Wizardry is hardly a new art in Dragonspace; one of the oldest written records in Regia, going back 1500 years, includes partial descriptions of 4th and 5th level wizard spells. Indeed, for the most part, wizard magic here functions as it does in most other Crystal Spheres: Wizards have to memorize each spell before use, and the spell, once cast, is `lost' until rememorized. However, there are some quirks:
There are no native generalist human wizards. The only native beings in this sphere that can be considered generalists are the Dragons and the Elves. Hence, generalist magic is regarded as `High Magic', `Elf Magic', or `Dragon Magic'.
Mostly, this stems from the way magic developed on Dragonworld: the early human wizards concentrated their attention on learning the in's and outs of just a few schools of magic at a time, with the emphasis just a single school. The wizards apprentices (disciples) generally did not expand their spellcasting knowledge past the schools taught them by their masters, and passed this approach down to their own apprentices. The magical academies that were established at later periods were merely expansions of this master-apprentice relationship - the bulk of the magical instruction would come from a single teacher, with only minor input on other subjects from other instructors.
There are no native human elementalists in this sphere. Elemental Earth magic is considered to be (norse) dwarf magic, not learnable by humans. The same belief applies to the elemental water magic practiced by the lizardmen of Suynama.
Invocation/Evocation Spells. After they were used with devastating effect in one of Regia's civil wars a millenia ago, Zeus, Ares, and Athena decreed that Invocation/Evocation spells were battle magic, and could be used only by warrior mages (Militant Wizard Invokers) worshipping them alone. No other mage, of any race, can use these spells in this sphere - a restriction that applies to visitors coming in via gates or spelljammer ships as well.
Militant Wizards are very narrowly focused Invokers. They can learn spells of only three other schools aside from Invocation/Evocation. They receive D6 instead of D4 hit points per level, are trained in melee weapons such as swords, spears, ect, and use the Warriors Thaco Tables as a result. However, they cannot wear armor and make their saving throws as wizards.
Enchantment/Charm Spells. These spells are regarded as forming the core of Bardic Magic. At one point, Aphrodite, Apollo, Dionysus, and Hera tried to restrict these spells to Bards alone, only to be outwitted by mortal hero's and wizards in a complex saga (which is still popular). However, they were partially successfull: other wizards who cast these spells have to make a intelligence check with a negative modifier equal to the spells level in order to succeed. This penalty applies to all spellcasters in this sphere, regardless of race, native or not - except for imported Enchanters.
Native bards in Dragonspace, unlike bards elsewhere, are considered specialist Enchanters. They still gain spells as do bards elsewhere, but they also gain a extra enchantment/charm spell with each level they advance.
However, outside of enchantment/charm spells, native bards in this sphere can learn and cast only spells from the schools of divination and illusion/phantasm. Those worshipping the Greek gods (specifically Aphrodite, Apollo, Dionysus, or Hera) can also learn and cast priest spells from the sphere of Charm as if they were mage spells of the same level.
Most wizards are organized into `Circles', with each Circle dedictated to a particular branch of magic. Each Circle can be considered a secret or semi-secret society, either operating in complete secrecy, or maintaining a sort of `public front' (magical academies, mage shops, ect). Each Circle was supposed to have been founded by some near legendary magical figure who originated the basic magical doctrines and guiding philosphy of the Circle in question.
Some of Dragonspaces Circles are:
Formed by apprentices of the Grand Conjurer, this is one of the oldest of this spheres mage circles. Centered primarly on the world Hecate, it is thought on Regia to be long since defunct. The members of this circle are power seekers and ruthless experimenters, and tend towards an evil alignment.
This group is scattered amongst the various worlds of this sphere, which they have linked together with a network of `teleport gates' (the senior members of this circle spend much time creating and maintaining this network). They oppose the Invaders, operating in secret. The Invaders regard them as little more than a myth; they have no idea of the true extent of the teleport network.
Centered in Hermos on Dragonworld, this is widely regarded as one of the oldest mage circles, as well as the least secretive. Several other prominent mage circles began as offshoots of this group. Its ranks include not merely Diviners, but Transmuters, Conjurers, and Bards as well. These days it includes very few mages of power, and is heavily infiltrated and partly controlled by the Invaders.
Originally an offshoot of the Lorekeepers, the members of this circle dealt with the `power summoning' side of conjuration/summoning spells; as such they had a much more positive reputation than most conjurers. They were recently suppressed by the Invaders, though at least one subgroup is rumored to have escaped more or less intact.
Until it was suppressed by the Invaders, this circle of War Wizards (specialist Invokers) was a powerfull and feared force in Regia. These days it is a underground group, part of the Rebellion. They are based on the planet Bel, and are a source of some concern to the Invaders.
Possibly an offshoot of the Grand Conjurers Circle, this society of conjurers was a powerfull (and feared) force in Dragonhome until a few years ago, when it was suppressed by the Invaders. Only the leader of the Callers and a few apprentices escaped.
This is the dominant mage circle of Dragonhome, with branches throughout the Metallix League and beyond. Diviners dominate its membership, but Bards, Transmuters, and a very few Illusionists and Conjurers are found in its ranks as well. A open (nonsecretive) circle, it is infiltrated and partly controlled by the Invaders.
This ancient circle of Necromancers was once part of the clergy of Hades, acting almost as a separate order. While it was supposed to have been destroyed centuries ago, rumors persist that it survives in some form in Plutos, its members still partly protected by the clergy. This group is supposed to have spawned several other Necromatic Circles, though these groups are ill documented at best.
Terms:
(t) = Tome of Magic (cw) = Complete Wizards Handbook
(LL) = Legends & Lore (gr) = Glory of Rome sourcebook
`rare' means knowledge of this spell is severly restricted.
It is known to only one or two circles of mages,
and is recorded in only a very few spellbooks. All
7th, 8th, & 9th level spells are considered rare.
Abjuration:
Level I Level V
1. Alarm 1. Dismissal
2. Cantrip
3. Protection From Evil/Good
4. Protective Amulet (gr) Level VI
1. Anti-Magic Shell
Level II 2. Globe of
1. Protection From Cantrips Invulnerability
Level III Level VII (rare)
1. Dispel Magic 1. Banishment
2. Invisible Mail (wc)
2. Protection From Evil/Good 10'R
3. Protection From Normal Missiles Level VIII (rare)
1. Mind Blank
Level IV
1. Fire Trap Level IX (rare)
2. Minor Globe of Invulnerability 1. Imprisonment/
3. Remove Curse/Bestow Curse Freedom
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Alteration Spells:
Level I: Level II
1. Affect Normal Fires 1. Alter Self
2. Burning Hands 2. Continual Light
3. Color Spray 3. Darkness 15'R
4. Comprehend Languages 4. Deeppockets (rare)
5. Dancing Lights 5. Fog Cloud
6. Enlarge/Reduce 6. Fools Gold
7. Erase 7. Irritation
8. Feather Fall 8. Knock
9. Fire Burst (t) 9. Levitate
10. Hold Portal 10. Magic Mouth
11. Light 11. Maxmilians Earthen
12. Mending Grasp (t)
13. Message 12. Rope Trick (rare)
14. Metamorphose Liquids (t) 13. Sense Shifting (t)
15. Shocking Grasp 14. Seal Mouth (gr)
16. Wizard Mark 15. Shatter
16. Strength
17. Whispering WInd
18. Wizard Lock
Level III Level VI
1. Blink (rare) 1. Control Weather
2. Delude 2. Death Fog
3. Explosive Runes 3. Extension III
4. Gust of Wind 4. Glassee (rare)
5. Haste 5. Guards & Wards
6. Infravision 6. Move Earth (rare)
7. Item 7. Project Image
8. Maxmilians Stony Grasp (t) 8. Stone to Flesh
9. Secret Page 8. Transmute Water to
10. Slow Dust (rare)
11. Tongues
12. Water Breathing
13. Wind Wall Level VII (all rare)
14. Wraithform 1. Hatch Stone From Egg (t)
2. Phase Door
Level IV 3. Statue
1. Dimension Door (rare) 4. Teleport Without Error
2. Extension I 5. Vanish
3. Leomunds Secure Shelter
(rare) Level VIII (all rare)
4. Massmorph 1. Airboat (t)
5. Plant Growth 2. Enhance (LL)
6. Polymorph Other 3. Glassteel
7. Polymorph Self 4. Permanency
8. Vacancy 5. Polymorph Any Object
9. Wizard Eye
Level IX (all rare)
Level V 1. Crystalbrittle
1. Animal Growth 2. Estate Transference (t)
2. Distance Distortion 3. Succor/Call
(rare) 4. Temporal Stasis
3. Extension II 5. Time Stop
4. Fabricate
5. Passwall (rare)
6. Stoneshape
7. Teleport (rare)
8. Transmute Rock to Mud
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Conjuration/Summoning:
While there are many Conjurers in Dragonspace, they are not well thought of - its practicioners are seen as Grey at best and more often Black.
Level I Level II
1. Armor 1. Glitterdust
2. Cantrip 2. Summon Swarm
3. Find Familiar
4. Grease
5. Mount
6. Unseen Servant
Level III Level VII (all rare)
1. Flame Arrow 1. Limited Wish
2. Monster Summoning I 2. Monster Summoning V
3. Phantom Steed 3. Power Word - Stun
4. Sepia Snake Sigil
5. Watery Double (t) Level VIII (all rare)
1. Maze
Level IV 2. Monster Summoning VI
1. Evards Black Tentacles (rare) 3. Power Word - Blind
2. Monster Summoning II 4. Symbol
5. Trap the Soul
Level V
1. Conjure Elemental Level IX (all rare)
2. Monster Summoning III 1. Gate
3. Summon Shadow (rare) 2. Monster Summoning VI
3. Power Word - Kill
Level VI 4. Wish
1. Conjure Animals
2. Ensnarement
3. Invisible Stalker (rare)
4. Monster Summoning IV
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Divination:
This is the most popular field of magical study. Diviners are usually thought of as good or `White' magicians.
Level I: Level IV:
1. Cantrip 1. Detect Scrying
2. Detect Disease (cw) 2. Locate Creature (t)
3. Detect Magic 3. Magic Mirror
4. Detect Undead (rare)
5. Divining Rod (cw) Level V:
6. Identify 1. Contact Other Plane
7. Read Magic (rare)
2. False Vision
Level II:
1. Death Recall (cw)
2. Detect Evil/Good Level VI:
3. Detect Invisibility 1. Legend Lore
4. Detect Life (cw) 2. True Seeing
5. ESP
6. Know Alignment Level VII (all rare)
7. Locate Object 1. Vision
8. Past Life (t)
Level VIII (all rare)
Level III: 1. Screen
1. Clairaudience
2. Clairvoyance Level IX (all rare)
3. Wizard Sight (t) 1. Foresight
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Enchantment/Charm:
This is considered to be bardic magic; non bards who cast these spells must make intelligence check with a negative penalty equal to the spells level in order for it to work.
Note that aside from Bards, there are no native Specialist Enchanters in this sphere. Like Diviners, Bards are thought of as `White' Wizards.
Level I Level V
1. Cantrip 1. Chaos
2. Charm Person 2. Domination
3. Friends 3. Fabricate
4. Hypnotism 4. Feeblemind
5. Protective Amulet (gr) 5. Hold Monster
6. Sleep 6. Magic Staff (t)
7. Taunt 7. Mind Fog (t)
Level II
1. Bind
2. Forget
3. Insatiable Thirst (t) Level VI
4. Ray of Enfeeblement 1. Enchant an Item
5. Scare 2. Eyebite
6. Seal Mouth (gr) 3. Geas
4. Guards & Wards
Level III 5. Mass Suggestion
1. Hold Person
2. Love Spell (gr)
3. Minor Malison (t)
4. Suggestion Level VII (all rare)
5. Watery Double (t) 1. Charm Plants
2. Hatch Stone From Egg (t)
Level IV
1. Charm Monster Level VIII (all rare)
2. Confusion 1. Airboat (t)
3. Emotion 2. Mass Charm
4. Enchanted Weapon
5. Fire Charm Level IX (all rare)
6. Fumble 1. Succor/Call
7. Greater Malison (t)
8. Leomunds Secure Shelter (rare)
9. Magic Mirror
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Illusion/Phantasm
Illusionists are seen as entertainers and charlatans, and bardic wanna-be's. Generally they are thought of as magical failures who lack the self discipline to improve their lot - and it is true most higher level spells of this school are not known in this sphere. They are usually considered to be Grey or neutral wizards.
Level I Level IV
1. Audible Glamour 1. Fear
2. Cantrip 2. Hallucinatory Terrain
3. Change Self 3. Illusionary Wall
4. Phantasmal Force 4. Improved Invisibility
5. Spook (rare)
6. Ventriloquism 5. Phantasmal Killer (rare)
6. Shadow Monsters (rare)
Level II 7. Vacancy
1. Blindness
2. Blur Level V
3. Fool's Gold 1. Advanced Illusion
4. Hypnotic Pattern 2. Demi-Shadow Monsters
5. Improved Phantasmal Force (rare)
6. Mirror Image 3. Shadow Door (rare)
7. Misdirection
8. Whispering Wind Level VI
1. Eyebite
Level III 2. Mislead
1. Illusionary Script 3. Permanent Illusion
2. Invisibility 10' R 4. Programmed Illusion
3. Phantom Steed 5. Project Image
4. Spectral Force 6. Shades (rare)
5. Wraithform 7. Veil
Level VII (all rare)
1. Mass Invisibility
2. Sequester
3. Shadow Walk
4. Simulacrum
Level VIII - none
Level IX - none
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Invocation/Evocation:
Due to the meddling of the gods, development of this class of spells is severely stunted. What spells are known can be cast only by Militant Mages who worship Zeus, Ares, or Athena, and are regarded as near priests in and of themselves - even the Invaders cannot cast these spells. Noncrossover spells are all rare.
Level I: Level II:
1. Alarm 1. Stinking Cloud (rare)
2. Cantrip 2. Web (rare)
3. Fire Burst (t)
4. Shield (rare) Level III:
5. Wall of Fog (rare) 1. Invisible Mail (cw)
2. Lightning Bolt (rare)
Level IV Level VI
1. Dig (rare) 1. Chain Lightning (rare)
2. Fire Trap 2. Death Fog
3. Thunderstaff (rare) 3. Enchant an Item
4. Guards & Wards
Level V
1. Cloudkill (rare) Level VIII (all rare)
2. Dream/Nightmare 1. Forcecage
3. Wall of Force (rare) 2. Hatch Stone From Egg
4. Wall of Iron (rare) 3. Limited Wish
5. Wall of Stone (rare)
Level VIII - None
Level IX (all rare)
1. Energy Drain
2. Wish
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Necromacy:
Necromancers are all considered to be Black or Evil magicians and have been supressed since before the arrival of the Invaders. Both the native authorities and the Invaders regard Necromancers of any level as vermin to be exterminated (though sometimes they are offered sanctuary by a priest of Hades or a very corrupt Invader commander); hence Necromancers spend virtually their entire career in hiding. Only Specialist Necromancers and a few particularly corrupt Conjurers learn these spells - Alterationists and Diviners will not, Militant Wizards (Invokers) are forbidden by divine fiat, and there are no true Abjurers.
Level I Level V
1. Cantrip 1. Animate Dead (rare)
2. Chill Touch (rare) 2. Magic Jar (rare)
3. Detect Undead (rare) 3. Summon Shadow
Level II Level VI
1. Choke (wc, rare) 1. Death Spell (rare)
2. Death Recall (wc) 2. Reincarnation (rare)
3. Ghoul Touch (wc, rare)
Level III Level VII (all rare)
1. Curse Tablet (gr, rare) 1. Control Undead
1. Feign Death (rare) 2. Finger of Death
2. Hold Undead (rare) 3. Zombie Double (wc)
3. Vampiric Touch (rare)
Level VIII (all rare)
Level IV 1. Defoliate (wc)
1. Contagion (rare) 2. Shadow Form (wc)
2. Enervation (rare)
3. Mask of Death (t, rare) Level IX (all rare)
1. Energy Drain
The Invaders frown on magic other than their own, to put it mildly. If they ruled this sphere directly, native magic users would be extinct, in hiding, or under their direct control. But they do not rule directly. Instead, their authority is exercised mostly through puppet rulers, though they do `send in the troops' now and again, and maintain an extensive network of assassins, spies, and sabateurs that answers to them alone. This situation grants mages a bit of leeway, pretty much as follows:
1st - 4th Level Wizards (2nd - 6th level Bards):/> Minor spellcasters like this are pretty much ignored and are fairly common. The Invaders do insist that apprentice wizards be registered, further, the mage doing the instructing must seek permission to do so. Failure to do so is a capitol offense for the instructor - but not always for the apprentice.
The reasoning here is that low level wizards know enough magic to be usefull to the Invaders without being dangerous to them. Indeed, the Invaders will at times actually encourage the training of such petty wizards just so they can be drafted into service elsewhere in the Empire. (The attitude being `let the inferior locals do the work'). Furthermore, low level wizards of this sort are often young and impressionable enough to be `brainwashed'. The Invaders do not draft wizards greater than 4th level (6th level if a Bard).
5th - 8th level Wizards (7th - 12th level Bards):/> Independant wizards of this degree of power are tolorated by the Invaders - within limits. Wizards of this sort quickly learn (if they desire to live) that there are certain places they do not openly go, certain people they do not openly associate with, and certain others with whom they must associate. They have to put up with frequent `inspections', as well as officially sanctioned harassment. Objecting to this treatment automatically makes the mage a criminal or traitor, and subject to execution. The Invaders see mages of this level as a minor danger.
Many independant mages of this level choose to go into hiding. Others seek out powerfull patrons - offering their service in exchange for a measure of protection.
9th+ level Wizards (13th+ plus Bards):/> The Invaders do not tolorate independant wizards of this level, period. At this point - if they havn't already - wizards must make a choice:
Go into hiding, sometimes on their own, sometimes with the assistance of others (some circles of mages simply seem to have vanished since the Invaders took over).
Join the Rebellion. This is much like the first option, except that the wizard is not merely hiding from the Invaders, but actively opposing them. Some circles of wizards are associated with the Rebellion, including some that `vanished' or were supposed to have been destroyed.
Conceal the true extent of their power - ie go on pretending to be a lower level wizard. This works - sometimes - but the Invaders are very good at ferriting out such individuals.
Find a really powerfull Patron - somebody the Invaders do not wish to displease without extreme provocation. Patrons of this caliber are rare - the most powerfull nobles and high priests of Regia, and the various Dragon Lords of Dragonhome are about it. Even with such a patron, a wizard can still expect harrassment and the odd Invader assassination attempt.
Collectively, many locals think that wizards of real power are far rarer than they actually are. The general feeling is that all the really powerfull wizards have `died out'.
Spellbooks containing 1st & 2nd level spells are fairly common, and in some places (Metallix League, Hermos, Jovus-Hera) are almost bought, sold, and traded openly.
Spellbooks containing 3rd & 4th level spells are much rarer than those with spells of 1st & 2nd level, but can still be found with enough digging. These tend to be the core spellbooks of a given circle of mages, containing the everyday spells used most often by them. Circles that are on good terms with one another sometimes `swap' spellbooks of this sort.
Other wizards can and do research these spells on their own, but this is expensive and time consuming.
Spellbooks containing 5th & 6th level spells are scarce: usually they are the prize possessions of a given circle of mages, with extremely limited circulation even within the circle. Some wizards still research such spells on their own, but their spellbooks are also kept secret.
Very few 7th, 8th, and 9th level spells are known to the native wizards of this sphere. Indeed, few or no enchantment/charm, illusion/phantasm, or invocation/evocation spells of this level are known. There are only a handfull of native mages greater than 13th level in this sphere, scattered amidst a very few circles. The mages of this level that do exist tend to concentrate their research on the spells of their particular specialist school only.
The spellbooks that do contain 7th, 8th, and 9th level spells are objects of awe and legend among the various circles, with their authors regarded as virtual demi-gods in their own right. These books are typically thought to be kept within massive vaults, guarded by demons and monsters, or hidden in almost impossible to reach places. Probably no more than ten or twelve such books exist (along with a few partial or corrupted copies). The chief such books are as follows: