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FANGS: Appendix C - Wizards
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==Learning Spells == Wizard spells are expressed as skills, representing the wizards knowledge of the spell, as well as his ability to focus his will and life force to the task of casting the spell. The base for casting any spell depends on how many Power Points (PP) are being put into the spell. The base chance to get off a spell within a combat round is equal to the caster's skill with the spell - the PP put into the spell. Thus, if a mage is casting a spell with which he has a Skill of 14 and he uses 10 PP in the spell, his Skill with this casting of the spell is 4. The PP cost of a spell varies depending on much the mage wants to do with the spell. This is described shortly. A wizard first learns a spell by becoming "familiar" with it. Familiarity means that a wizard can read the spell from a spell book in order to cast it, and only under non-combat situations. A wizard in these circumstances can effectively "Take 10" (see the Game System) to add to the chance of getting the spell off. A wizard is familiar with a spell if he has studied the spell in the book and has the base chance to cast it, excluding bonuses for ceremonies and book use. Casting magic is tricky. It is impossible to βTake 20β with a spell (see Game System). Once a wizard has become familiar with a spell, he can choose to "memorize" it, allowing the spell to be used without the spell book, and in combat situations. A wizard can only memorize as many spells has he has IN. Spells can be unlearned, and new spells learned from a spell book, however, this is a laborious process. It takes hours equal to 20 - the wizard's IN to release one spell and impress another. During the impression process, the spell is not available to the wizard and the spell being suppressed (if any) is also not available. Essentially fragments of both spells are spinning around in the wizard's mind. The impression must be done in one uninterrupted setting. If interrupted, both spells are essentially lost and the wizard must start the impression over again because fragments of both spells are cluttering his mind. To relearn a released spell, the wizard must have a written copy to memorize over again. Note that it is possible to learn spells without being literate. The user must devise some way of reminding herself of the important words and motions to create the spell effect such as carved symbols, rote memorization, knots on a string or some other mnemonic. Once learned, the wizard can use the spell as often as he has PP to empower the spell. Like all skills, spells are subject to criticals and fumbles. Fumbled spells may affect the wizard instead of the target, or just use PP without any effect. Critical spells may cost less PP, or encompass bigger areas or have a higher than expected intensity. Whatever is dramatically appropriate. A failed spell roll that is not a fumble just costs time. The PP are not spent. Spell's can be taught by a master wizard to anyone with Latent Magic talent, but the novice must first find a wizard and pay for such training. In Alvatia at this time, this is very difficult, as magic has not worked for years. Someone accepted as an apprentice to a wizard will be trained to a skill of at least 4 in Channel and 4 in Ceremony, before the wizard will give him further training. Once an apprentice wizard has learned enough from his master to create a personal Staff Ordinaire, the apprenticeship is considered over and the apprentice is now a Journeyman Wizard. The creation of a unique and personal enchanted item is considered the test of a Master Wizard. Few achieve this rank in the current Age.
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