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House Rules

AlternateRulesforOldSchoolFantasyRolePlayingGames

CLASSES&SUBCLASSES(WIZARD) herselfwithoutateacherneedstofindanotherone
ofsufficientlyhighlevelintherelevantareaof
Asageneralclass,Wizardsarespecialistsintheuseof specialtywithawillingnesstotakehimorheronasa
arcanemagic.Theythetechnologistsandscholarsof studenttoallowfurtherexperienceprogress.To
thesupernatural.Assuch,intelligenceistheirprime determineifateacherslevelishighenoughtoallow
attribute,andwisdomtheirsecondaryattribute. advancement,takethecharacterscurrentlevelplus
Unlikeinthecorerules,Wizardsinthisschemadonot three(+3)untillevel10,andfromlevel10on,the
haveanyminimumabilitystatrequirements. currentlevelplusone(+1).Notethatthismeansa
However,lowintelligenceorlowwisdomWizards Wizardteacherofatleast12thlevelisrequiredfor
facemanydisadvantagesandcanbeathreatto promotionfromProfessorintotheranksofthefull
themselvesaswellasothers.Forspecifics,seebelow. Wizards(fromlevel9to10).

Dealinginmagicisdangerousbusiness.Spellsdraw Also,theresprobablyanexam.
theirpowerfromplanesofexistenceoutsideour
own,anddontfollowourtidyphysicallaws.Learning RULE2.3
andusingmagicrequiresstrictdisciplineandcare: WIZARDS(General)

eventhemostcasualmistakeandinnocuousspells
EXPERIENCE&LEVELPROGRESSION(Chart1)
candriveyouinsane,takeoveryourmind,killyou,or
Exp HD
unleashunspeakablehorrors.Wizardscangainaccess
Experience Lvl (d4) LevelTitle
tounmatchablepowers,butriskeverythingtodoso.
0 2,500 1 1 Apprentice
Forthisreason,asmuchastheymaybeadmiredfor
2,501 5,000 2 2 Sophomore
theiraccomplishmentsandpower,theyarealso
fearedandreviledforthedangertheypresentto 5,001 10,000 3 3 Technician
everyonearoundthem.Wizardpogromsare 10,001 22,500 4 4 Searcher
distressinglycommon.ThusWizardstendtobe 22,501 40,000 5 5 Adept
somewhatsecretive. 40,001 60,000 6 6 Specialist
60,001 90,000 7 7 Fellow
ThemasterclasstemplateforWizardsunderthisrule 90,001 135,000 8 8 Doctor
appliestoallsubtypesthatfollow,modifiedonlyby 135,001 250,000 9 9 Professor
theinformationprovidedforeachsubtype 250,001 375,000 10 10 (Wizard)**
specifically.
375,001 750,000 11 11 (Wizard)

750,001 1,125,000 12 11+1 (Wizard)


Leveltitlesareprovidedtoreflectthepseudo
scholasticapprenticemastersystembywhich 1,125,001 1,500,000 13 11+2 Master(Wizard)
Wizardsorganizeandtrainthemselves.EveryWizard 1,500,001 1,875,000 14 11+3 Master(Wizard)
exceptanArchWizardwillhaveahigherlevelteacher 1,875,001 2,250,000 15 11+4 Master(Wizard)
withwhomtheystudy/trainandtowhomtheyowe 2,250,001 2,625,000 16 11+5 Grand(Wizard)
somesortofallegiance(andpossiblytuition).The 2,625,001 3,000,000 17 11+6 Grand(Wizard)
studentwillalwaysrefertotheirteacherasmaster 3,000,001 3,375,000 18 11+7 Grand(Wizard)
regardlessoftheteachersactualexperiencelevel 3,375,001 3,750,000 19 11+8 GrandHigh(Wizard)
title,exceptthatGrandWizards,GrandHighWizards, 3,750,001 * 20 11+9 Arch(Wizard)
andArchWizardsarealwaysreferredtobytheir *Playercharacterstypicallydonotprogressbeyond20thlevel,as
wholetitle(wedoubtyoureonafirstnamebasis theirpowers,responsibilities,andentanglementspreventthem
withthelikesofthem,anyway). fromdoingmuchmorethanrulingtheirdomainsandsettling
squabblesamongclientsandstudentsatthatpoint.Higherlevel
Wizardsarecertainlypossible,butnobodysseenoneinthousands
Wizardsmaynotadvanceinleveliftheydonot ofyears(andthankgoodnessforthat).
currentlyhaveateacher.Awizardwhofindshimor

RULE2.3:WIZARDS
RULE2.3CHARACTERCLASSES(WIZARD)

**WizardisthegenerictitleusedbyallWizardsabovelevel9. SPELLMEMORIZATION
Specialistsubclasseswilltypicallysubstitutethenameoftheir
specialtytitleinplaceofthegeneric(e.g.GrandNecromancer
insteadofGrandWizard)ormodifythegenericwiththecolor AWizardcanonlyknowaspellifheorshehasaccess
designationoftheirspecialty(e.g.Forauld,theYellowWizard) toitinsomewrittenformandhasmadetheeffort
andtakentherisktomemorizeit.AllWizardsrecord
SPELLSKNOWNBYLEVEL theirspellsinspellbooksusingWriteMagic.

AWizardsexperienceleveldeterminesthemaximum (Forinformationonspellbooks,seeRule________)
spellleveltheyarecapableofsafelyknowingand
using(i.e.puttingintheirheadandthinkingabout). Thenumberofspellsthatmaybeknown(i.e.
memorized,orcontainedwithintheheadofthe
MaximumAllowableSpellLevelperExperienceLevel: Wizard)isdeterminedbythefollowingcalculation(all
ExpLvl 12 34 56 78 911 1213 1415 1617 18+ fractionsroundeddown):

SpellLvl 1 2 3 4 5 6 7 8 9 EQ2.3(b)MaximumNumberofSpellsKnown:
INT6
IfaWizardattemptstomemorize,read,oruseaspell MaxSpellsKnown= +ExpLevel
2
ofahigherlevelthantheyareratedforby
experiencelevel,theWizardmustsaveversusspell So,forinstance,ifForauldisLevel10andhasan
magiconeveryattempt(e.g.readingit,memorizingit, intelligencestatof13,hecanhaveupto13spells
usingit,orevenforgettingit)withapenalty memorizedatanygiventime[{(136)/2)+10=13.5
calculatedasfollows: roundeddownto13].AWizardmayalsoknowas
manycantrips(minormagicaltricksratherthanmajor
EQ2.3(a)SpellPowerSavingPenalty:
magicaleffects)asspellsifcantripsareusedinthe
(LevelofSpellMaxSpellLevelallowed)x3 campaign.

Regardlessofpenalty,acriticalsuccess(natural20on Tomemorizeaspellrequiresbothtimeandasuccess
1d20)onasavingthrowalwayssaves(seerule: roll,modifiedbyconditions.Doingsoisnotjusta
HeroicSaves).Failingthissavingthrowwillresultin matteroflearningwordsandgesturesinthecorrect
thefollowingeffect(roll1d100): order.Memorizingaspellinvolvesimprintingthespell

SpellUseFailureEffects itselfonthestructureoftheWizardsbrain.
Rolld100 Effect
0105 Rolltwiceandcombineeffects Thebasetimeittakestomemorizeanyspellisthe
levelofthatspellindays.Forinstance,DispelMagic
0640 Permanentlossof2INT,Spellexplodesand
(a3rdLevelspell)wouldtakethreedaystoproperly
disappears,causing3d8damagetoallina10
memorize.,assumingoptimumconditionsfor
radius
concentrationandstudy(aquiet,privateplace
4185 Permanentinsanity,Spellexplodesand withoutinterruption).
disappears,causing2d6damagetothe
character.
Whenattemptingtomemorizeaspell,theWizard
8690 Instantdeath mustfirstdeterminewhetherornothe/shehasa
9199 Spellcolonizescharactersbrain,making memoryslotavailabletofill,thelevelofthespellto
him/heraSpellZombie bememorized,theconditionsunderwhichthestudy
istotakeplace,andthenmakearollforsuccesson
00 Magicalfeedbackblastoccurs,causing6d6
damagetoallina50radiuswithnosave thefollowingtableusing1d20:


RULE2.3:WIZARDS
RULE2.3CHARACTERCLASSES(WIZARD)

SpellMemorizationResults
SPELLCASTING&MANA

Rolld20 Effect
Tocastaspell,itmustbeknown(alreadymemorized)
1orless Criticalfailure:1d6timesspellleveldamage
andtheWizardmusthaveenoughavailablemana
and10%chancetobecomeaSpellZombie
(magicalenergy)topoweritsoperation.Manaisthe
23 Failure:rest1d6daysbeforenewattempt
underlyingfuelforallmagic.Withoutmana,magic
49 SuccesswithDifficulty:doublestudytime
doesntwork.Nomatterhowmanyspellsyouknow,
1019 Success
alackofmanawillleaveyouwavingyourhands
20+ CriticalSuccess:halfstudytime
aroundandmumblingfornothing.


Thefollowingmodificationstothesuccessrollfor
Alllivingthingsgeneratemanainternaltothemselves
spellmemorizationshouldbeobserved:
asarenewablesourceofmagicalenergy.The

SpellMemorizationSuccessRollModifiers
measureofhowmuchmanaabeinggeneratesdaily
andhasavailableforuseiscalledbasalmana.Except
Description Modifier
forelves,mostplayercharacterracesgeneratethree
Conditions:complete,protectedisolationwith +1
nochanceofinterruption
(3)basalmanapointsatlevelzero(withoutany
furtherdevelopmentandtraining).Throughphysical
Conditions:quietstudyareawithverylow 0
chanceofinterruption andmentaltraining,Wizardsareabletoincrease
Conditions:uncontrolled 2 theirbasalmanareservesbythree(3)pointsforeach
Conditions:noisyordistracting 6 levelastheyincreaseinexperience.
Interruptedduringstudy(actualevent) 10

Thecostinmanapointstocastaspelldependsonthe
AbilityBonus(intelligencestatminussix, +(INT6)/3
dividedbythree) levelofthespellandthelevelofthecaster,as
ExperienceBonus(experienceleveldividedby +EL/2SL illustratedinthefollowingchart:
two,roundedup,minusspelllevel)
Chart3
Itisnotpossibletomemorizespellswhileengagingin SPELLMANACOSTPEREXPERIENCE&SPELLLEVEL
othertasks(running,fighting,etc.).Attemptingtodo Exp SpellLevel Basal
Lvl 1 2 3 4 5 6 7 8 9 Mana
soresultsinanautomaticcriticalfailure.
1 6 6
2 3 9
Obviously,tryingtomemorizespellsinlessthan 3 3 12 12
optimalconditionsissomethingthatshouldbe 4 3 6 15
carefullyavoided. 5 3 6 15 18
6 3 6 7.5 21
Fortunately,onceaspellhasbeenmemorized,itis 7 2 6 7.5 20 24
noteasilyforgotten.Unfortunately,ifyouwishto 8 2 4 7.5 10 27
forgetaspellintentionally,aspecialeffortmustbe 9 2 4 5 10 25 30
madetodoso,similartothememorizationprocess 10 2 4 5 7 12.5 33
11 1.5 4 5 7 12.5 30 36
above.Ifallmemoryslotsarefull,aspellwillhaveto
12 1.5 3 5 7 8.5 15 39
beforgottenbeforeanewonecanbememorized.
13 1.5 3 4 7 8.5 15 28 42
Thiscanbeverytimeconsumingprocess(itcould 14 1.5 3 4 5 8.5 10 14 45
takemonthsforahighlevelwizardtoforgetandre 15 1.5 3 4 5 6.5 10 14 32 48
memorizeallhisspells). 16 1.5 2.5 4 5 6.5 7.5 9.5 16 51
17 1.5 2.5 3 5 6.5 7.5 7 11 36 54
18 1.5 2.5 3 4 6.5 7.5 7 8 18 57
19 1 2.5 3 4 5 7.5 7 8 12 60
20 1 2 3 4 5 6 7 8 9 63

RULE2.3:WIZARDS
House Rules
AlternateRulesforOldSchoolFantasyRolePlayingGames

RULE2.3.1 RULE2.3.2
WIZARDSUBCLASS:ANIMATOR WIZARDSUBCLASS:ILLUSIONIST

Symbol: Symbol:
MagicType: Animation/Necromancy MagicType: Illusion
Color: Red Color: Cyan
Orientation: North Orientation: South

AnimatorsspecializeinLifeForceandDeathmagic. Illusionistsspecializeincreatingsimulacra,veiling,
Theygainaneffectmultiplieronmanacostfor andmanipulatingperception.Theygainaneffect
necromanticandlifeforcerelatedspells(suchas multiplieronmanacostforillusionmagic.They
healing).Theymaynotcastillusionbasedspellsand cannotcastanimation/necromancybasedspellsand
suffersavingthrowpenaltiesvs.illusion, suffersavingthrowpenaltiesvs.animation/
alteration/transmutation,andenchantment/charm necromancy,abjuration/protection,andinvocation/
magic. evocationmagic.Notethatillusionistsmustsave
againstthesetypesofmagiceveniftheeffectsmight
Animatorsmusthaveaconstitution(CON)abilitystat bebeneficial(suchashealingspells).
nolessthan12.
Illusionistsmusthaveaminimumintelligenceof15
Notethat,despitethenotorietyofseveralinfamously andminimumdexterityof16.
evilnecromancers,animatorscanbeofanyalignment
orinflection.Darkanimators(necromancers)will Atthethirdlevelofexperienceandabove,Illusionists
usuallyonlycastdeathmagicspells(whichdoesmake gaintheabilitytodetectillusionsbyrollinglessthan
animpressiononfolks)butcancastlightinflectedlife theircombinedINTandexperiencelevelon1d100.
forcemagicaswell.Lightanimatorswillusuallyonly
castlifemagicspells,butcanalsousenecromancy. ILLUSIONISTMAGICAFFINITY
Generalistanimatorsdobothwithoutpreference. ManaCost SavingThrow
MagicType Multiplier Penalty(Bonus)
ANIMATOR/NECROMANCERMAGICAFFINITY Animation/Necromancy n/a +4
ManaCost SavingThrow Invocation/Evocation 1 +2
MagicType Multiplier Penalty(Bonus) Conjuration/Summoning 1
Animation/Necromancy 4 Alteration/Transmutation 1
Invocation/Evocation 1 Illusion 4
Conjuration/Summoning 1 Enchantment/Charm 1
Alteration/Transmutation 1 +2 Augury/Divination 1
Illusion n/a +4 Abjuration/Protection 1 +2
Enchantment/Charm 1 +2
Augury/Divination 1
Abjuration/Protection 1

RULE2.3:WIZARDS
House Rules
AlternateRulesforOldSchoolFantasyRolePlayingGames

RULE2.3.3 RULE2.3.4
WIZARDSUBCLASS:ELEMENTALMAGE WIZARDSUBCLASS:ENCHANTER

Symbol: Symbol:
MagicType: Invocation/Evocation MagicType: Enchantment/Charm
Color: Orange Color: Blue
Orientation: Northeast Orientation: Southwest

Specialistsininvocation/evocationmagicmustbe Enchantersdealinmindcontrol,suggestion,and
attunedtoaspecificelementalorprimalforceto charmmagic.Theygainaneffectmultiplieronmana
worktheirmagic(Fire,Water,Earth,Metal,Lightning, costforenchantment/charmmagic.Theycannotcast
Wood,Weather,Stone,etc.Seeappendixforlistof invocation/evocationbasedspellsandsuffersaving
preapprovedattunements).Spellsworkedbythese throwpenaltiesvs.invocation/evocation,
wizardsmusttakeaformthatiscongruentwiththeir animation/necromancy,andconjuration/summoning
elementalattunement.Forinstance,anIceMage magic.
castingMagicMissilewillresultinaniceshard
projectile,andthespellmaybelearnedasIceShard Enchantersmusthaveaminimumcharismaability
(MagicMissile). statof15,andaminimumintelligenceof14.

Elementallytunedspellsmaygainenhancedeffects Atthethirdlevelofexperienceandabove,Enchanters
wheninthepresenceofamajorsourceofthat gaintheabilitytodiscernifacreatureischarmedor
element(e.g.aFireMagecastingFireballnexttoa undersomeformofmindcontrolbyrollinglessthan
lavaflow),andinteractwithotherelementallytuned theircombinedINTandexperiencelevelon1d100.
magicaccordingtoarealitybasedlogicattheGMs
discretion(e.g.aWaterMagesRainShieldmight ENCHANTERMAGICAFFINITY
havedoubleeffectagainstaFireball). ManaCost SavingThrow
MagicType Multiplier Penalty(Bonus)
Asnoted,elementalmageswillrefertothemselvesby Animation/Necromancy 1 +2
specialtyandtitleusingtheirelementalattunement Invocation/Evocation n/a +4
Conjuration/Summoning 1 +2
(e.g.FireMage,IceWizard,ServantoftheWaters,
Alteration/Transmutation 1
etc.)
Illusion 1
Enchantment/Charm 4

ELEMENTALMAGEMAGICAFFINITY Augury/Divination 1
ManaCost SavingThrow Abjuration/Protection 1
MagicType Multiplier Penalty(Bonus)

Animation/Necromancy 1
Invocation/Evocation 4
Conjuration/Summoning 1
Alteration/Transmutation 1
Illusion 1 +2
Enchantment/Charm n/a +4
Augury/Divination 1 +2
Abjuration/Protection 1

RULE2.3:WIZARDS
House Rules
AlternateRulesforOldSchoolFantasyRolePlayingGames

RULE2.3.5 RULE2.3.6
WIZARDSUBCLASS:CONJURER WIZARDSUBCLASS:AUGUR

Symbol: Symbol:
MagicType: Conjuration/Summoning MagicType: Augury/Divination
Color: Yellow Color: Purple
Orientation: East Orientation: West

Conjurerssummonmagicalforces,entities,and Asspecialistsindivinationmagicandarcanelore,
beingsdirectlyfromthesupernaturalrealmsintoour AugurshavetheabilitytoDetectMagicandRead
plane,andseektocontrolanddirectthem. Magicasthespell,butwithnomanacost,succeeding
onarolloftheirintelligencestatorlesson1d20.At
Theygainaneffectmultiplieronmanacostfor thethirdlevelandabove,Augursalsogaintheability
conjuration/summoningmagic.Theycannotcast toIdentifyasthespell,butwithnomanacost,
augury/divinationbasedspellsandsuffersaving succeedingonarolloftheirintelligencestatorlesson
throwpenaltiesvs.enchantment/charm, 1d20.Augurswillknowoneadditionallanguagefor
augury/divination,andabjuration/protectionmagic. eachlevelofexperienceattained.

Conjurersmusthaveaminimumintelligenceof12 Augursmusthaveaminimumintelligenceof12,anda
andaminimumconstitutionof12. minimumwisdomof14.

Atthethirdlevelofexperienceandabove,Conjurers Theygainaneffectmultiplieronmanacostfor
gaintheabilitytodiscernifacreatureorbeingis augury/divinationmagic.Theycannotcast
magicalbyrollinglessthantheircombinedINTand conjuration/summingbasedspellsandsuffersaving
experiencelevelon1d100. throwpenaltiesvs.invocation/evocation,
conjuration/summoning,andalteration/
CONJURERMAGICAFFINITY transmutationmagic.
ManaCost SavingThrow
MagicType Multiplier Penalty(Bonus) AUGURMAGICAFFINITY
Animation/Necromancy 1 ManaCost SavingThrow
Invocation/Evocation 1 MagicType Multiplier Penalty(Bonus)
Conjuration/Summoning 4 Animation/Necromancy 1
Alteration/Transmutation 1 Invocation/Evocation 1 +2
Illusion 1 Conjuration/Summoning N/A +4
Enchantment/Charm 1 +2 Alteration/Transmutation 1 +2
Augury/Divination N/A +4 Illusion 1
Abjuration/Protection 1 +2 Enchantment/Charm 1
Augury/Divination 4
Abjuration/Protection 1

RULE2.3:WIZARDS
House Rules
AlternateRulesforOldSchoolFantasyRolePlayingGames

RULE2.3.7 RULE2.3.8
WIZARDSUBCLASS:ALCHYMIST WIZARDSUBCLASS:ABJURER

Symbol: Symbol:
MagicType: Alteration/Transmutation MagicType: Abjuration/Protection
Color: Green Color: Magenta
Orientation: Southeast Orientation: Northwest

Alchymistsspecializeinalteration/transmutation Abjurersspecializeinabjuration/protectionmagicand
magicandthestudyofpotions.Theyhavetheability manalore.Theystudyandmanipulatetheforcelines
toknowtheapproximatenatureofanypotionthey ofmagicalenergyandhavetheabilitytosenseareas
canexaminecloselybyrollingtheirexperiencelevel ofmanaconcentrationandvoidbyrollingtheir
orlesson1d20. experiencelevelorlesson1d20.

Theygainaneffectmultiplieronmanacostfor Theygainaneffectmultiplieronmanacostfor
alteration/transmutationmagic.Theycannotcast abjuration/protectionmagic.Theycannotcast
abjuration/protectionbasedspellsandsuffersaving alteration/transmutationbasedspellsandsuffer
throwpenaltiesvs.augury/divination,abjuration/ savingthrowpenaltiesvs.conjuration/summoning,
protection,andanimation/necromancymagic. alteration/transmutation,andillusionmagic.Abjurers
getasavingthrowvs.allspellscastagainstthem.At
Conjurersmusthaveaminimumintelligenceof12 thethirdlevelofexperienceandabove,Abjurersgain
andaminimumconstitutionof15. theabilitytoTurnSpellsasasortofmagicaljiujitsu
byrollinglessthantheircombinedINTand
Atthethirdlevelofexperienceandabove,Alchymists experiencelevelon1d100whentheymakea
gaintheabilitytodiscernifanobjectorcreaturehas successfulsavingthrowvs.spellmagiconspells
beenmagicallytransformed/polymorphedbyrolling directedatthem(areaeffectmagiccannotbeturned
lessthantheircombinedINTandexperiencelevelon inthisfashion).Ifsuccessfullyturned,roll1d100for
1d100. percentageofspelleffectturnedbackonitscaster.

ALCHYMISTMAGICAFFINITY Abjurersmusthaveaminimumintelligenceof14and
ManaCost SavingThrow minimumwisdomof14.
MagicType Multiplier Penalty(Bonus)
Animation/Necromancy 1 +2 ABJURERMAGICAFFINITY
Invocation/Evocation 1 ManaCost SavingThrow
Conjuration/Summoning 1 MagicType Multiplier Penalty(Bonus)
Alteration/Transmutation 4 Animation/Necromancy 1
Illusion 1 Invocation/Evocation 1
Enchantment/Charm 1 Conjuration/Summoning 1 +2
Augury/Divination 1 +2 Alteration/Transmutation n/a +4
Abjuration/Protection n/a +4 Illusion 1 +2
Enchantment/Charm 1
Augury/Divination 1
Abjuration/Protection 4

RULE2.3:WIZARDS
House Rules
AlternateRulesforOldSchoolFantasyRolePlayingGames

RULE2.3.9 RULE2.3.10
WIZARDCLASSINFLECTION:LIGHT WIZARDCLASSINFLECTION:DARK

Symbol: Symbol:
Color: White Color: Black
Orientation: Up Orientation: Down

Wizardswhofollowthepathoflightgainbenefits DarkWizardsgainbenefitswhencastingdark
whencastinglightinflectedspells,butpenaltieswhen inflectedspells,butpenaltieswhencastinglight
castingdarkinflectedspells.Theycastlightinflected inflectedspells.Theycastdarkinflectedspells(e.g.
spells(e.g.curelightwounds)onelevelhigherthan holdperson)onelevelhigherthantheircurrent
theircurrentexperiencelevel,anddarkinflected experiencelevel,andlightinflectedspells(e.g.
spells(e.g.causelightwounds)onelevellower. releaseperson)onelevellower.

Theygainabonusof2whenrollingtosaveversus Theygainabonusof2whenrollingtosaveversus
darkinflectedspellmagic. lightinflectedspellmagic.

RULE2.3:WIZARDS

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