MARVEL WIZARD

To be a wizard under this category one must have a minimum Psyche of GD (10) and must have some way of acquiring the spells from other realms or other mages or devices. The chart below is the advancement table for a wizard. To gain levels you must put Karma into this field. Once Karma is put into this field IT CAN NOT BE REMOVED. To cast the higher level spells, you must have a higher Psyche. Sixth level spells require an EX (20) Psyche, 7th = RM, 8th = IN, and for 9th lvl spells you must have an AM Psyche.

WIZARD EXPERIENCE LEVELS

LEVEL KARMA INVESTMENT TALENTS
1 0 4*
2 250 -
3 500 1
4 1000 -
5 2000 -
6 4000 2
7 6000 -
8 8000 -
9 10,000 1
10 12,000 -
11 14,000 -
12 16,000 2
13 18,000 -
14 20,000 -
15 22,000 1
16 24,000 -
17 26,000 -
18 28,000 2
19 30,000 -
20 32,000 -
21 34,000 1
22 36,000 -
23 38,000 -
24 40,000 2
25 42,000 -
26 44,000 -
27 46,000 1
28 48,000 -
29 50,000 -
30 52,000 2
31 + 2,000 per level No more talents gained

* If you are creating a character start off with the 4 talents; otherwise, spend 500 Karma to gain mystic origin and become a 1st lvl mage. The number of "powers" your character starts with determines your starting level. Example: you roll seven powers, you can start as a 7th level mage (at Judges discretion).


MAGE TALENT LIST

Mystic origin, Demonologist, Stamina, Astrologist, Gem Cutting, Bibliophile, Herbalist, Alchemist, Zoologist of Magic, Occult Lore, Runesmith, Theoginist, Chronicler of Magic, Scholar of Antiques. Whatever other talents deemed to fit by Judge and player may be used also.

As with AD&D, you may choose to specialize in a particular field of magic, but you must have the Talent Mystic Origin regardless.


MAGE SPECIALIST REQUIREMENTS

Specialist School Min. Ability Score Opposition
Abjurer Abjuration EX Reason Alteration & Illusion
Conjurer Conjuration/Summoning EX Endurance Divination & Invocation
Diviner Divination EX Reason Conjuration/Summoning
Enchanter Enchant/Charm EX Psyche Invocation/Evocation & Necromancy
Illusionist Illusion EX Agility Necromancy/Invocation/Evocation/Abjuration
Invoker Invocation/Evocation EX Endurance Enchant/Charm/Conjuration/Summoning
Necromancer Necromancy EX Reason Illusion & Enchantment/Charm
Transmuter Alteration EX Agility Abjuration & Necromancy

WIZARD SPELL PROGRESSION

WIZARD SPELL LEVEL
LEVEL 1 2 3 4 5 6 7 8 9
1 1 - - - - - - - -
2 2 - - - - - - - -
3 2 1 - - - - - - -
4 3 2 - - - - - - -
5 4 2 1 - - - - - -
6 4 2 2 - - - - - -
7 4 3 2 1 - - - - -
8 4 3 3 2 - - - - -
9 4 3 3 2 1 - - - -
10 4 4 3 2 2 - - - -
11 4 4 4 3 3 - - - -
12 4 4 4 4 4 1 - - -
13 5 5 5 4 4 2 - - -
14 5 5 5 4 4 2 1 - -
15 5 5 5 5 5 2 1 - -
16 5 5 5 5 5 3 2 1 -
17 5 5 5 5 5 3 3 2 -
18 5 5 5 5 5 3 3 2 1
19 5 5 5 5 5 3 3 3 1
20 5 5 5 5 5 4 3 3 2
21 5 5 5 5 5 4 4 4 2
22 5 5 5 5 5 5 4 4 3
23 5 5 5 5 5 5 5 5 3
24 5 5 5 5 5 5 5 5 4
25 5 5 5 5 5 5 5 5 5
26 6 6 6 6 5 5 5 5 5
27 6 6 6 6 6 6 6 5 5
28 6 6 6 6 6 6 6 6 6
29 7 7 7 7 6 6 6 6 6
30 7 7 7 7 7 7 7 6 6
31 8 8 8 8 7 7 7 6 6
32 8 8 8 8 7 7 7 7 7
33 8 8 8 8 8 8 8 7 7
34 8 8 8 8 8 8 8 8 8
35 9 9 9 9 8 8 8 8 8
36 9 9 9 9 9 9 9 8 8

Anything beyond this and you're on your own.

By Gary Hall


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