All wizard characters begin with a number of spells they have learned, determined by a random draw from the Fate Deck (or by adding an extra card to the draw at character creation). These spells should be designed by the player, and their effects are generally based around one arm of Athas' threefold path of magic.

Learning spells during the campaign requires that the wizard find new spells - either by the capture of spellbooks and spell scrolls or via teaching - as well as have the time to study and practice the spell through mental rehersal.
This translates into a Reason action, with the difficulty based on the wizard's skill level (i.e. -- the difficulty is the same as if they were casting a spell). Other factors may raise or lower the difficulty.

The threefold path is comprised of Path Sinister (the Path of Defilement), the Middle Path (the Path of Concurrence), and Path Dexter (the Path of Preservation), each containing different types of spells.
Wizards are not restricted from learning the spells of any path, though those of the opposing path are more difficult to learn by one rank of difficulty.

Path Sinister
This path is the path of the defiler, the path of power, of control and dominance. Spells in this path are geared towards the summoning and control of creatures and otherworldly beings, domination of others, and those which cause injury and harm.

Path Dexter
This path is the path of the preserver, the path of enlightenment, of service and renewal. Spells in this path are geared towards protection from and dispelation or removal of hostile influences, the gathering of information and knowledge, and those which heal and restore.

The Middle Path
This path is exactly what its name implies, the path between preservation and defilement, between power and wisdom, containing that which is neither and can be used for both. Spells in this path are geared towards the the alteration and enchantment of beings or objects, illusion, diguse and deception, and the manipulation of forces.


Spell Improvisation
Wizards are able to improvise magical effects and so cast spells they do not know and have not studied the proper forms of...however, their chances of success for casting such are reduced.
Using their existing knowledge of the magical properties of certain materials, as well as the influence of particular words and gestures, the wizard can guess at what a combination of them may do, so improvising a spell.

Using the spell design rules from the SAGA gamebox, the player of an Athasian wizard should calculate the cost of casting the improvised spell as normal. The cost due the invocation time should be subtracted and the resulting number added the character's normal casting difficulty to determine the final difficulty required for achievement of the intended effect.
Should the improvised spell have an effect that is covered by the wizard's opposing path, four more points should be added to the difficulty.

 

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created on January 30th, 1999
last updated on Febuary 10th