A downloadable game

Introduction

Welcome to Wizard’s Codex, a tabletop roleplaying game where The Keeper (otherwise known as The Game Master) and the players will work together to create a story full of adventure and magic. This game is unique for its spellcrafting system. Magic in this game is not confined to pre-written spells; instead, as players progress they will learn runes that they can combine to tailor their spells to their needs. This system is meant to allow imagination and creativity to run wild!




Runes

Runes are the basis of all spellcrafting. These are what you have been studying and set you apart from the mundane. There are Base, Modifier, and Heal/Harm runes whose attributes are listed below.


Base Runes

These dictate what kind of spell you’re casting. Every type of base rune is split into five tiers, each more powerful – and more costly – than the last. These runes are split into four groups: Sun, Air, Earth, and Moon. Each group has four rune types which are listed on the Base Rune chart. 

Every spell must contain at least one Base rune, but may contain as many as your spell requires. Adding Base runes will increase the DC of your spell but they will allow you to include elements you otherwise could not. 


Modifier Runes

These are the specifics of what you want your spell to do. Without modifiers, your spell won’t do anything. They add more concrete abilities and limitations to your spells. Modifiers determine the Duration, Area of Effect, Range, and Trigger. Because Modifier runes do not have any effects of their own, they cannot appear in a spell without a base rune. Your wizard starts with all of these runes as known runes. Modifier Runes cannot cross into Base runes, but they may connect to the edges.


Heal and Harm Runes

Heal and Harm runes have been separated because they do not fit neatly into either the Base Rune or the Modifier Rune category. These runes do not have advanced tiers, and merely add heal or harm as the intended effect of a spell. These runes must be accompanied by both a base rune and modifier runes in order to create a functioning spell and cannot take the place of a base rune. The effectiveness or power of these runes are tied to the strengths of the base runes used in the spell, and not the modifier runes. 

Heal and Harm are exclusive to each other, and may not appear in the same spell, so choose wisely.

The terms “heal” and “harm” may not seem to fit with all base rune combinations, so feel free to take creative turns with them. For example, Heal+Transfiguration could result in a mending spell, while Harm+Energy could cause an enemy to experience debilitating exhaustion. All wizards begin by knowing both the heal and harm runes.




Spell Crafting

This system uses a Soft Magic System which means that the exact abilities and effects of spells are not specified in this manual. Spellcrafting is meant to be a collaborative experience that builds on itself throughout your campaign. There are steps and guides, but be creative. 


The Steps

1. Combine your runes
Take any number of Base Runes and Modifier Runes that your character has learned and combine them in whatever way you personally, or your table as a whole, has decided. 

2. Calculate the DC
Add up the Difficulty Score of each Rune used in your spell. This is the Spell DC Add any miscellaneous modifiers from Titles, Items, or Conditions

3. State your intentions
Because Runes can be interpreted in many different ways it is important to be very clear on the spell’s intentions. Before casting, discuss with your Keeper what the spell is intended to do. This should be in line with the descriptions listed on the Rune Chart. You are allowed to push those definitions in creative ways, but The Keeper gets the ultimate say on what is or is not allowed. 

4. Roll
Roll the Percentile Dice and add any relevant modifiers. If your total is higher than or equal to the Spell DC then you have succeeded. 

If You Succeed: Subtract the Mana Cost from your Current Mana Total. The mana cost is equal to the spell DC before bonuses. Name your spell and add it to your grimoire. 

If You Fail: Subtract the Mana Cost from your Current Mana Total then roll on the spell misfire chart. The amount you failed the roll by determines which section you roll on, and how bad the consequences for failure are. In some cases, the Keeper may choose to give a custom misfire or choose a specific misfire from the chart.If you fail by less than 10 there are no adverse effects.


Updated 8 days ago
StatusIn development
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorWizardsCodex
GenreAdventure
TagsPrint & Play, Tabletop, Tabletop role-playing game, Wizards
Average sessionA few hours
LanguagesEnglish
LinksBlog

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Wizards Codex Handbook_Optomized.pdf 7.7 MB
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Character Sheet Print and Play.pdf 621 kB
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Runes Reference and Misfires_Optomized.pdf 342 kB