Wizard Rules


1.The spellcraft and knowledge arcane are one skill called spellcraft– used to determine which arcane school is being cast – and as general (universal) knowledge.

2.For every school of magic there is an appropriate skill – i.e. knowledge abjuration etc. – in order to learn a spell a mage must have RANK at least twice the level of the spell – example: in order to learn fire ball a mage must have rank of 6 in knowledge evocation.

3.Mages cast their spells using mana. A mage has a total amount of mana equal to his level times his spellcraft skill.

4.Mana is restored ONCE per day at a specific time declared by the player at character creation – see the section about mana regeneration. 10th level spells and some other spells are considered rituals and the DM deals with them as he sees fit.

6.Mages receive 2 skill points for none magic skills and 4 for magic skills and they can use their int. bonus for either. The Magic skills are: A.Spellcraft. B.Mana regeneration. C.All schools knowledge. D.Scry

7.Mages learn their spells in advance and when they do so mana is tapped and is no longer free (there are uses for free mana that will be explained later). Mage can free his own mana (it will be explained later as well) or the mana is lost when a spell is cast. Mage must spend 30 minutes for preparation and 5 minutes per mana tapped when they learn spells.

8.Mages receive the spell thematic feat as a free feat at the 3rd level they can choose to delay it till the 5th then they must declare what thematic define them.

9.Mages start with the brew potions and scribe scroll at the 1st level.

10.There are no specialists – they are all prestige classes and player will meet them only when he is ready – i.e. the DM decides.

11.In order to understand which spell is being cast a specific knowledge check must be rolled.

12.Mage can free his mana at a rate of 3 mana per level every round – i.e. a 3rd level mage can free up to 9 mana every round forgoing spells at the process. Freeing mana is a partial action – a mage cannot free a fraction of a spell.

13.A metamagic feat cost as in the PHB – a maximaze 2nd level spell cost as a 5th level spell.

14.A mage can lace spells – lacing spells is a full round action if the spells has a partial action casting time else it is as the longest spell and partial action. For every spell beyond the 2nd another full round must be spent. In order to lace, a mage must have free mana to pay the extra cost.

15.Lacing spells is a spell 1 level higher then the combined level of the spells – a mage does not have to learn the laced spell in advance; the dc of the laced spell is as the dc for the highest of the laced spells.

16.All mages must use spell components.

17.A new skill is introduces, Mana regeneration, this skill is constitution based and what it means is how much mana a mage regenerates every time he receive mana. A mage that fully rested in the previous day restore 15 times his skill, little physical activity downs that to 10 times the skill and hard physical activity restore only 5times the skill itself.

18.We do take spell books seriously – we calculate the pages in the books and their loads.

19.The copy spell is unavailable a start.

20.A mage must research his free 2 slot spells each level after the 3rd spell level – this research is free – a character can choose to copy a spell from other mage this is fine.

21.A mage can take rank above 4 in a knowledge (school) only if a has a spell from this school for every rank – i.e. for rank 6 in necromancy one must have at least 2 necromancy spells in his spellbook.

22.Mages can research spell up to the 7th spell level – only specialists and some highly prestigious prestige classes can research spells from higher level.

23.While playing in the forgotten realms the maximum amount of mana a character can cast is 124 due to Mystra’s restriction.

Wizard Rules

Black Hole Problem. - D&D LeNyX