The Grimoire


A treatise on the spells and specialists of Gero


The magic of Gero is unlike the magic of many other AD&D worlds. First and foremost, it is extremely difficult to become a Mage without using the "crutch" of specialization. As a result, ONLY Wizards with an Intelligence of 18 can become "true" Mages. All others are specialists of one of the Schools.

Wizardry is viewed with a mixture of awe and wonder by most "regular" citizens of Gero. Mages have a complex role in most societies.

There are two new Specialist Wizard Classes, unique to the world of Gero: the Ritualist and the Metamage. Naturally, this means there are a host of new spells, as well.

Of course, new Magic Items are found here, as well.

The creation of the Templar "Meta-class" means that many races that cannot become true Wizards are able to cast spells in a limited fashion. Unless otherwise noted, however, Templars are not able to design new spells, even in those Schools which they can access. Templar Magic is a complex thing, and results as much from the faith of the Templar as it does from the study of magic. While the two forms of magic are not totally incompatible, neither are they wholly alike. There is more info in the section on Templar Magic.

Magic on Gero is also subject to the Cycle, an ebb and flow of the tides of magical power. While the Cycle can be predicted, it is difficult. Long periods of low magic have triggered Dark Ages, and sudden rushes of magical energy have been known to provide an impetus to war.



There are two appendices at the back of this book. Both offer generic discussions pertaining to Magecraft that can be easily applied to any campaign.

  • Appendix A discusses the way spells in the School of Illusion/Phantasm should be handled.
  • Appendix B goes into some detail on the myriad forms a Wizard's spell book can take.


Return to:


This page hosted by GeoCities Get your own Free Home Page


Hosted by www.Geocities.ws

1