Showing posts with label wizards. Show all posts
Showing posts with label wizards. Show all posts

Monday, 25 February 2013

Lets Read Mythus pt 23

This week in Let's Read the Garynomicon we'll look at the sample Dweomercraeft (wizardin') and Priestcraeft (godbotherin') Castings on offer to players who foolishly assumed that Dangerous Journeys: Mythus was a complete game in itself.

Reading scores of Mythus spells castings descriptions: it'll do that to ya.


For those playing along at home we're starting on page 278 of the big brown book. Expect the usual acronyms, neologisms, and wordiness, and - for this week only - the introduction of an additional rule: drink once each time you've seen this somewhere before.


Sample Castings

Casting Grades (aka Spell Level in D&D-ese) I-V, 3-5 example castings per level.

Casting time is included in the name of the spell. This wouldn't be so annoying except that the text explaining required casting time isn't even listed in this chapter. The casting times are all the way back in the Mythus Prime section on p22! "Put magickal casting times in the magic chapter? Oh what a card you are my lad..." For the record:

Mythus Casting Times
Eyebite - instantaneous
Charm - 1 CT (3 seconds)
Cantrip - 5 CT
Spell - 1 BT (30 seconds)
Formula - 5 BT
Ritual - 1+ AT (5 minutes)

Oh, and the E/F/M notation that precedes the descriptive text of each spell. If you check Mythus Magick you discover it means "Effect, Force, Material". So "spell effect" in any game that got edited to make sense to the people of Earth.

Dweomercraeft I

Armor, Physical Cantrip
Anti-kinetic energy effect. Useless against Mental or Spirit attacks.
Costs the base 20 Heka + 1 per point of protection desired to to a max = Caster's Mental TRAIT. Lasts 50 minutes, or until destroyed.
Basically a fiddly combination of the D&D spells mage armour and stoneskin. Sucks.

Detect Heka Spell
*ping* presence, type, source and strength of Heka in a 1 Rod radius.
Detect magic, innit.

Reflections Spell
Basic scrying spell. Requires a reflective surface.
Spy on someone for 5 mins per 10 STEEP.
Difficulty depends on how far away they are and how well you know them.
Lead, stone and various dweomers block your tele-perving.

Trigger Effect Formula
Creates trigger for other magical effects. Used in conjunction with another casting. Description is gobbledegook.
"Whaaaa-?"

Remember the nightmare of nested effects that was 3E contingency? All that for 20 Heka. *shudder*

Wickaflame Charm
Spark 1 or more small non-magical flames in existing tinder. Range is 1 Rod per 10 STEEP.
Probably meant to be a "wave hands, lamps light" spell; actually an arsonist's charter.

Dweomercraeft II

Armor, Mental Cantrip
Anti-brainfondling defence.
35 Heka + 1 per point of Mental defence. Max = Mental TRAIT if caster is Full Practitioner Master Race, MRCap if Partial Practitioner Untermensch.
Otherwise as Armour, Physical Cantrip above.

Forcedart Charm
Creates a single "dart-sized missile of golden energy".
Dart does 2d6+1 per 10 STEEP Physical Impact damage at a range of up to 1 chain per 10 STEEP.
Hits unerringly, ignores physical armour. Muggles cri moar plz.
A magical missile you say? How unprecedented.

Heka Trap Spell
Magic landmine on on object that endures until triggered.
Say the wizard's chosen safe word or take damage = 3d6(+caster's MRCap+any extra he buys at 1:1 Heka). Damage is any non-continuing type.
Boring "gotcha!" version of a guards and wards effect.

Ritual of the Heart Ritual
Expend a week, Heka equal to 2xSpirit TRAIT and make a DR "Hard" Dweomercraeft roll to bind a 'mascot' or totem item.
Why would you want to do this? Refer to Mythus Magick for more.
This casting is one you may find familiar (pun intended, for once).

Dweomercraeft III

Armor, Spiritual Casting
50 Heka +1 per point of Spirit defence.
Doesn't prevent attempts to forge Spiritual Links, just grants ablative soul padding.
Otherwise as Armor, Mental casting.

Avoid Heka Attack Ritual
Grants an Avoidance roll (aka Saving Throw) against any one Heka-powered effect.
Base chance to avoid is the average of your Physical Speed scores + 10% of you STEEP in the skill used to create the effect. This chanced is then modified by arbitrary GM-fiat difficulty levels.
Don't waste your Heka.

Heka Darts Charm
Creates multiple darts (1 per 10 STEEP), each doing 1d6+2 Physical Piercing damage at a range of 1 yard/STEEP. Darts Strike unerringly and ignore physical armour.
Several magical missiles, eh? The innovation! It burns!!!

Implant Spell
Photographic memory of written text for 24 hours. Caster can duplicate anything memorized for the duration of the casting.
Semi-interesting, I might use that in a Classic game. Actual usefulness, is that you? *gluk gluk*

Dweomercraeft IV

Armor, Heka Cantrip
75 Heka +1 per point of anti-Heka armour.
Otherwise as Armor, Mental Casting.

Barrier Formula
Magical electric fence in 1 foot radius/STEEP.
Lasts 5 minutes per STEEP +5 mins per Heka spent.
Barrier causes 1d3+1 damage to any creature touching it. Physical beings take Physical damage, otherworldly beings and ghosts take Mental or Spirit damage.
A creature damaged must save or, sorry, wrong game make a DR "Hard" check against its PNPow (or MRPow, or SSPow *gluk gluk*): success = pass through barrier taking an additional 1d6+1 damage, fail = recoil.
Successive tests to push through the barrier are at DR "Moderate" for 2nd attempt, "Easy" for the 3rd.
Non-absolute protection from evil spell. May be of interest for your Classic game if you dislike the existing spell.

Mask Heka Spell
Renders the Heka aura of an object or area undetectable.
Up to 1 rod diameter per 10 STEEP. Permanent until dispelled.
Masking an area from Supernatural and Entital Heka requires additional castings.

Dweomercraeft V

Cloud of Magick Spell
Heka smoke bomb.
Lasts 5 minutes per 10 STEEP and makes everything in a 1 foot diameter per STEEP *ping* equally when detected for Heka.

Heka Bolt Charm
Straight line burst of Heka hitting every target in a line out to 1 furlong.
Does 5d6 Physical Piercing damage +1d6 per 10 Heka to a maximum of 10d6.
Hits unerringly. Ignores physical armour.
Wizard HAET queueing!

Invisible Alert Formula
Creates an alarm bubble up to STEEP feet in diameter.
Lasts 1 AT per STEEP + 1 AT per Heka spent.
Any physical thing ("...including gaseous liquid...") entering this zone of misanthropy alerts caster to "...direction of passage, point of breach, and who or what passed into or out of the sphere."
Might be useful for paranoid sleeping wizard, except: nocturnal animals exist, that is all.

Priestcraeft, General
Rites and rituals which affect only those who follow a particular ethos (white hat, black hat, one of Mythus' three shades of ambiguous hat), pantheon or religion.

Priestcraeft General I
Rites Ritual
Seven quasi-sacramental rites:
  • Birth
  • Death
  • Marriage
  • Separation/Divorce
  • Acceptance of Ethos, Pantheon and Deity
  • Service
  • Penitence
Regular participation in these rites is required to keep in good standing with one's religion.
Basically the clerical ceremony spell from Unearthed Arcana.

Priestcraeft General II
Blessing, Minor, Spell
One-off +/-5 bonus to next die roll.
May only be cast on person who follows the same pantheon.
Yeah, the bless spell for a percentile system. It's even reversible.

Priestcraeft General III
Consecration Formula
Hallows a sacramental object or area so that any sacrilegious action or profane touch causes 1d3 Spirit damage to anyone not of the ethos. Damage from multiple acts of desecration stack.
A direct damage equivalent to the d20 SRD hallow spell?

Priestcraeft General IV
Blessing, Major Ritual
Negates opposing curses resulting from Grade I or II Castings, or grants +/-10 bonus to one die roll. Can also be used for non-mechanical social effect (blessing crops, animals, ships, etc.) if you want to burn Heka for the sake of seeing the peasants smile.
Additional subjects can be blessed in the face for 5 Heka each.

Priestcraeft General V
Guidance Spell
Allows the caster to bother Upstairs for advice, or to give good counsel to others in accordance with the tenets of their ethos, pantheon and religion. Anyone following the advice enjoys the benefit of the Blessing, Minor Casting.
A classic 'clue me' spell, with a minor mechanical benefit. Is a clue worth +65 Heka to you?

Priestcraft, Basic
Common spells. Less 'pastoral care' than General Castings.

Priestcraeft Basic I

Lightsee Charm
Causes 1 object per 10 STEEP to glow like a candle for 5 minutes per STEEP.
Renders books readable, dark passages navigable, etc.
Light is visible from 100 yards in darkness.
A less torch-negating light spell.

Prayer Cantrip
Increases the STEEP of one of the caster's K/S Areas by 10 for about 2 minutes.
Can be used to enhance caster's own Priestcraeft K/S for cheesy synergy shenanigans.
Half the Casting description is spent advising the GM to punish uses of this spell which are contrary to the ethos of the caster.
Interesting meta-magic effect, not sure if it would be back compatible to Classic games.

Produce Meal Ritual
Produces one typical priest's meal (as appropriate for the religion) per 10 STEEP.
So: 20 Heka/day, no expenditure on rations.

Pronouncement Spell
Caster spends 1 Battle Turn (30 seconds) pulling rank and proclaiming [preferred flavour of god] is on our side. The player is required to state exactly how 'we're right, they're wrong' today.
All within 1 chain radius enjoy/suffer a half-strength version of the DR modification granted by Joss in their support/opposition to the stated fact.
An actual worked example would have been helpful here.
Pronouncement can also compel agreement and obedience from any co-religionist with a lower STEEP than the caster. This lasts 1 AT per STEEP.
A supercharged version of command affecting a 40yd diameter? Not bad for 20 Heka.

Smokecloud Formula
Generates stable, non-moving incense smoke (complete with caster-selected scent) in 1 foot radius per STEEP.
The smoke lasts 1 AT per 10 STEEP and reduces visibility to 6 feet.
Fog cloud, sponsored by AirWick?

Priestcraeft Basic II

Healing, Minor Formula
Restores Physical damage: 2d3 damage per 10 STEEP of the caster.
Touch range, instantaneous effect.
CLW. That is all.

Heal Mental Damage Ritual
Restores Mental damage to someone other than the caster: 1d6 damage per 10 STEEP of the caster.
Touch range, instantaneous effect.

Meditate Spell
Allows meditating casters in a 1 square rod/10 STEEP area to gain the benefits of an hour of meditation in 5 minutes.
D&D4E style short rests: done first by EGG.

Rightcourse Cantrip
Divinatory casting which indicates whether a given course of action will result in transgressions against the ethos of the caster.
No idea why this has an area of effect, duration and range.
Spend 35 Heka to play "Mother may I" as an in-game effect? Not to all tastes. Pass.

Priestcraeft Basic III

Bounds of Action Charm
Restricts a physical target to a 1 rod radius area centred on their current location for 1AT per 10 STEEP.
There's a paragraph of rules about breaking free of this effect, but its limited to characters with a PMPow (aka Str) of 30+.
This is an interesting, pulpy variation on the old standby of hold person.

Enhance Spiritual Power Formula
Boosts the caster's Spiritual Mental Power and Spiritual Psychic Power to the maximum Capacity possible for each Attribute for a duration of 1AT/10 STEEP.
If no increase is possible then both Attributes are enhanced by +1 each instead.
Resembles nothing so much as the stat enhancing spells of the SRD.

Enlightenment Ritual
The player gets to ask the GM one "Yes/No" question about past events or contemplated activites, which must be answered truthfully.
Another "clue me" spell, one with echoes of the contact other plane Classic D&D spell.

Heka Defences Cantrip
Grants the target 1d6(+caster's SMCap if a Full Practitioner, SMPow only is Partial Practitioner) protection which wards against all damage types.
Otherwise similar to the Physical, Mental or Spirit Armor cantrips.

Priestcraeft Basic IV

Protection from Lightnings Spell
Generates a magical Faraday cage of 1 yard diameter/10 STEEP centred on the caster.
The spell dissipates _dice_ of electrical damage equal to the caster's STEEP (1/2 STEEP if a Partial Practitioner).
A nice counter-balance to the hair-raising (no pun intended) power of electricity in Advanced Mythus.

Sanctification Ritual
Can either double the damage inflicted by the Consecration Formula (above), or can be used to enhance a single consecrated object (for example, the priest's holy symbol). For each 100 Heka expended the sanctified object will cause 1d3 Mental and Spiritual damage on sight, 2d3 Physical damage upon touch, to any being of an opposed ethos within a 1 rod radius.
An interesting variation on clerical turning. Probably a bit number-crunchy for players of Classic games though.

Wound, Spiritual Charm
Causes Spirit damage of 1d6(+1d6 per 10 extra Heka, max added dice = 1/10th caster's STEEP) to one target within yards = STEEP.

Priestcraeft Basic V

Heal the Soul Spell
Heals Spirit damage: 1d6 per 10 STEEP (1d3 per 10 STEEP if Partial Practitioner).
The target must be of the same ethos as the caster.

Thunderbolt Cantrip
Calls a lightning bolt from the blue within 1 yard/STEEP.
This causes 5d3(x1d6 Exposure roll) Electrical Physical damage to the primary target and 3d3(x1d3) to all subjects within a 1 rod radius.
The accompanying thunder startles all creatures with a Mental Reasoning Power (aka Intelligence) of 10 or less; startled creatures run in panic for 1d3 Critical Turns (or stampede if animals).
A numerically fiddly version of D&D's call lightning spell with a nice panic!!! fillip.

Word of Command Charm
Causes 1 subject(+1/10 STEEP) within earshot to obey a single word command for the next CT.
This is the Classic D&D command spell, right down to the proviso that "Die!" results in auditors only appearing dead for one round CT.

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If you're at all familiar with any of the spell lists from Classic D&D your deja vu will be going nuts by now (feel free to drink until it abates). The Castings on offer indicate a typically Gygaxian folkloric implied setting; one where wizards lurk over scrying pools, sling various sizes and shades of burning arcane arrow, and leave cursed objects lying around, while priests alternately bless their flock and call high-amperage arcs from the sky onto the heads of the unbelievers, etc.

Some of the spell variations from the more familiar D&D norms are interesting (and the similarities are certainly not worth a lawsuit); it's just a shame the spell names are so, soooooooooooo tin-eared. Seriously, "Ritual of the Heart Ritual" is only the stand out offender in a full and busy field: "Summon Familiar" is quicker to say, conveys more information, and doesn't repeat itself in an awkward Dept of Redundancy Dept way. Once again Advanced Mythus reminds us that editing is not optional.

In the Small Mercies column of the ledger: at least the bad joke that was material components didn't make it into Advanced Mythus.

Next Time: Apotropaism, Astrology, Herbalism and Mysticism Castings.

Pic Source: teh intawubz

Tuesday, 22 January 2013

Truly Random Charges for Magic Items

Just a thought. Rather than generating the number of charges remaining when a wand (/rod/stave/misc. charged item) is discovered in play instead:

Pick (or roll) a number between 1 and 20.
Each time the wand is used, roll a d20.
If the number matches the pre-selected one, the wand is out of charges.

  • If the wand was a looted object and/or previously used against the party by someone else, pick 2 numbers.  {reflecting depletion through use, duh.}
  • If the wand was crafted by the wizard him/herself: pick 1 number, roll d30 when used.  {This incentivises crafting by PC wizards, and reflects a maker's mastery of his own creation. "I know every nut and bolt and cog; I built it with my own hands!"}

Why bother with this rules wrinkle rather than "xd10 charges"?

Because - contrary to what contemporary D&D orthodoxy would have you think* - magic is chaotic, unpredictable and will probably let you down at exactly the worst possible moment. This variant models the uncertainty of a world without fuel gauges on magic items.

In addition, it's engaging in play: every time a wand is used there's a chance (rolled by the user, no less!) that it blows a fuse and reverts from throbbing arcane phallic extension to useless decorative back-scratcher.

* Post-scarcity D&D? *pshaw* There's no way a plan that goes "bind the power of Kaos to bootstrap an industrial revolution" ever ends well.

Hat-tip: Zak S for Lucky Number Kung-Fu.

Bonus Factoid: According to the magic items chapter of the One True DMG (AD&D1E) there's a 1% that any wand discovered is rigged to 'backfire' when used. Whether this is due to malignancy on the part of the creators, or the innate perversity of magic, or just down to thaumic decay over time, is undisclosed. And quite what 'backfire' entails is left for the GM to determine. (cue evil laughter)

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Unrelated: Oh look. A DNDClassics pdf purchase site. Looks like WOTC decided to do the blindingly obvious after four years of fighting the tide. What was that line about even a stopped clock being right twice a day?

Sunday, 20 January 2013

Mastering Forbidden Lore

As far as I recall the process of wizards forcing new forms of blasphemous eldritch lore into their bulbous craniums is almost completely handwaved in B/X-ish D&D. Fine by me; that just leaves all the more room for personal tinkering.

A wizard, yesterday

Here's my personal take on larnificatin' new spells, a sub-system more than a little influenced by the casting rules from good old "Chainmail".

Spell Mastery
Binding the power of Chaos to your will in new and interesting ways is a non-trivial endeavour. When a wizard discovers a new spell (on a scroll, in a spell book, graven into an arcane crystal, w/e) he must attempt to master it through successive castings.

Every time the wizard casts a spell he has memorized but not yet mastered, roll the following:

2d6 +Level +Int mod –Spell Lvl vs. TN 12
  • Pass = Spell Mastered - spell takes effect. Wizard cackles like an agitated hen coop.
  • Fail, roll 7+ = Partial Mastery - spell takes effect, caster enjoys cumulative +1 bonus to future mastery rolls for this spell. Wizard gloats.
  • Fail, roll 3-6 = Not Mastered - spell fizzles. Wizard snarls and kicks handy apprentice/familiar/peon.
  • Snake Eyes = "Oops!" - spell backfires horribly. Roll on your preferred spell misfire table.
Mastery rolls have an automatic +1 bonus if the wizard has already mastered a spell with a thematically related effect (suggestion, charm person/monster, dominate, etc.)

Degrees of mastery achieved over known spells should be noted in the player's grimoire:

[ ] = Not Mastered, [/] = Partial Mastery, [X] = Spell Mastered. 

Accumulated Partial Mastery bonuses can be represented with multiple slashes, thus: [///] = +3 bonus to mastery rolls for that spell.

Once a spell has been cranium-wrestled into submission a wizard can memorise and cast it per the normal rules.

Additional Wrinkles to the Rule

First level wizards start with mastery of their known spells (IMG: 1d6+Int mod of the spells from the starting list). This rules given above apply only to attempts to extend their mastery of magic beyond these rote-learned Old Reliables.

Rolls to master spells may be made between adventures. Each roll cost 100gp/spell level (to cover material components, consultation fees, thaumotropic drugs, and third party damages) and take 1 week.

When a new level is gained the player may attempt to master a number of spells of their choosing equal to their character's Int mod. After these rolls the player may also pick any one unmastered spell on their list, this is now wholly understood.

Until 9th level is attained only spells that the character can cast may be rolled for.  Wizards of levels 9+ can roll to understand and cast higher level spells. For example, an Int 16 W10 would have a chance of casting wish (10,+2,-9 = TN 10 on 2d6).

Spell Mastery rolls can also be used instead of the existing Rogue scroll use rules, or as a shortcut for mastering looted magic items through empirical experimentation.

I should probably include some form of rules for thaumotropic drugs that enhance mastery attempts. You know, stuff like Elric's Hellebore, a Skaven Grey Seer's warpdust, etc.

Oh, and this is the 200th post here at VoN. Go my lazy, wandering-off-for-months-on-end self!

Edit 22/01/2013:  Modified difficulty of casting without mastery. Thanks to -C for the catch.

Pic Source: teh intawubz

Thursday, 26 March 2009

Magic in the Vaults game


Several of the grogblogs have grumbled in recent months about the prevalence of magic as utilitarian substitute for technology in contemporary settings. I'm inclined to agree with their (generally unanimous) position that magic - even as a tool in the hands of PCs - should be mysterious, evocative and above all, hilariously dangerous. As such, here are a few collected thoughts and ukases about magic in the Vaults game.

Limited Spell Selection
The Vaults game is supposed to be about scrabbling in the ruins and wrestling lost arcane lore from the clutches of inimical foes. So I've decided to trim the initial spell lists for all starting characters down to the spells shown on Labyrinth Lord, page 42 (get yer copy here if you haven't already). All arcane casters use the wizard/elf table, all divine casters use the cleric table (although this may need some tinkering for the sake of the druids...).

There are a few reasons for this:

1. A limited spell selection feels more old school.
2. New players won't be overwhelmed with choice.
3. It means I can dump and/or modify problematic spells from the off.

Everything else in the SRD is currently a lost spell which has to be recovered through adventuring.
The rest of the Spell Compendium? Well, that's entirely DM's option at the moment...

The Pseudo-science of Magic
I've decided that magic in the Vaults game will essentially be a Chaotic phenomenon. Although it does obey its own - oddly intuitive - rules, it is able to short-circuit the cause-and-effect of the everyday world. This makes using magic as dangerous and unpredictable a lifestyle choice as becoming a unicycling juggler of nitroglycerine: sure it's impressive, but everyone knows it can only possibly end really badly.

Like a worker in a nuclear power plant, the more hands-off a character is from the material he works with, the more insulated he will be from the adverse effect. In essence:

  • Alchemists can make arcane explosives and other superscience gizmos by channelling arcane power into external prepared objects. Sure, things might still go Boom! if the mix isn't quite right, but at least it won't be the alchemist's head doing the exploding.
  • Vancian casters (magicians and wizards) are able to tap the fundamental laws more immediately - but at greater risk - by directing it through 'lenses' of carefully crafted arcane pathways in their own minds. They do this in accordance with ancient rites and techniques of sympathetic magic laid down in the days of yore.
  • Sorcerers channel magic directly through themselves, rather than into external implements or via constructs of arcane energy, and they pay the cost in spades. What they're doing is roughly on a par with using a plutonium-headed hammer to beat down a plutonium nail. This is why you see sorcerers wandering around with horns, bat wings, claws, sulphurous breath, and the like. They're not "of the blood of dragons" (whatever they might claim).
How exactly I'm going to implement this in play (some form of casting check, ripping off Grognardia Jim's price of magic table, adapting WFRP's winds of magic rules, repurposing the geomancer mutation tables from "Complete Divine" [amended]) is an open question as yet. More research needed here I expect.

Divine casters (clerics and druids) and demon cultists avoid this whole mess by getting someone else entirely to handle the magic for them. Problem of cranial kablooey-ism deftly avoided, at the cost of being at the continual beck and call of their divine - or infernal - patron.

Magic Trains and Flying Ships
There are no magic trains, no scheduled flying ship routes, no flying carpet taxi services, and no gnomish telegraphs in the Vaults game. Anything like that will be a one-off wonder in its own right, probably with some side effects from the artefacts charts in the 1E DMG...or possibly the Gamma World artifacts mishap charts. Alchemical hand grenades and potions of Jekyll & Hydery are fine; but stuff that looks like it belongs in "The Book of Wondrous Inventions" is a step too far for my tastes.

Wednesday, 25 March 2009

Wizards Aren't Scholars


Something which occurred to me the other day. See what you make of it:

Despite what decades of D&D may have told us, and despite their accompanying paraphenalia of tomes, robes, phoenix-feather quills, and bizarre alchemical glasswork, wizards are not scholars.

This minor heresy against fantasy orthodoxy developed after reading in rapid succession (Ah! The juxtaposing joys of Google Reader!) Jeff's write-up of a hedge wizard NPC class, and then some of Paul Graham's thoughts on seeding start-ups in the technology sector.

Sages and hedge wizards are the academic scholars of the arcane world. These are the guys who putter about in the library or lab for decades, happily following their intellectual passions in safety and obscurity. They're the magic equivalent of the go-to geek who knows everything there is to know about an obscure type of circuit or obsolete OS.

Magicians (a specialist wizard type I'm imported from the "Birthright" setting: divination and illusion spells only above 2nd level) are the company men of the magic world. They learn how to one - relatively safe - thing really well, then exploit that for gain. They're the 'court magicians', the guys who cast detect lies for the court, supply the visual effects at court masques, scry on the king's enemies, and so forth.

Wizards, by contrast with their more staid colleagues, take a 'high risk; high reward' path to power. They've made a decision to go into business for themselves in the dangerous field of looting tombs, fighting ancient evils, or farming dragons for ichor. In this respect they're more like start-up founders than scholars or company men. D&D wizards are mavericks like Gates, Jobs, Brin [insert your preferred self-made billionaire here] who kicked academia or the corporate grind into touch and instead took the gamble of trying to make it big in a few years, rather than over decades.

Those few wizards who manage to make it big by surviving the trial-by-fire of dungeoncrawling can then sit back on their heaps of phat lewts and act as 'angel investors' to the next generation of arcane scholars. Some of these will end up working for the master as drudges, but others - generally those attracted by the fame and power of the successful magus, but creatively stifled in his shadow - will form the next generation of tomb-looting go-getters.

So there it is. A quick explanation for why a skinny, pasty guy with a spellbook spends his time trying to kill violent strangers and acquire their stuff.

Another thought: if hedge wizards are research scientists, and wizards are start up founders; then what does that make sorcerers? Well, given the risk inherent in using magic in the Vaults game, I'd say that Sorcs are the kind of people who are prepared to cut corners and break the rules for the sake of power. Your archetypal sorcerer will want to force their will on the world without abiding by the strictures or forms others prescribe. In brief, sorcerers are Tony Montana.

Thoughts?
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