Initial Spells

Spell Summary List

New Spell Descriptions

Short Spell Description

Pocket Spells

Spell Training

Spell: Casting Percentage

Spell: Experience

Level Increase Table
Experience Points Experience Level Jump
0 – 1,250 1 1,250
1,251 – 3,000 2 1,750
3,001 – 5,000 3 2,000
5,001 – 7,500 4 2,500
7,501 – 12,500 5 5,000
12,501 – 22,000 6 9,500
22,001 – 35,000 7 13,000
35,001 – 60,000 8 25,000
60,001 – 100,000 9 40,000
100,001 – 160,000 10 60,000
160,001 – 235,000 11 75,000
+100,000 experience points/level after 11th

Initiative Effects By Level and Class (after 1st)
Fighter/Ranger/Paladin +1 initiative per level up to 10th
Monk +1 initiative per even level; +2 initiative per odd level up to 10th
All others Initiative bonus at level breaks on the attack charts

Percent Combat Experience Points by Class % of Combat
Fighters 110%
Rangers/Monks/Paladins/Fighter Bards 100%
All others 80%

For example, in a combat where each character share is 100 experience points, a fighter gets 110 points; a ranger 100 points; a thief 80 points.

Mage Spells in Memory and Staves

A mage may have in memory a number of spells whose cumulative levels of Spell Difficulty are less than his intelligence plus level after first. If he chooses a new spell which would increase that level past his Intelligence, the mage must first "unlearn" the spell(s) i.e., take it out of memory. This spell can easily be relearned from the mage's spell book at any later date, but it will take four hours of study per Difficulty point of the spell.

If a mage has a Mage Staff, he can store spells in it which, because of Intelligence limits, he could not normally remember. With a Mage Staff, a mage may use a spell kept in the staff as if it were held in his own memory. There are no penalties for using a spell stored in a Mage Staff except that a mage only has access to these spells if he is in physical contact with it. Mages may store spells in a Staff even if he could still hold the spell in memory.

Important Note: For stackable spells (e.g., Burning Hands, Fireball), the memory used when stacked is the half the Difficulty rounded down. For example, a Burning Hands VI is a 3 point / 3 Difficulty spell to cast, but regarding memory slots it would be only 1 Difficulty (because 3/2 =1.5 which rounds to 1). A Burning Hands VII has a difficulty of 4, so it would take up 2 Difficulty points in memory. 1 Difficulty stackable spells stay at 1 Difficulty; they do not become 0 Difficulty for memory purposes.

A spell stored in a Staff will still require its normal ingredients, unless it has an Ingredient Matrix

A Mage Staff must be made of yew wood, and is linked to the mage using it. It cannot be used by any other person, unless the mage to whom it was linked is dead, possessed, etc. It then can be re-linked to another mage but at the loss of all stored spells. It costs 150% of the standard spell price to bind a spell in a Mage Staff. Ingredient Matrices as well as other matrices may be bound into the fabric of the Mage Staff. A Mage Staff must be a minimum of one foot in length. Since each spell in a Staff requires a symbolic representation carved into the yew surface, the smaller the Staff, the fewer spells can be held—this also applies to any matrices imbedded in the Staff. For each foot of the Staff, from 5-7 Difficulty points in spells may be stored. Not surprisingly, the size of a mage's Staff can be a symbol of status.

It costs 2 g.p. to attune a staff and requires 2 weeks with the mage involved for two-hours per day.

Mage must know the spell before it may be put into the matrix. It takes one-day to inscribe each matrix.


Mage guilds, unlike typical guilds are loosely affiliated organizations. Guilds typically have small basic research labs, lecture halls, meeting room, apprentice search services, scriptoria, mages' inn, apprentice club, dining facilities, library, archives (magical, bestiaries, histories, etc.)

Guild membership is open to any mage who receives a recommendation from a member. Cost is 5sp/year (1st circle), 15sp (2nd & 3rd circle),4gp (4th circle), 10 gp (5th circle).

Any mage, 2nd circle or higher and 4th level and higher may teach spells to non-mages, but only at guild rates. 20% of the fee is remitted to the guild in the area where the mage is practicing. Mage guilds deal harshly with free lance spell teachers.

Mage Status:

Mage status is indicated by the number of concentric circles tattooed on his cheek. Maximum is 5th circle. Circles tend to correlate less with magical power than with temporal guild influence, money, connections, etc.

All mages, once apprenticeship is complete, receive the tattoo on their face of the First Circle. All subsequent circles are received based on a petitioner’s initiative.

Circles and Benefits:

1st Circle:

Automatically received on graduation from apprenticeship. Requires guild membership with concomitant dues.

Benefits: Provides access to inn, invitation to lectures, access to library and discounted spell learning cost.

2nd Circle:
Requires minimum level of 2nd. 10 sp payment and sponsorship from a 2nd Circle or higher mage (can often be had for 5 sp).


  • Access to lower archives
  • Inn
  • Speaker halls
  • Rentable lab space
  • Some discount on materials spells and magicks

3rd Circle:
Requires minimum level of 2nd. 1 gp payment and sponsorship from a 3rd Circle or higher mage (can often be had for small donation to support sponsor's research).


  • Access to upper archives
  • Inn
  • Speaker halls
  • Rentable lab space
  • Some discount on materials spells and magicks
  • Symposia
  • References & sponsorship assistance
  • Discounted loans

4th Circle:
Requires minimum level of 4th. 2 gp payment and sponsorship from a 4th Circle or higher mage (can often be had for small donation to support sponsor's research).


  • Access to private, guild archives
  • Permanent lab space
  • Apprentices
  • Magic item, potion fabrication assistance
  • 3rd Circle visitation rights at other Mage Guilds

5th Circle:
Requires minimum level of 5th. 5 gp payment and sponsorship from 5th Circle Council member.


  • Voting rights in Guild
  • May be elected to the Guild Council
  • 4th Circle visitation rights at other Mage Guilds
  • Access to all facilities, functions
  • Personal lodging and storage
  • Guild servant

+1d4 evasion points
+1 Magic
+.5-1.5 spell points (roll 2x/pick highest) + Int bonus
Roll to see if Intelligence increases

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