Greyhawk: From the Ashes
Magic of Oerth
To become a wizard a character must have an Aspect, usually their High Concept, reflect their magical nature. Magic will be handled using the Legends of Anglerre power system as presented in the rule book starting on page 120. Wizards are limited as follows as per the table on page 173:
- No Metal
Metals like iron and steel interfere with magic use, and wizards can’t carry metal beyond a dagger or holy symbol: any more prevents their powers from functioning.
Power use is exhausting. If a power skill check fails, its skill level temporarily drops by 1. Levels return after a night’s rest.
- Power Skills Unavailable to Wizards:
Creatures, Death, Fate, Life, Nature, Time, Weather and War*