Wizard

System for Multi-Classing into Wizard

1. Schooling (2,000 Hours)

The foundation of any Wizard is their formal education in magic. Schooling encompasses the theoretical learning of magical principles, arcane theories, and spellcasting fundamentals.

How to Complete:

  • The player must engage in Schooling, which could take the form of attending a magical academy, wizard's tower, or learning from a mentor. This schooling period is represented by 2,000 hours of study.
  • Players will need to study arcane texts, complete assignments, and learn magical theory from various sources.
  • This schooling can be tracked as hours spent studying books, scrolls, and participating in lectures. The player might need to take written exams or perform specific tasks related to magical theory.

Completion Criteria:

  • The player has completed 2,000 hours of structured magical schooling, either in a school, under a mentor, or through extensive self-study of arcane lore.
  • This completion could grant the player basic Wizard abilities, such as the ability to cast cantrips or select their starting spells.

 

2. Magical Studies (4,000 Hours)

In this step, the Wizard further deepens their knowledge of magic through specialized study, including studying magical principles, advanced spells, and the history of magic.

How to Complete:

  • The player must spend 4,000 hours engaging in advanced magical studies, focusing on specific schools of magic (such as Evocation, Transmutation, Divination, etc.) and understanding the nuances of spellcasting.
  • Players might need to research arcane texts that are difficult to access or hidden away in forgotten libraries. This can also involve studying magical creatures, items, and spells.
  • This step might include quests to find rare tomes, consult sages, or perform magical experiments under supervision.

Completion Criteria:

  • The player has spent 4,000 hours of intensive magical study, which will increase their magical knowledge and grant them access to higher-level spells or abilities.
  • They will gain increased proficiency in spellcasting or a deeper understanding of magical theory.

 

3. Magical Practice (4,000 Hours)

Once the theoretical foundations of magic have been learned, the player needs to hone their craft through practice. This phase focuses on actual casting, experimenting with spells, and refining control over magic.

How to Complete:

  • The player must complete 4,000 hours of magical practice, casting spells, and experimenting with different magical effects.
  • The player can engage in controlled spellcasting exercises to master the basics, like casting spells in specific conditions, under timed pressure, or even testing the effects of wild magic.
  • Players could spend time experimenting with spell components, learning how to create their own magical ingredients, and refining their ritual casting.
  • Practice could also involve training with a fellow Wizard, casting spells in battle, or helping other characters with magical challenges.

Completion Criteria:

  • The player has completed 4,000 hours of practical magical experience, ensuring they understand how to wield magic effectively and can cast spells with greater mastery.
  • This phase of training might result in increased spellcasting abilities and a deeper understanding of their magical specialization (e.g., specialization in one school of magic).

 

4. Spell Book and Magical Relic Creation

A Wizard's spellbook is a key tool that holds their magical knowledge. This step involves creating or improving a personal spellbook as well as possibly creating a magical relic to enhance their power.

How to Complete:

  • The player must create their own spellbook. This could involve:
  • Writing spells they’ve learned in a magical book.
  • Transcribing spells from other spellbooks or magical sources.
  • Experimenting with new spells and magical formulas.
  • Alternatively, the player might be tasked with creating a magical relic, such as an enchanted staff, wand, or ring. This process would require a significant amount of crafting and magical knowledge to imbue the item with magical power.
  • The player could also be given quests where they need to recover rare ingredients or arcane symbols to craft their magical relic or enhance their spellbook.

Completion Criteria:

  • The player must successfully create a spellbook (or enhance one) that is personalized with spells they’ve learned and their unique magical insights.
  • Alternatively, they may craft a magical relic that aids their spellcasting or represents their magical prowess. The item could grant bonuses to spells or offer a special ability tied to their magic.

 

5. Guild Quests

The final step in the Wizard multi-class progression involves completing specific Guild Quests that help to solidify the player’s magical knowledge and integration into the world of Wizards. These quests might involve interacting with other powerful wizards, defeating magical threats, or solving magical mysteries.

How to Complete:

  • The player must complete several guild quests assigned by a magical guild or wizard's council. These quests will test their understanding of magic in practical ways.
  • Guild quests might include:
  • Collecting rare magical components from dangerous locations.
  • Defeating magical creatures or rivals in magical duels.
  • Protecting or studying magical artifacts.
  • Rescuing kidnapped wizards or dealing with rogue spellcasters.
  • These quests can be tailored to the Wizard's background, Patron, and specific magical interests.

Completion Criteria:

  • The player must complete a set of guild quests, demonstrating their capability as a Wizard.
  • Completion of these quests can also unlock guild-based resources such as magical mentors, access to restricted spells, or rare items from the guild’s vault.

 

Finalizing the Multi-Classing into Wizard

Once all five criteria have been completed, the character officially multi-classes into Wizard. They gain access to Wizard Spellcasting, as well as any magical relics, personal spells, or guild connections they've earned.

Completion Criteria:

  • The player gains Wizard Spellcasting based on Intelligence and can select spells based on their specialization or training.
  • The player may also unlock a special ability tied to their spellbook or relic, depending on the guild and the specific magical study path they've chosen.

 

Bonus Rewards for Extra Depth

To deepen the system and provide more rewards, consider adding:

  • Specializations: Upon completing the system, players can choose a School of Magic specialization (e.g., Evocation, Divination, Necromancy) that further enhances their powers.
  • Unique Spells: The player might discover or invent unique spells during their schooling or practice, adding flair to their magical abilities.
  • Magical Reputation: Completing the system might make the player renowned within magical circles, unlocking more powerful quests and guild support.


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