A Wizard’s Wand is far more than a sort of carved stick. Besides the appearance itself, and the ability to actually touch it, there is very little that is normal about this magical construction. A Wand is practically nothing. It has…
In the Grimoire-verse, Souls are not some irreplaceable thing that—once lost or destroyed—can never be regained. A soul is simply a spiritual reflection of a living body, and will emerge within a few days given the opportunity. The presence of a…
One of the big issues you may encounter as a Game Master is how completely overwhelming Magic can be. It can achieve just about anything, after all, and there is no hard limit on how many times your Wizards will obliterate…
Wizards possess the power to reshape the fabric of reality. Adventurers are just particularly competent in their particular set of skills. Without further context it is easy to see how Wizards would dominate your game sessions, but it will usually occur…
An often overlooked rule is the fact that there is no limit to the number of possible Elemental Qualities available to a Wizard. Those listed in the rulebook are merely examples. A Wizard may take and/or use any Elemental Quality they…
Alchemy is little used by Wizards themselves, as they can normally achieve everything it would allow. Wizards will find it most useful for equipping mundane allies, playing elaborate pranks, and creating some reliable items that will work as intended. Alchemy recipes…
Spell Points are used to obtain ranks in Words. Each point invested will reduce the Word Rank by one, to a minimum of zero. All Wizards receive a certain number of these to start with, as well as a base rank…
A crystalline substance created by infusing pure Arcano into chemically grown crystals. Arcanite effectively acts as an endless source of magical power that allows enchantments to continue indefinitely. While it may form crystals, a given amount of Arcanite will supply the…