User Guide
Statistical Bonuses
Depending on a character’s statistics, he or she may excel in certain areas when
compared to his or her opponent. For example, suppose your intelligent Monk is
battling a dumb ol’ rat. The Monk, because of its high intelligence, may be able to
outwit the rat in its every move. Likewise, characters who are faster or stronger than
their opponents may be able to out-move or overpower them. Your characters’
strength, intelligence, dexterity, and speed as compared to that of the monsters they’re
battling, may improve their odds, or lower them which somewhat hinders their
success.
Magical Modifiers
Thanks to genetics, some characters are naturally resistant to certain types of spells.
As characters progress, they develop certain resistances and immunities as well. When
hit by such a spell, the characer may fully resist its effects or may take less damage
than the rest of the party. To see which character races offer such resistances, check
Appendix A: Character Races.
Magic Spells
Within the Wizardry world, there are few who
do not revere the powers of magic. Some are so
taken by its mystery that they devote their lives’
study to its ways: the Psionic, Alchemist, Priest,
and Mage.
Realms
There is a total of 96 spells, divided into six
different realms that represent the substance of
the magical universe: Fire, Water, Air, Earth,
Mental, and Divine. Each of these realms gets its
power from the “element”, such as fire or water,
over which it presides. Within the Water realm,
for example, you will find a spell to increase a
character’s stamina (replenishing water to the body), and yet another which freezes
water and hurls it in a gust at opponents. A listing of spells by realm and power
follows this section.
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Crusaders of the Dark Savant