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The magic of Gero is unlike the magic of many other AD&D
worlds. First and foremost, it is extremely difficult to
become a Mage without using the "crutch" of specialization.
As a result, ONLY Wizards with an Intelligence of 18 can
become "true" Mages. All others are specialists of one of
the Schools.
Wizardry is viewed with a mixture of awe and wonder by
most "regular" citizens of Gero. Mages have a complex
role in most societies.
There are two new Specialist Wizard Classes, unique to
the world of Gero: the Ritualist and the Metamage.
Naturally, this means there are a host of new spells, as
well.
Of course, new Magic Items are found here, as well.
The creation of the Templar "Meta-class" means that
many races that cannot become true Wizards are able to cast
spells in a limited fashion. Unless otherwise noted,
however, Templars are not able to design new spells, even
in those Schools which they can access. Templar Magic is a
complex thing, and results as much from the faith of the
Templar as it does from the study of magic. While the two
forms of magic are not totally incompatible, neither are
they wholly alike. There is more info in the section on
Templar Magic.
Magic on Gero is also subject to the Cycle, an ebb and
flow of the tides of magical power. While the Cycle can be
predicted, it is difficult. Long periods of low magic have
triggered Dark Ages, and sudden rushes of magical energy
have been known to provide an impetus to war.
There are two appendices at the back of this book. Both
offer generic discussions pertaining to Magecraft that can be
easily applied to any campaign.
- Appendix A discusses the way spells in the School of
Illusion/Phantasm should be handled.
- Appendix B goes into some detail on the myriad forms a
Wizard's spell book can take.
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