Rule Changes

1. Levels in Wizard and Sorceror may not be taken initially.
2. The following feats are restricted to DM approval only: Alignment Channel, Arcane Armor Training, Arcane Strike, Channel Smite, Craft Magic Arms and Armor, Craft Staff, Craft Rod, Craft Wand, Craft Wondrous Item, Elemental Channel, Empower Spell, Enlarge Spell, Maximize Spell, Widen Spell, Eschew Materials, Extend Spell, Extra Channel, Forge Ring, Spell Penetration, Heighten Spell, Improved Counterspell, Natural Spell, Quicken Spell, Selective Channeling, Silent Spell, Spell Focus, Spell Mastery, Spell Penetration, Spellbreaker, Still Spell
3. Spell Focus: Every time a spell is cast in Wanderer’s Wake, the caster must have and strongly present a spell focus.
4. Material Components: Every spell cast in Wanderer’s Wake has a material component requirement. Components must be kept track of, even mundane ones.
5. Ritual Component: Certain spells in Wanderer’s Wake have a ritual requirement. A ritual must take place in a consecrated area to a deity and takes 1 turn per level of the spell to complete. If the ritual is interrupted, the spell fails. Ritual Spell List
6. Wanderer’s Wake is a Dark Age world; certain weapons, armor and equipment are not available. These include: lance, halberd, ranseur, composite long/shortbow, kama, nunchaku, sai, siangham, bastard sword, spiked chain, two bladed sword, crossbow (any), shuriken, full plate, half plate, banded mail, split mail, locked gauntlet, sunrod, tanglefoot bag, everburning torch, tindertwig, thunderstone.

7. Classes in Magus may only be taken with DM approval after the character has come into contact with the extraterrestrial magic brought by The Wanderer.
8. Every Magus character gains the following new attributes:

Upon attaining his first level of Magus, the character receives a number of points equal to his Intelligence modifier multiplied by his Intelligence score. He may place these points as he likes among these fifteen attributes, with no one attribute receiving more points than his Intelligence score. Upon attaining a new level of Magus, the character receives a number of points equal to his Intelligence modifier multiplied by the number of Magus levels he now has. For every 5 points in a Form, a Magus receives a +1 bonus to his saving throws versus that form.

There are three types of spells: Formulaic, Spontaneous, and Ritual. Casting a formulaic spell involves the rolling of a 10-sided die (stressed or unstressed, depending on the circumstances of casting) and adding the result to the Technique + Form + Intelligence modifier – lost HP. If the result exceeds the level of the spell, the spell is cast with no cost to the caster. If the result is less than the level of the spell, but within ten of the level of the spell, the spell is cast and the caster loses a number of HP equal to the magnitude of the spell. If the result is 10 or more less than the level of the spell, the spell is not cast and the caster loses a number of HP equal to the spell’s magnitude.
The casting of a spontaneous spell is much more unpredictable: first the player decides what effect they wish to occur. The DM then decides what effective level the spell will be. The player decides whether they will sacrifice a number of HP equal to the magnitude of the spell or not. They then roll a stress die and add it to their Technique + Form + Intelligence Modifier + Spellcraft – lost HP. The result is divided by 2 if the Magus sacrificed HP, and by 5 if he did not. If the final result is equal to the level the DM assigned, the spell is cast. If it is not, the spell is not cast.
Ordinary magic is limited in the following ways: it cannot affect an area larger than what the Magus can see; the duration cannot be longer than one month without the expenditure of raw vis; it cannot be used to perceive anything in the past or the future. However, Ritual Magic is able to surpass these barriers. However, it requires both a laboratory and a rital link with the target – this must be something personally owned or a physical piece of the target, such as nail clippings, a lock of hair, or an often-worn garment. Ritual spells also require an amount of raw vis equal to the magnitude of the spell. Ritual spells require an uninterrupted 15 minutes of concentration per level of magnitude. If the spellcasting roll succeeds, the caster(s) still lose a number of HP equal to the magnitude of the spell. If the roll fails but is within ten of the spell level, the spell still activates, but the caster(s) lose twice the usual number of HP. If the roll fails by more than 10, the spell does not activate, all vis used is wasted, and the caster(s) lose twice the usual amount of HP. Magi may collaborate on the casting of a Ritual spell, adding their scores together for the spellcasting roll, but they share the same fate should something go wrong.

Spells always occur at the end of the initiative round. If a Magus is interrupted (damaged) during the round, he must immediately make a Concentration check with a DC equal to the damage inflicted + 10 + the magnitude of the spell you are trying to cast. The concentration check equals the Magus’ level + Intelligence modifier +20. If you are affected by a non-damaging spell, the DC is equal to the magnitude (or level) of the spell affecting you + the magnitude of the spell you are trying to cast.

In dire situations, the Magus may attempt to fast cast his spell to take a normal place within the initiative round. This option is also available to counter a spell that is being cast. The caster rolls initiative as normal to see when he fits into the order. If circumstances change during the round, the Magus may decide not to cast the spell when their number comes up; however, they may not cast a forumulaic or spontaneous spell until the following round, and they lose any raw vis and/or HP that have been invested in the fast cast spell. If the character is injured during the round they must make a successful Concentration check to proceed, as normal. the casting roll is the same as a Spontaneous Spell, but with a -5 penalty. If there is a botch, the player rolls three times for the botch. If you are counterspelling, you must roll a Spellcraft check to correctly decipher the Form and Technique involved in the spell being prepared, with a DC equal to 15 + the magnitude of the spell.

Some spells involve more than two Arts. For instance, a spell that transforms a person into a bird would use Muto (because you’re transforming something), Corporem (because the body is what you’re changing), and Animal (because you’re turning the human body into an animal body). In this case, Animal would be a requisite for the spell. It limits one of the primary Arts involved in a spell (in this case, Corporem) so that the caster’s score in the Art can only be equal to the requisite. For example, if a Magus was attempting to change a foe into a bird and his Corporem was 13 while his Animal was only a 6, for the purposes of the spell his Corporem would be treated as if it were only 6. If the requisite score is higher than the Art involved, the original score for the Art is used.
When a character takes their first level in Magus they are awarded a total of 50 + their Intelligence score in levels of spells. Each spell may not exceed their Intelligence modifier in magnitude. Further spells must be either copied from others or invented.

Every Magus must have a lab. Each lab has a capability of magical research, rated in points. Each point equals 100 denarii in cost to set up. Depending on the type of research being undertaken, the Magus’ lab score equals his Technique + Form + Intelligence modifier + Spellcraft. In order to take advantage of the full score, the Magus must be using a lab of at least equal level. To invent a spell in a lab, the player consults with the DM about the level of the spell. Each point that the lab score exceeds the level of the spell accrues after one week. After as many points accrue as the level of the spell, the spell is completed. Thus, a lab rating of double the level of the spell would yield a success after one week.

Vis is a physical manifestation of magic, usually represented by an appropriate physical form to the Form it is tied to – so Herbam vis might take the form of rare herbs, Terram vis might be rare geodes, Corporem vis could be the hair of a mighty warrior, etc. Vis is measured in pawns, rooks and queens, with ten pawns equalling one rook an ten rooks equalling one queen. When raw vis is used, its physical form visually changes – it rots, corrodes, wilts, or otherwise disintegrates. Raw vis can only be used in conjunction with the Art it is tied to. Vis can be used to strengthen a spell, perform a ritual, create a permanent magical enchantment, make a previously cast spell permanent, or aid in magical research. When one expends raw vis, a Magus must be in physical contact with it – hence the preponderance of vis made into rings, amulets, staves, etc. You cannot spend more pawns of vis in one magical action than you have points in the Art to which the vis is attuned. For research, the maxiumum is Art score + Spellcraft.

Rule Changes

Wanderer's Wake VinceKlortho