The Dragonlords of Dumnonia

Wizard Kit

(Revised 8/30/03)

This image is originally from Midnight's Attic, which no longer seems to be on the Net.

So you want to be a Wizard! Here's everything you need to know to fill out your Wizard Sheet. (Wizards of Corin, who can do pretty much anything they like, are specialty characters reserved for L.A. Malcor.)

*PLAYER'S NAME (Mandatory)

Who are you, in case this form gets accidentally separated from your persona sheet .

*ONLINE ADDRESS (Mandatory)

Where can we reach you, in case this form gets accidentally separated from your persona sheet <g>? Any form submitted without a valid e-mail address will be deleted without being read.

*CHARACTER'S NAME (Mandatory)

Which character would like to become a Wizard?

*RANK (Mandatory)

How far along are you in your studies? The options are Apprentice, Mage and Wizard. What level you are at is determined by how many spells you have learned.

Level Descriptions

Appentice. The trick here is finding someone who has the ability and the time to teach you magic. This usually takes folks a while, so the average age of the Wizard Apprentice is 15. Younger apprentices are allowed only with special BOD approval. If you have a charcater who has started as something else and who now wants to learn magic, roll on the following table to see if you can find a teacher:

Location Roll
Daethia 80-00 on a d100 (Daethian mages are fairly common. Note: If you are at Tor, a roll of 1-90 on a d100 gets you into the School of Wizards.)
Dumnonia 00 on a d100 (Dumnonian mages are extremely rare.)
Elven Kingdom 51-00 on a d100 (Elven mages are extremely common.)
Mount Paradin 90-100 on a d100 (Galantite mages are rare.)
Other Continent 95-00 on a d100 (The mages are rare and generally very busy.)
Rashtar 00 on a d100 (Magic is frowned on in Rashtar.)

Next, you have to study with this person for a certain number of rotations per cantrip. You are only allowed to advance to Mage after you have learned twenty cantrips. This means that most folks never get beyond this point. You are not guaranteed advancement to the next level simply because you've been studying a long time.

To learn a cantrip, you must study for at least two full rotations. At the end of the second rotation, roll a six-sided die (d6). On a roll of 4, 5 or 6, you learn the cantrip. If you roll a 1, 2, or 3, you must study another rotation before you roll again.

To figure out how long the apprentice period took a mage character who is starting play at a higher rank, roll 2 d20 and add 40 to the result. That's how many rotations you have to allow in your character's background for study as an apprentice.

If you are playing an apprentice who is about to advance to mage-level, you must roll a 6 on a d6. You get 19 tries to make this roll, one try every rotation your character is able to study for the full rotation. If you don't make the roll after 19 tries, your character remains at apprentice level forever and simply doesn't have what it takes to make Mage. If you do roll the 6, your character must journey to Tor and be tested by Ailan at the School of Wizards. If Ailan approves, your character may advance in rank.

Mage. If you manage to learn twenty cantrips, you are a mage. That means you get to learn other spells. You need to learn twenty mage spells before you can become a Wizard.

To learn a mage-level spell, you must first complete the requirements for Apprentice level and pass your apprentice exams. Then you must study for at least three full rotations per spell. At the end of the third rotation, roll a six-sided die (d6). On a roll of 5 or 6, you learn the spell. If you roll a 1, 2, 3, or 4, you must study another rotation before you roll again.

To figure out how long the mage period took a wizard character who is starting play at a higher rank, roll 4 d20 and add 60 to the result. That's how many rotations you have to allow in your character's background for study as a mage in addition to what s/he studied as an apprentice.

If you are playing a mage who is about to advance to wizard-level, you must roll a 6 on a d6. You get 19 tries to make this roll, one try every rotation your character is able to study for the full rotation. If you don't make the roll after 19 tries, your character remains at mage level forever and simply doesn't have what it takes to make wizard. If you do roll the 6, your character must journey to Tor and be tested by Ailan at the School of Wizards. If Ailan approves, your character may advance in rank.

Wizard. If you manage to become a Wizard, you can learn all the spells your furry little heart desires. Any spells not listed must be approved by L.A. Malcor. You can message her at Legend@malcor.com.

To learn a wizard-level spell, you must study for at least four full rotations. At the end of the fourth rotation, roll a six-sided die (d6). On a roll of 6, you learn the spell. If you roll 1-5, you must study another rotation before you roll again.

No backdated wizard character starts with a full compliment of spells. To find out how many spells your wizard character has learned, roll a d6. The number that comes up is the number of spells you may choose for your character. Remember to allow study time in your wizard's background! For each spell that your wizard has learned, roll a d20, and that's the number of rotations you must allow in the character's timeline for learning that spell.

Note: While a character is studying for a spell, s/he cannot be doing anything else that rotation. That means your character may not be showing up for RPs and the like when s/he is studying for a spell. If you have a Dragonrider character who is learning magic, that character may only study while on leave (which happens only six times per year). So a Dragonrider character can only learn a maximum of three cantrips or spells per year and will learn less than that if s/he doesn't make the rolls. When backdating a Dragonrider mage, remember to allow only 6 rotations per year instead of the usual 19.

This image is originally from Midnight's Attic, which no longer seems to be on the Net.

*Spells

What spells do you know how to do? If you don't see a spell here that you would like to have, message L.A. Malcor at Legend@malcor.com for her approval.

Additional Notes

An apprentice, mage or wizard can create different items that have magical properties, such as potions, scrolls, wands, staves, and weapons. All we ask is that you be a bit reasonable about what you expect your character to create. The person should be able to afford the raw materials (such as lab equipment or a sword) needed for the item and have the time to complete the necessary spells (It takes a lot longer to make a talking sword than to brew up a love potion.).

Visit Me'ira's Clip Art For Dancers, the source for this image.

Here are some ideas for level-appropriate magic items:

This image is originally from Midnight's Attic, which no longer seems to be on the Net.

If you want your character to create an item that you don't see listed here, contact L.A. Malcor for permission to create the item.

IF THE PRIMARY CONTACT PERSON FOR SOMETHING DOES NOT RESPOND WITHIN A REASONABLE PERIOD OF TIME, CONTACT DRAGONLORD KRIN AT Legend@malcor.com.

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