Innate Path of Wizardry


Wizardry Spell Book

Stamina 1 (1-3)
Soothe Pain: restores +1 willpower loss, +1 per ace from pain.
Heal Minor Wounds: will not heal fatal wounds which cause aggravated, sustained or crippling damage but will heal HP.
Purify Water: make poisonous or undrinkable water pure.
Purify Food: make poisoned or spoiled food fresh and edible.
Detect Wounds: handy for finding internal or difficult to pin point wounds.
Detect Poisons: in a living thing or the presence of it in a plant, mineral, water source, food, etc.

Stamina 2 (4-6)
Revitalize: Invigorates for +1 stamina, +1 per ace and restores the same amount of strength.
Innervate: Numbs pain and restores full willpower loss from pain.
Calm: delays 1 action, +1 per ace done in anger or under duress.
Detect Disease: Power of roll vs. obscurity LoD of disease.
Detect Magic: detect magic fields, items, and presence of any active power, vs. LoD of concealments.
Physical Constitution: target’s health improves by total roll = HP bonus temporarily. Lasts until HP bonus is spent, cast once a day per target.

Stamina 3 (7-9)
Heal Undead: heals vampires, zombies, grim knights, all kinds of undead.
Protection from Evil: repells beings of evil alignments or go unnoticed by them. Range of retreat is 10 feet, +1 per success, doubles on a crit.
Remove Curse: with higher roll.
Resist Charms: 10% resistance +1% per success (includes presence and domination)
Resist Disease: 10% resistance +1% per success
Wizard’s Presence – A wizard’s words and presence holds sway to influence or intimidate others, Power vs. Counter or Charisma + Power Bonus vs. Willpower.

Stamina 4 (10-12)
Heal Serious Wounds: will heal wounds and halt aggravated damage.
Cure Disease: this power vs. resistance LoD of disease if any.
Minor Restoration: restores any single check which has been drained, +1 per ace.
Resist Cold: 10% resistance +1% per success
Resist Heat: 10% resistance +1% per success
Negate Magic: Power of roll is subtracted from damage or power of an effect.
Enchant Staff: enchant any staff with a single bonded power. Bonded power uses no stamina and is cast at +3 d6 power with +1 HB and +1 AR. Cannot be used on a staff that already has a bonded power. This power is factored with power of recall, which allows mage to summon and dismiss staff at will. When dismissed, staff returns to a called safe location.

Stamina 5 (13-15)
Heal Deadly Wounds: Halts any kind of sustained or crippling damage from wounds and heals.
Dispel: Eliminates a spell before it can do any damage or take effect.
Protection from Magic: Protect something or someone from magic with 50% MR, +1% per success.
Resist Elemental: 10% resistance to called element, +1% per success.
Magic Shield: Protects from magic affects if not dispelled immediately after it is cast. Magic cannot be used by those protected by shield without dispelling it.
Neutralize Poisons: with higher roll than LoD of poison.

Stamina 6 (16-18)
Vital Flame: Restores warmth and vital energy to someone near death or being resurrected. Can delay death for +1 turn, +1 per ace and boost HP of someone just resurrected.
Enchant Weapon: Enchant a weapon with a called power at level used, or at damage = roll total. To layer enchantments, spell must be cast once for each power.
Proof: guard a spell against a called contingency with bonus of +1 d6 power.
Greater Restoration: restores all drained checks by +1, +1 per ace.
Disenchant: removes enchantments on items, creatures, etc. vs. LoD of enchantment to be broken.
Protection from Weapons: takes away from damage by total power of roll.
Disjoin: Disjoins a looped or woven power even if it is already in effect.
Wizard’s Familiar: The wizard carves a creature out of stone or wood by hand (any size) and enchants it with this spell to create a living familiar that will serve him faithfully. Rough features will become life-like. The familiar will have as much or little personality as it is given, and can have any mental faculties the wizard allows it. Stats of the familiar cannot exceed 4 d6. The Familiar is a Level 6 in its main functions. It can gain levels.

Stamina 7 (19-21)
Spirit Command: power vs. the level of spirit targeted for command.
Repulse Evil: repulses anything with an evil alignment for +1 turn, +1 per ace.
Repulse Enemies: repulses enemies of any alignment for +1 turn, +1 per ace.
Resist Domination: 10% resistance +1% per success.
Enchant Armor: with a called power at level used.
Purify Blood: removes all toxins and poisons from the blood stream. At high levels it can purify a creature of blood bonds and blood enslavement if roll is higher than power of creature who created such bonds.

Stamina 8 (22-24)
Resurrect: Succeed or fail, with +10% chance of success, +1% per success. Subtract Resurrection difficulty from chance of success.
Resist Possession: 10% resistance +1% per success.
Signature Power: choose one spell (name) which can be cast at will at 0 stamina cost.
Serenity: a called target or enemy will walk away peacefully and leave area without harm to anyone. Spell shatterd if target is attacked.
Companion Weapon: A weapon manifests and strikes as if wielded by an invisible companion, +2, +1 HB per five damage, total MA roll=damage.
Improved Combat: Grants +1 HB per ace to combat skills.
Bane of Domination: Shatters domination effects with a higher roll.
Remove Mark: removes a caster's mark so that a power can be identified.
Purify the Body: works against degenerating necromantic affects, and poisons, drugs, or toxins that have already infected the body vs. LoD or power of effect.
Reveal Proxies: All alienated embodiments of target and their locations are revealed to the sorcerer and any witnesses. Lasts one hour per success or until spell is broken.

Stamina 9 (25-27)
Resurrect Undead: raises vampires and other undead from death on success. Succeed or fail, with +10% chance of success, +1% per success. Subtract Resurrection difficulty from chance of success.
Holistic Restoration: restores body completely from damage, drains (checks and HP), poisons, and disease. Does NOT resurrect the dead.
Identify Magic Signature: reveals who cast a spell or commands a power.
Remove Seal: removes caster's seal so that a spell can be broken down.
TRUE Embodiment: restores someone to their original form and alignment. If target resists, power must defeat subject's will.
Ring of Protection: protects called targets within 50 ft. radius from magic, elemental attacks, and sensory detection by enemies.
Fuse Embodiment: Brings all disembodied or disjoined parts of a being (such as a projected, split identity, or split soul creature) together to bind them into their TRUE physical form in the Wizard’s presence.

Stamina 10 (28-30)
Flesh from Ash: a body that has been destroyed can be remade out of ash, even from the ash of a camp fire.
Call Gate: called subject is gated to safe place.
Destroy Evil: alters target's alignment to a good alignment. Duration of up to +1 day, +1 day per success, x 10 with a crit.
Shatter Wards: Shatters warding powers with a higher roll.
Liberate: removes all dominating factors and marks from an enslaved or dominated subject.
Phylactery Foe: a luminescent mist covers an area of up to 10’ radius per success. If the mist enters an area where a phylactery is hidden it will turn red where the phylactery is stored to reveal where it is hidden, acting like a directional beacon to the wizard’s senses.
Area Affect: all within called area of up to +10 yards, +1 yard per success, doubles on crit, is affected by spell channeled through this power. -2 AR to use not including spells.

Stamina 11 (31-35)
Reveal: Gain +1 knowledge, +1 per ace of someone, some place or something. Power and Wisdom vs. LoD of knowledge to be gained (take knowledge from a character sheet, player, card, campaign guide, or bestiary page).
Path of Nature: Wizard gains elemental spellbook of up to 15 spells from any elemental paths of choice (any but cruel effects) as Wizard Spells. Spell learned when cast successfully three times against or to aid someone. Spells set at Wizard's current Level. Cast only once until each spell is learned.
Layer Spells: combine effects of various powers into a single spell with multiple effects at cost of -1 AR per effect.
Fork Spell: allows one spell to hit multiple targets, up to +1, +1 per ace, and up to +1 per success on a crit.
Factor Spell: add a called guard or improvement to a spell to enhance a spell by a called effect or power or hit bonus of +1.
Wizard’s Loop: Wizard’s power loops to make it very hard to dispel inasmuch as the power keeps revitalizing itself very rapidly.

Stamina 12 (36-40)
Immunity: Grants a single called Immunity to subject as called, lasts +1 turn, +1 per ace, or with a crit up to +1 hour per success. Must be done prior to an effect.
Warding: ward an area or someone from +1 called effects, +1 per ace. Lasts until higher power breaks it down.
Permanency Factor: add to spells to make them permanent unless a valid higher power targets and destroys the factor.
Contingency: add triggers and catalists to spells to define what activates the spells. They can be as simple or as complex as a wizard makes them. Often used for spell traps, elemental guardians, and activatable wards.
Improved Vitality: grants a subject additional +40 HP, +1 HP bonus per success. HP lost when bonus is used up on hits.
Master of Wizardry: Create spells, magic items, elemental guardians, and wards. Use marks, factors, layering, signatures and seals.

About Wizardry Spells

Wizards also take spells from the path of sorcery for their spellbook as arcane wizardry, but cannot take cruel spells. Cruel spells are those which focus on pain, terror or cruel deaths. 'Command Strings' which manipulate actual spells, like; seal, mark, conceal, layer, fork, proof, factor, modify, augment, catalyst, contingency, etc. can be placed under magic skills whereof another spell at current level can be purchased.

Healing Stats

* Healing Spells heal +5 HP per Success and +10 per Ace, double amount on a crit.
* Resurrections Succeed or fail, with +10% chance of success, +1% per success.
* Subtract Resurrection difficulty from chance of success.

Sorcery Spell Book

Stamina 1 (1-3)
Arcane Seal - Seals a Spell within an item or subject to make it permanent and protects against counter powers; total MA roll = protection LoD.
Whispering Wind - message to one person, very quiet.
Suspension - Lift someone gentle or catch someone or something falling to let them or it down softly.
Fire Burst - Normal fire bursts out causing a bit of damage to all in range.
Trip - An invisible force trips someone in motion.
Ethereal Light - Lights the way in dark places with a pale, azure blue light.
Kaleidoscope Vision - Make someone see ten of everything.
Chameleon Cloak - Blends a person into their environment.

Stamina 2 (4-6)
Mental Commands - Spells can be cast w/o speaking.
Visual Sentry - All round vision.
Jinx - Causes someone to drop a weapon, fall down, or other minor called effects.
Air Hike - Jump 15 feet in the air and remained suspended for 1 turn.
Quicken Blade - One thrust becomes three rapid thrust, One swipe three, etc.
Hasten - Hasten another person or an object by +1 movement per success.
Conjure Item - Any small item, like a weapon, bottle of wine, etc. A minor gate summoning power.
Displacement - Target vanishes from one place and appears in another in immediate area as called.

Stamina 3 (7-9)
Arcane Lock - Locks a door, gate or window to prevent entry.
Arcane Ray - damages with raw arcane power concentrated into a beam. Can vaporize at high levels. Range of up to +10 feet, +1 foot per success, with 1 yard foot diameter, +1 foot per ace. Range and diameter doubles on a crit. Ray can be sustained as long as stamina lasts.
Boomerang Effect - A dagger or sword when thrown hoops rapidly, able to hit a target multiple times, and comes back to wielder, +1 hit, +1 hit per ace, +1 HB per ace.
Guardian Gate - Weaves any gate power with a contingency to seize a person in a gate under called circumstances. User must have pre-existing gate power.
Disenchant – removes enchantments with a higher roll.

Stamina 4 (10-12)
Soul Net - Captures Soul of the newly dead.
Holding Force - Arrests movement and ALL action.
Channeling Fork - Forks power to hit various called targets.
Resilient Sphere of Arrest - Encase creature/object in a resilient sphere of energy which resists physical and arcane infiltration.
Negation - Negates various powers as called.
Id Cloak - Protects against race, power, alignment, and presence being identified, and guards again sight, mental probe, visionary, divination and aural sight powers.
Shatter Spell – with a higher roll.

Stamina 5 (13-15)
Ultimate Stony Grasp - very powerful and hard to break grasp.
Bypass Wall - Walk through walls
Wall of Force - Invincible wall of force, often used in warding rooms and buildings.
Enduring sleep - Places target in deep, lasting sleep.
Seizure Gate - Seize someone in an arcane gate and transfer them to called destination.
Binding Honor - An agreement is bound with a called contingency which takes effect if agreement is broken. The contingency cannot be dismantled once one has agreed to terms. One has to agree to binding honor for agreement to count. Beware loopholes.
Binding Contract - A written contract when signed is bound by its signature, and if terms are broken, punishment as called on contract occurs. Once signed this contract is unbreakable.
Shield of Negation – Any powers that hit shield are lowered by power of shield. Up to 5’ radius per success.

Stamina 6 (16-18)
Arcane Immunity - +1 free save, +1 Saving throw bonus, +1 per ace against spells.
Control Weather - Controls natural conditions of weather without extremes.
Transmute Rock To Mud - Happens very rapidly.
Fabricate - Create normal items.
Shatter - Shatters an object.
Shadow Walk - Folds dimensional layers as mage walks through the demi plane of Shadows.
Telekinetic Armor - Armor which reduces weapon and magic damage by total power of roll (roll once). Invisible until contacted. Armour lasts 2 turns, +1 per ace.
Ring of Rune Stones - Rune Stones appear to circle area party is in, absorbing all magic and energies cast on party. Cannot be dispelled by hostile parties.
Anti-Factor - Protects a power or target against called power or effects. Must be used prior to any engagements.

Stamina 7 (19-21)
Disintegrate - Disintegrates an object or element.
Sequester - Banishes Target through a dimensional gate from a select place to their residence or a called location and prevents their re-entry within a radius of up to 5 miles per success.
Mantle of Invisibility - Renders target invisible and utterly undetectable. Any contact made with a living being will break spell. +1 HB surprise actions.
Secret Door - A secret door can only be seen, and opens only for caster unless others are selected to enter with him.
Reverse Gravity - Gravitational pull on a select thing is reversed to make it float or fall.
Polar Inertia - Reverses the inertia of something in motion to send it whip lashing back.
Telekinetic Sphere - A resilient sphere that can be moved with the mind as called. Depending on how it is used, it can cause damage equal to total roll.
Limited Wish - Allows a minor wish. A type of conjuration.
Plant Lore - Make plants grow quickly and move.
Permanence Factor - Makes a power permanent by sealing power into target item or person.
Soak Power – target soaks power equal to power of spell next turn taking less or no damage, while effects are negated to damage only.
Arcane Prodigy – wizard or sorcerer gains Innate Arcane path, and gains +1 spell per level from any arcane spell book, and +1 magic skill with each level up in this path.

Stamina 8 (22-24)
Orb of Arrest - Arrests target in an Orb of holding energy.
Quantum Leap - Leap through time and dimensions.
Arcane Dead Zone - Creates a dead magic zone up to 100 yard radius, +100 yards per success. No magic can penetrate or be used inside of zone.

Stamina 9 (25-27)
Magic Gate - Opens Gate in any solid object and past wards with higher roll.
Succor - A protective contingency placed on another to protect them against certain circumstances.
Imprisonment - Traps victim within a select room or space with warded powers preventing their escape.
Elemental Aura - Protects from attacks of a called element and allows the casting of all spells levels 1-9 in that element.
Wish - Allows one wish on success. A form of conjuration. Must be something within the realm of possibility. Wish must be material.
Compound Targeting – combine with other spells to affect up to 1 target per success.

Stamina 10 (28-30)
Estate Transference - Move keep to an elemental plane.
Sphere of Arrest - Arrests target and will reverse attacks on anyone attacking the sphere for double damage.

Stamina 11 (31-35)
Arcane Mastery - Create spells, artifacts, arcane items, powers, wards and commands, animate inanimate objects to create non-living creatures with select capabilities.