Masters of the magic arts, many consider wizards to be an even more dangerous group than assassins. Of those magi who harness magic through study and intellect, only a select group of human males may claim the title of wizard. In order to become a wizard, a mage must journey to one of several colleges of magic, and undergo arduous tests proving his magical prowess. All those who have been deemed worthy by the college are proclaimed as wizards, true masters of magic. Only wizards have the right to wear the wide brimmed, conical caps symbolic of their status, and are known to punish mercilessly those who wear a cap they have not earned. Legend has it that it was Woden, god of magic, who first taught humans the magic arts during the Solaran War, and wizards wear the caps in honor of that adorning Woden himself.

The title of wizard carries great respect throughout Moravia, and can virtually guarantee the bearer a position of trusted councilor to a powerful ruler, at least. It is important to note, however, that a wizard holds great respect another who has earned the cap, there is no guarantee of either camaraderie or friendship. In fact, as the colleges have no qualms to the alignment of its members, many wizards become deadly and implacable foes.

Unfortunately for many would be wizards, entry into the college of magic is strictly restricted to human males, thus preventing many powerful mages from ever attaining the cap. Most other magical races, such as the elves and gnomes, consider this slight unimportant, but many powerful female mages have been known to consider their exclusion the gravest of insults.


Wizards in Annwn are referred to as mages. The term “wizard” is a title that can be earned by only a slect group of male, human mages who pass a rigorous set of tests.

Mages require the use of magical implements to properly craft their spells. For most mages, these implements are magical wands, made out of yew wood (for its purity). Any mage casting a spell without the use of his wand subtracts 1 from his caster level. A standard yew wand costs 50 gp, with a crafting cost of 25 gp and 2 xp. Yew wands may be used by a different mage than their caster, and as such may be purchased.

A mage cannot apply prepared metamagic to a spell without the use of his own specially crafted or bonded wand. Such wands may be fashioned from a variety of materials, appropriately suited to the style of the caster, such as glass, bone, silver, etc., but always require a minimum of 500 gp in raw materials. Such wands must be specially crafted by their user (500 gp in materials, 40 xp), and cannot be purchased.

Because of the greater energies involved in casting more powerful spells, wands are insufficient to apply metamagic to spells of 5th level or higher. Such spells require the use of a specially prepared staff. Simlar to wands, these staves may be created or ritually bonded by their users from at least 5,000 gp in raw materials (400 xp). A mage wielding a staff does not require the use of a wand to cast spells at their maximum efficiency.

All mages receive Craft Wand at first level in place of Craft Scroll.


All sorcerers receive the Eschew Materials feat as a bonus feat at first level. Multi-class sorcerers cannot apply this bonus feat to any non-sorcerer spells.

Sorcerers may attempt to channel additional spell energy beyond what they may normally handle in a day, but at great personal risk, essentially burning themselves out. A sorcerer may attempt to cast a spell for which he does not have any remaining spell slots of the appropriate level with a concentration check (DC 20 + spell level). If the character succeeds at the concentration check, the spell is cast as normal, immediately after which the character takes lethal and nonlethal damage equal to the level of the spell cast. Note that casting spells such as False Life in this manner apply their effects after the character takes the damage.

Sorcerers Spell Graft (feat)


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