FKR-Beuk! Part 3 - Wizard Schools

Magic! The Naheulbeuk tRPG uses mana points and a casting roll. I suggest getting rid of mana points and just rolling to see how casting goes. A really low rolls means you're tired and can't do more magic. A fumble means some magical catastrophe happens! A critical means the magic is even better than expected. Wizards have Schools, Priests have Gods. I'm going to quickly sum these up, and then give you the Big List of Spells, per School/God and Level. Figure out what the spells do based on the level, school and name. Sometimes I'll help.

Oh also I'm not using levels and experience right? So what you want to do is give all first level spells of the relevant school/god to your starting characters, and then treat every new level of spell casting as an advanced skill - which they must also purchase from a more powerful (and rich) magic-user if they're not a Priest. Simple! Did I mention there are a LOT of spells and some of them are redundant or simply useless? Wizards should record their own little grimoires at the table and figure out what works and what sucks in play.


COMMON MAGIC
The most popular - it's kind of the bare-bones basics. All sorts of spells are in there, a few specialist tricks, everyone knows these.

Any Level

Mind Control - adjust targets based on level

Level 1
Light Staff, Flumitor's Detections (actually a macro-spell containing specific formulaes for finding enemies in specific contexts: upstairs, downstairs, behind a door, in the dark, invisible, non-existant, in the basement, in the attic, in the fridge, under the bed, in the cursed woods, underwater, inside the beer. The list is non-exhaustive), Priaka's Examination (detect magic), Heal Light Injuries,

Level 2
Dispel Magic, Astral Scattering, Halo of Flames, Heal Head Injuries, Mazrok's Haste, Klonur's Lock

Level 3
Advanced Dispel Magic, Zorlaki's Trigger (open locks), Guardian of the Primal Essence (ritual to conserve remains for later resurrection), Heal Severe Injuries, Piaros' Transparency

Level 4
Glolum's Fog (ritual), Arkoss's Dislocation (Zorlaki's Trigger but blows locks away), Brenna's Levitation, Fladdu's Minor Teleportation

Level 5
Mazrok's Claptor (ritual, famous thief-deterrent, fiery death-based door trap), Piaros's Telepathy

Level 6
Torchaveth's Disjunction (like a dispel magic, but also works on magic items), Mazrok's Mending (affix a limb that was just cut off - or well preserved), Kugio's Basic Teleportation

Level 7
Von Gangh's Disgraceful Stasis (curse of paralysis in an awkward pose)

Level 8
Kugio's Sublime Levitation

Level 9
Tarann's Restoration (regrow lost limbs)

Level 10
Piaros's Resurrection, Kugio's Advanced Teleportation, Item Teleportation

Level 11
Kugio's Vision

Level 12
Wazaa's Mystic Trigger, Torchaveth's Trap-Hopper (enchantment on self to ignore traps)

Level 14
Major Enchantment

Level 15
Detect Person (like Flumitor's Detections, except it's not context dependant), Pronfyo's Group Teleportation

COMBAT MAGIC
The other most popular school - it's actually a patchwork of specialist spells from various other elemental schools. Combat mages are very good at hurting people, and kind of mediocre at anything else.

Level 1
Minor Fireball, Ice Cone, Munff's Silting Up of the Eyes, Namzar's Giant Slap, Koundari Glyph of Protection, Morzak's Banana Peel, Jakuel's Repulsion, Wazaa's Tornado

Level 2
Fulgör's Armour, Major Fireball, +2 Chain Lightning, Acid Arrow, Freezing Feet, Curse Right Arm

Level 3
Guldur's Mortal Path, Flakian Polarity Inversions (deflect projectiles), Wismal's Light, Alkantarade's Ray, Terror

Level 4
Kugio's Berserkization, Dome of Stipular Conflagration, Flaming Arrow, Thorp's Temporary Paralysis, Alkantarade's Petrification

Level 5
Fire Weapon (ritual), Falcor's Cupola, Cham's Incendiary Tornado

Level 6
Firewall, Gigaouatte's Titan Slap

Level 7
Kugio's Energy Hurricane, Wismal's Reasonably Sized Meteor Shower

Level 8
Torchaveth's Flying Hammer, Zangdar's Sphere of Invisibility (can't move though)

Level 9
Gluk's Infernal Blizzard, Hurricane of Major Destruction, Gluk's Ice Trap, Jaruk's Death Serpent

Level 10
Transversal Desintegration

Level 11
Jakuel's Electric Trap, Shuppuka's Purple Ray

Level 12
Acacia's Absurd Meteor Shower

Level 13
Astral Scattering of the Living

Level 14
Falcor's Safety Dome

DOMESTIC MAGIC
For the urban mage. Stuff like creating water, conserving food, cleaning the dishes, etc.

FIRE MAGIC
For pyromaniacs. Every fire spell in Combat Magic is also in this school. Here are the exclusive ones. It's kind of boring if you ask me, but some people really like it.

Level 1
Alter Fire, Fire Cone

Level 2
Fiery Ring of Protection, Fiery Shield Bash, Flame Zephyr

Level 3
Fire Wings, Cham's Fireproof Aura, Dancing Flames, Fire Chicken

Level 4
Fire Skull of Despair, Cham's Purifying Flames, Blazing Fury

Level 5
Melt Metal

Level 6
Cupola of Repulsive Flames, Fire Snake, Cham's Sphere of Flame

Level 7
Conflagration of DOOM

Level 8
Summon Phoenix (ritual), Flamethrower Finger

Level 9
Fire Steed, Summon Fire Giant

Level 10
Fireworks, Fire Seed

Level 11
Fire Avatar, Incineration Trap

Level 12
Dragon's Breath

Level 13
Conflagration of QUAKE

Level 14
Late Vengeance (triggered when someone touches you, they burst into flames the next day)

Level 15
Zorax the Ancient's Vortex of Vengeance (big enough to destroy a small town)

METAMORPHOSIS
Chaos magic, mastered by dark elves and other weirdoes. Fun at parties.

Level 1
Cancel Metamorphosis, Turn to Pumpkin, Transform Inert Things

Level 2
Water to Wine, Living Furnitures, Cat's Eye, Multiply Bread

Level 3
Control Metabolism, Transform Living Things

Level 4
Wings, Thorp's Vegetal Form

Level 5
Animal Form, Basilisk's Eye

Level 6
Transform Energy, Thorp's Ultimate Slap

Level 7
I-beh's Transmutation, I-beh's Inverted Transmutation

Level 8
Helix of Torments (turn some area into a carousel of bio-horror DEATH), Niugilak's Octobag

Level 9
Thorp's Thritilisation

Level 10
Alkantarade's Potion Change

Level 11
Liquefy Equipment

Level 12
Zuluf's Arm of Steel

Level 13
Zuluf's Socks (I have no idea)

Level 14
Thorp's Gluttony (turns people into sweets)

Level 15
Thorp's Chimeric Creation

THERMODYNAMIC MAGIC
Terribly boring to study, completely useless early on, ridiculously powerful when mastered.

Level 1
Haargoth's Shape Conservation, Perfectly Boiled Egg, Uncomfortable Chill, Gant's Vapors

Level 2
Thorp's Quick Cicatrization, Temporal Conservation, Brocoule's Fine Cooking, Small Heat Ray

Level 3
Alloy, Gant's Comfortable Heating, Riluk's Shoe-Trap

Level 4
Molecular Destabilization, Riluk's Mana Extraction, Gant's Quenching

Level 5
Fladdu's Circle of Heat, Hasten Metabolism

Level 6
Searing Hot Armour, Slow Metabolism

Level 7
Alter Time Locally, Riluk's Molecular Strenghtening

Level 8
Thorp's Air Conditioning, Riluk's Passwall

Level 9
Searing Hot Blade, Cham & Thorp's Corporal Pâté

Level 10
Journey of the Talifurnes, Gant's Temperate Area

Level 11
Fladdu's Liquefaction, Omega 13

Level 12
Perfectly Boiled Eyeball, Molk's Heat Ray

Level 13
Molecular Plenitude, Thermovortex

Level 14
Claramorwen's Rejuvenation, Final Desintagration

Level 15
Fladdu's Caloric Concentration, Advanced Journey of the Talifurnes

SUMMONING
Many people think that school is for lazy wizards, but the actual trick of summoning requires a ton of research to draw the proper arcane runes and ingredients to properly satisfy and keep control of summoned creatures. The fact that many a summoner will use these extremely precise, dangerous and time-consuming skills to get demon princes of the 8th circle to open their jars of pickles or maw their lawn may be feeding the clichés.

Mind Control
Level 2 - rodents and animals weighing less than 3kg
Level 3 - animals less than 43kg
Level 4 - large mammals
Level 5 - all animals
Level 7 - all humanoids (whether or not they're recognized as people)
Level 9 - all monsters except magical creatures
Level 12 - anything

Level 1
Infernal Coyote, Aglougoudou (minor water elemental), Glaciator (minor ice elemental)
Aelnis (minor air elemental), Hodugalak (minor earth elemental), Flatakkuh (minor fire elemental)

Level 2
Tiny Demon-Harpy, Infernal Boar

Level 3
Rumilak's Great Eagle, Ice Bear, Rarhukhul (large earth elemental), Fire Serpent

Level 4
Summon Phoenix, Swinecubbus, Somierax (sleep elemental)

Level 5
Lascious Demon, Summon Friend (summon a random human from somewhere in the world to be your friend, they won't necessarily agree to it though)

Level 6
Melgono the Thief, Shalibbukk (large ripper demon), Ashil (demon of light)

Level 7
Limbic Harvester (a massive armoured bloodthirsty demon), Glukkutuh (a stupid snake-man demon, great for battles as it moves quickly from foe to foe), Summon Familiar

Level 8
Spirit of Youclidh (God of Healing), Chaos Locusts

Level 9
Doppelganger, Gorgauth (giant ball of teeth)

Level 10
Cave Dragon

Level 11
Golbargh (an ancient demon from the depths, massive, armed with a flaming whip...)

Level 12
Gozzer the Destroyer of Worlds (also known as Gojira)

Level 15
Summon God (force an avatar of a given God to manifest itself, doing your bidding though, is another story)

NECROMANCY
It's not exactly illegal, but most decent folks will look at you funny if you show up to the town centre surrounded by your undead friends.

Animate Dead
Level 1: 10kg animals or less
Level 2: 25kg or less
Level 3: 43kg or less
Level 4: Weak-willed humanoids (in their life)
Level 6: Strong-willed humanoids
Level 8: Anything formerly alive

Level 1
Small Ray of Darkness, Talk With Dead, Blood Shield, Triok's Primal Fear, Sanctuary

Level 2
Steal Necrotic Energy, Inoculate Necrotic Energy, Yorik's Skull Trap, Embalming

Level 3
Death Catalyst (restore health by eating the undead), Soul Wound, Animate Skeletons

Level 4
Tholsadûm's Deadly Hatred, Thorgûl's Black Veil, Graveyard Breath

Level 5
Killer Rabbit, Death Ray, Bat Swarm

Level 6
Sinister Butler, Gravestone Fall

Level 7
Ossuary Horror, Control Undead

Level 8
Create Ghoul

Level 9
Blood Pudding (turns a victim's blood into sausage pudding), Orjubel's Bone Tempest

Level 10
Remote Life Theft

Level 11
Razmor's Lichification

Level 12
Create Nazgul

Level 13
Summon Keeper of the Dead

Level 14
Frankenstein

Level 15
Dead Eye

I'm not doing Water/Earth/Air Magic, they're not that great. Just make up some elemental spells if you need one of these as a specialist wizard.

TZINNTCH'S BLACK MAGIC
Now this is fun! Tziintch's is the Dark Lord of Magic, Secrets and Madness. His followers dress in black and sometimes hide tentacles under their robes.

Level 1
Testicle Press (only works on people with testicles), Black Fire Arrow, Jarmass's Hammer (enchant weapon with dark energy), Tzinntch's Plate Armour, Vortex of Misery (poisonous)

Level 2
Jarmass's Healing (looks nasty), Karnagh's Black Filaments, Black Light Blindness, Tzinntch Purple Fireball, Vantog's Electric Trap

Level 3
Zamerine's Assassin Arrow (seeks its target!), Spheres of Blue Suffering (half a dozen spheres randomly targetting living things around you), Fear of the Dark (illusion), Akutruss' Savage Diarrhea, War Hound

Level 4
Karnagh's Blue Ray, Vantog's Hands Explosion, Sardulu's Mutism, Karnagh's Mirror-Spell, Astral Vampire

Level 5
Serpentine Arrows of Adjacent Despair, Zarlago's Detection (2km range), Summon Shalibukk, Sardulu's Capula (protects against projectiles)

Level 6
Akutruss' Dismemberment, Trugili's Cranial Implosion, Regurgitate Roaches

Level 7
Sardulu's Tentacle Arm, Desintegrate Door

Level 8
Vantog's Liquefaction

Level 9
Tlikar's Ripper

Level 10
Katah Ul deh iä tahgu (roughly translates to hundred-eyes-removed-by-rusty-pincers), Karnagh's CHOMP (invisible deadly trap)

Level 11
Meteor Leap (jump high and far, crash on the floor as a meteoric conflagration destroys your enemies).

Level 12
Vantog's Whips of Despair

Level 13
Vantog's Express Cloning

Level 14
Blue Vortex of Lightning, Tlikar's Red Ray (like the Blue Ray, but silent and massive damage)

Level 15
Sardulu's Mutagenic Nightmare (area of effect)

Character Generation, Combat & Equipment, Priest & Paladin Spells

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