Spell levels are 10 x AD&D level
example effect levels:
The Hermetic Techniques and Forms:
+2: Enduring. You have a particularly enduring constitution, and have one extra winded fatigue level. This virtue may be taken more than once.
+2: Aptitude for Magic. You have an aptitude for magic, but have never exploited it. With Proper training you could probably become a competant hedge wizard, or perhaps even a true sorcerer. You may or may not be aware of this aptitude.
+3: Form Specialist. You are a specialist in one of the Hermetic Forms. All rolls involving it are doubled. However, due to your affinity with this Form, you are completely unable to cast spontaneous spells that do not involve it.
+3: Wild Magic. You have access to one of the Hermetic Techniques or Forms, but must spend Experience Points in order to utilize it.
+5: Technique Specialist. You are a specialist in one of the Hermetic Techniques. All rolls involving it are doubled. However, due to your affinity with this Technique, you are completely unable to cast spontaneous spells that do not involve it.
+6: Hedge Wizard. You have learned some of the basics of magical theory and casting. You have access to up to 10 of the Hermetic Techniques and Forms, in which you have an automatic zero score. You may take Arcane Abilities.
+10: Wizard. You are a fully trained sorcerer. You have full access to all Hermetic Techniques and Forms, and have an automatic zero score in all of them. You gain as many levels of known Formulaic spells to start with as you spend Experience Points on the Hermetic Techniques and Forms. You may spend experience points on Arcane abilities.
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| created by woodelf@yar.cs.wisc.edu |