Latest revision: 2 Apr 2004
Wizardry School Magic Keyword
Name
Rune
A description of the founder and common knowledge of the wizardry school is followed by the actual keyword. A hero receives all keyword abilities if he takes the magic keyword during character creation, but does not automatically gain all of them if he joins the religion or organization during play.
Entry Requirements: | Specific requirements for the character to join the religion and take the keyword. These might include gender, occupation, culture, or family restrictions, or even specific abilities and ratings. |
Religion or Homeland: | The church of which the wizardry school is a part, or the homeland in which it is found. |
Abilities: | Typical things that a person can do when they have been in this school. A hero can select some of these to specialize in, thereby setting himself apart from the normal membership. Some schools have both wizards and liturgists, but most do not. Depending on the school and its structure, different levels of membership or different types of members may have different abilities available (such as liturgists having Venerate [Founder]). Most wizardry schools include at least the following abilities for adepts and apprentices: Create Portal of Power, Know [Founder], Rule of [Founder], Symbolic Sight. |
Virtues: | Desired personality traits of members. A hero may take any, all, or none of these as abilities. |
Scripture: | The scripture(s) from which liturgists invoke Common Blessings, Special Blessings, and Curses. Most wizardry schools do not have liturgists as members, and so will not have this entry. |
Grimoire: | The grimoire(s) available to adepts, each followed by a list of the spells it contains. |
Other Spells: | Some wizardry schools know additional spells that are not found in their grimoires, and these will be listed here. Even if this entry is not present, player heroes may still know other spells, with their narrator’s permission. |
Talismans: | The objects that wizards link their spells to. |
Other Side: | The node of the founder, where apprentices and adepts go to link to new grimoires and talismans. |
Disadvantages: | Unusual restrictions faced by worshippers. |
Related Pages
- HeroQuest 1 – Template: Theist Cult Magic Keyword
- HeroQuest 1 – Template: Animist Practice
- HeroQuest 1 – Template: Common Magic Keyword
- HeroQuest 1 – Template: Hero Band
- HeroQuest 1 – Template: Homeland
- HeroQuest 1 – Template: Occupation Keyword
- HeroQuest 1 – Template: Saintly Order
- HeroQuest 1 – Template: Shamanic Practice