and cannot do with their powers? If there are restrictions, what are the penalties for breaking them? Can they be broken?

How do you become a wizard? Who can become a wizard? Are wizards born to their power, or does it come from study, or from some ritual? Can you make someone 'not a wizard' anymore?

This ties in with a few other threads, really, about how wizards and the world interact.
 

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WayneLigon said:
No, not 'vanilla'... though they could be.

What I want to hear are the various ways you add flavor to your arcane casters.

Do wizards form Guilds? Are there restrictions on what they can and cannot do with their powers? If there are restrictions, what are the penalties for breaking them? Can they be broken?

How do you become a wizard? Who can become a wizard? Are wizards born to their power, or does it come from study, or from some ritual? Can you make someone 'not a wizard' anymore?

This ties in with a few other threads, really, about how wizards and the world interact.

Arcane casters come in two types IMC

Wizards-- There magic is based on a combination of science, computer programming and meditation

They prepare spells by using complicated formulas to cast their mind into the first creation (Cuthuloid land more or less) then finding and imbedding fragments of the meta language of creation into their the mind -- These fragments when released act are "spells" Each spellbook has a different mantra or formula for finding the desired results -- hence it requires time to decipher and understand a system of magic you weren't trained in

The mantras are very complicated and unless spell mastery is taken require a spellbook to remember them -- All Wizards have spell mastery for Read Magic and most have it for several other spells. Note that if INT increases (naturally only) spells known with Spell Mastery increases retroactivly. Thus a high level mage with 2 feats in Spell Mastery and INT 20 will have Read Magic and 10 other mastered spells

It isn't possible to deWizard someone -- if they have eschew componenents and spell mastery all they have to do is have a few minutes to relax and viola -- they have spells again.

If they have other Metamagic feats and more slots than mastered spells they can fill up the slots with improved versions. They lose versitility but not all power

Magic Items are created ONLY with power components-- It isn't possible to spend XP on items. This lets me control what items are in the camapign

My game world has plenty of magic - I assume everything can be bought as per the rules and being a Wizard is regarded about the same as being a college graduate - A mark of distinction but not supernatural

Wizrds are loosely organized along 6 lines --


Traditionalist -- 1 Wizard and 1-4 apprentices. They consider this to be the best way to learn magic. The traditionalist of 21st level and higher are organized into the "council" a group of Wizards who theoretically oversee all Wizards but in practice are more of a social club

Academic-- These are trained in Wizard School -- ala Redhurst or any of the other zillion ideas out there. The usually have the Educated feat and may have a variety of knowledges as well. I haven't decided yet but I might allow them to get Bardic Knowledge instead of a Familiar as well

Military-- Since IMC anyone who has an INT of 12 or better (full 33% of the population) can eventually learn to cast Fireball -- many nations have an army Wizards college. Army Wizards may have Fighter or Eldritch Knight levels or even other militant PRC's. They are almost always Officers

Guild-- There are Guild Wizards in some areas. The Guild function as fraternal and regulatory organizations

Self Taught-- Anyone with access to spellbook can learn spells if they have the INT for it. It is rare but folks have taught themselves Arcane Magic from time to time

Tutored-- It is possible in most areas to hire a magic teacher. Many Folks know a cantrip or two (this is a feat that becomes spell mastery if any Wizard levels are taken)

Sorcerers use a different system
 
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Sorcerers, Spell Singers,Battle Sorcerers (not completed yet) Bards and anyone with inate Arcane Powers cannot take levels as a Wizard nor can they multiclass among these classes or take levels of Mystic (a divine class) -- this is flavor rule not a balance one though

These casters tap a magic field called "Glamor" basically its a kind of "Glare and Clamor" a magic radiation given off by all life forms from The Violet Realm aka Faerie --

Elevs use these classes (any) in leiu of Wizard as a prefered class

This power is quite common on the Middle Realm -- Imported by Elves originally to "Faerieform" Midrea the power is now everywhere

A few Humans can use the power inately most however have a bloodline (I will probably use UA rules) and appropraite spells and feats for it

The Socrerer class is a little different than the one listed in the PHB-- for one they get Light Armor (and get a reduction in failure chance) bonus feats (at 1,5,10,15,20 though Familiar costs a feat) and bonus spells known based on Charisma and if taken 1 per spell level castable as a Domain feat. There are also other feats which increase spells known

Sorcery is inate and a player must declare if they are taking it at 1st level either by spending a feat (Bloodline, Prodigal Caster, Latent Sorcerer) by taking a level of Sorcerer or one of the other classes or by being a half elf, gnome or other race with likely innate powers

There is one country where Sorcery is common (all of the Nobles are Sorcerers or other similar classes) and a few Sorcerer clans (ala Dusk or Diablos Mage Clans) otherwise the gift is recesive and heriditary and happens in maybe 1 person in 100

Folks treat Sorcerers pretty much as Wizards -- since they can't tell the difference between them for the most part
 
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