Ideas borrowed from Wheel of Time, The Stormlight Archive
1: All Wizards can innately sense Magic and other Wizards
Wizards can innately detect magic, as a byproduct of them having opened their third eye. The more powerful a spell, the more likely a nearby Wizard will be able to detect it. A cantrip might only be detectable across the hall or in the neighboring room, but a fireball would easily be detectable streets away, assuming the Wizard didn't see any of the other effects of the spell.
Similarly, Wizards can detect a creature's ability to cast and manipulate magic as easily as you can see the color of someone's eyes. Two Wizards can find each other in crowded room, even if neither of them have met or know anything else about each other. The stronger the Wizard, the more powerful this aura is. An Archmage will appear to the magical senses of any half-trained apprentice if he's in the same building, but the apprentices might go unnoticed until they're down the hall or right outside the door.
Note that this works like listening- it is possible to miss certain sounds, especially if they're quiet or you're distracted. It's not perfect. If you're not paying attention, a Wizard can sneak up on you. It's just harder.
2: Wizards have a varying level of Potential
All Wizards have a varying level of magical strength. When you create a Wizard at level 1, have them roll 1d12 on the following table. When you get the result, roll the number of proscribed dice to see what their maximum potential strength is in terms of MD. A Wizard's growth rate is the number of MD they gain per level.
Magical Potential Table
1- 1d4+2 MD. You have a growth rate of +1 MD per level.
2- 1d6+1 MD. You have a growth rate of +1 MD per level.
3- 1d6+2 MD. You have a growth rate of +1 MD per level.
4- 1d6+3 MD. You have a growth rate of +1 MD per level.
5- 1d8+2 MD. You have a growth rate of +2 MD per level.
6- 1d8+3 MD. You have a growth rate of +2 MD per level.
7- 1d8+1d6 MD. You have a growth rate of +2 MD per level.
8- 2d6 MD. You have a growth rate of +2 MD per level.
9- 2d8 MD. You have a growth rate of +2 MD per level.
10- 3d6 MD. You have a growth rate of +3 MD per level.
11- 4d6 MD. You have a growth rate of +3 MD per level.
12- 5d6. You have a growth rate of +3 MD per level.
3: Wizards can pool their energy
Wizards can form a mental link, forming a circle and pooling their strength. Forming a circle requires at least two Wizards to meditate and synchronize their mana-streams, then for them to link their minds together. This requires quiet and cooperation, and in combat or an otherwise stressful situation, may require an appropriate check.
Once the Wizards are linked, one of them must lead the circle. Usually the person who initiates the link will be the leader, but they can pass leadership of the circle to someone else.
While linked, all of a Wizard's power will be at the disposal of the circle's leader. The circle's leader may then cast using the collective MD of the circle to power his spells. He may only cast spells he has personally prepared.
The other members of the circle may not cast while in a circle, but can take another action on their turns.
Once a circle is formed, those who are linked must stay close, within 50', to share power. The circle's link will remain no matter how far apart they go, but if they are more than 50' apart, no power sharing can occur.
The circle lasts until the leader of the circle releases the others and dissolves it.
While in a Circle, should a spell trigger Chaos or Corruption, it affects all members of the Circle. However, depending on the number of people in the circle, the leader can reroll X-1 MD. So if it's a Circle of 2, the leader can reroll 1 MD. If it's a Circle of 3, the leader can reroll 2 MD, and so on.
4: Wizards can store power
Certain items, such as Gemstones, can be used to store MD. A Wizard, by meditating for at least 1 minute, can transfer MD from themselves into the chargeable item. The MD transferred are lost to the Wizard, but can be used by any spellcaster who can make physical contact with item.
Besides Gemstones, other items that could potentially store mana include, but are not limited to: crystals, mirrors, prisms, rings, tattoos, piercings, warded lanterns, enchanted cups or cauldrons, along with works of artifice specially designed to store mana.
Wizards can also draw power out of such a container to restore their own lost MD.
|by Petar Penev a.k.a. dnavenom |