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IQ determines the number and complexity of spells a figure can learn, with one spell per point of IQ. A high IQ score – up to 16 – allows the use of more varied and powerful spells. IQ also determines whether or not an Image or Illusion spell cast by an opponent can be disbelieved. [1] The concept of armor is also introduced in Wizard ...
The game takes place in a fictional world called Peloria, which appears like a modern society; however, magic has the place of science. Peloria is mostly occupied by the Fizzbuttle Ocean with islands where the player travels throughout the game.
Wizard101 is a 2008 massively multiplayer online role-playing game (MMORPG) developed and published by KingsIsle Entertainment. Players take on the role of student wizards who must save the Spiral, the fictional universe in which the game is set, from various threats.
Joe Kushner reviewed Wizard's Spell Compendium III in 1998, in Shadis #48. [1] Kushner found the icons to denote the campaign setting of origin for a spell to be "handy reference tools which augment the speed in which a player or DM can quickly find spells from a particular world". [1]
The Spell Compendium was compiled by Matthew Sernett, Jeff Grubb, and Mike McArtor, and was published in December 2005.Cover art was by Victor Moray and Nyssa Baugher, with interior art by Steven Belledin, Mitch Cotie, Chris Dien, Wayne England, Jason Engle, Carl Frank, Brian Hagan, Fred Hooper, Ralph Horsley, Jeremy Jarvis, David Martin, Jim Nelson, William O'Connor, Lucio Parrillo, Michael ...
[6]: 110 It detailed the schools of magic (illusion, necromancy etc.) and the careers a wizard might have (such as alchemist or treasure-hunter), added new spells to the wizard list, and introduced rules for spell research, adjudicating illusions, and casting spells in unusual conditions.
The Complete Wizard's Handbook also details new official spells. An entire chapter is devoted to a discussion of role-playing and various wizard-character stereotypes, and a "Wizardly Lists" miscellany is included at the end of the book. Other sections detailed in the book include "Combat and the Wizard" and "Spell Commentary". [2]
Player's Option: Spells & Magic is a supplement which focuses in detail on magic. [1] Spells & Magic is 192 pages in length, which includes an introduction, followed by eight chapters and four appendices. The introduction gives advice on how to integrate the material from the book into an ongoing campaign, and addresses factors such as the ...