Wizardry (0%) Magic
The apprentice wizard's Magic bonus can only
at most double his ability in this skill.
Learning this skill to 1% takes 50 hours,
then 50xcurrent skill (excluding modifier) per 1% increase thereafter,
so learning to 10% (the minimum for casting magic) takes at least 450 hours
of training, ie. 45 weeks of solid study. This is normally done over the
course of three years, with the apprentice gaining two years of normal
experience over this time. Once the skill reaches 10%, the apprentice can
cast spells on his own, and learning dramatically accelerates.
Learning the skill over 10% requires one experience
tick, followed by one normal training session (1 hour per current %), for
the gain of 1d6 points in the skill. Pure training can be done, but only
gives 1d6-3.
Wizardry skill is used to determine what,
and how many, spells a wizard may memorise. To be able to cast each level
of spell, this skill must be increased by 10%xLevel.
How to calculate how many spells can be learned? Here are some ideas (basically, I came up with them in this order, trying to refine the results to look right).
1. The number of spells of each level that can be learned is calculated by dividing the skill by the minimum percentage required to learn the level, to a maximum of INT.
Assuming INT=18
| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| 10% | 1 | ||||||||
| 30% | 3 | 1 | |||||||
| 60% | 6 | 2 | 1 | ||||||
| 100% | 10 | 3 | 1 | 1 | |||||
| 150% | 15 | 5 | 2 | 1 | 1 | ||||
| 210% | 18 | 7 | 3 | 2 | 1 | 1 | |||
| 280% | 18 | 9 | 4 | 2 | 1 | 1 | 1 | ||
| 360% | 18 | 12 | 6 | 3 | 2 | 1 | 1 | 1 | |
| 450% | 18 | 15 | 7 | 4 | 3 | 2 | 1 | 1 | 1 |
| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| 10% | 1 | ||||||||
| 30% | 2 | 1 | |||||||
| 60% | 3 | 3 | 1 | ||||||
| 100% | 10 | 5 | 2 | 1 | |||||
| 150% | 15 | 7 | 3 | 1 | 1 | ||||
| 210% | 18 | 10 | 4 | 2 | 1 | 1 | |||
| 280% | 18 | 14 | 5 | 3 | 2 | 1 | 1 | ||
| 360% | 18 | 18 | 7 | 4 | 2 | 1 | 1 | 1 | |
| 450% | 18 | 18 | 9 | 5 | 3 | 2 | 1 | 1 | 1 |
| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| /10 | /20 | /40 | /70 | /110 | /160 | /220 | /290 | /370 | |
| 10% | 1 | ||||||||
| 20% | 2 | ||||||||
| 30% | 3 | 1 | |||||||
| 40% | 4 | 2 | |||||||
| 60% | 6 | 3 | 1 | ||||||
| 100% | 10 | 5 | 2 | 1 | |||||
| 150% | 12 | 7 | 3 | 2 | 1 | ||||
| 210% | 12 | 10 | 5 | 3 | 1 | 1 | |||
| 280% | 11 | 11 | 7 | 4 | 2 | 1 | 1 | ||
| 360% | 10 | 10 | 9 | 5 | 3 | 2 | 1 | 1 | |
| 450% | 9 | 9 | 9 | 6 | 4 | 2 | 2 | 1 | 1 |
| 580% | 9 | 9 | 9 | 8 | 5 | 3 | 2 | 2 | 1 |
| 740% | 9 | 9 | 9 | 9 | 6 | 4 | 3 | 2 | 2 |
Wizardry skill must be rolled each time a spell is cast:
| Critical | Spell works |
| Special | Spell works |
| Normal | Spell works, costs 1 MP |
| Failure | Spell works, costs 1 MP per level of spell |
| Fumble | Spell fails, costs 1 MP |
The skill is ticked on a normal success or better, but requires first a tick, then one training session per increase, gaining 1d6-1. Note that if a starting Wizard with Wizardry at 15% fails his roll, he cannot gain a tick until he re-learns the spell, casts it again, and rolls 15 or less. It is quite possible for a starting wizard to fail to get a tick for several days.
Remember that 96-99 is always at best a failure, and 00 is always a fumble.
Roll INTx5 - 5% per level of spell to be able to know a spell, this
roll may be retried once when Wizardry rises high enough to permit the
wizard to learn two spells of the same level. A fumble means the spell
can never be learned. Alternatively, just use the D&D Know Spell percentage
for the INT.