Introducing the D6 classes of Wizards
There are three classes within the wizardry field, which cover a variety of magic styles. These include: Magic Users/Mages, Conjurors, and Enchanters.
The important attributes for all three are Intelligence and Wisdom
All classes in the Wizards begin the game with 10D in skills
Wizards begin with 120 Gold Pieces.
All three classes can choose skills from the General List and Wizard List
Melee Combat – DEX
Melee Parry – DEX
Sneak/Hide – DEX
Lifting – STR
Tracking – WIS
Brawling – STR
Brawling Parry – DEX
Thrown Weapon – DEX
Missile Weapon – DEX
Climbing – DEX
Jumping – DEX
Swimming – CON
Dodge – DEX
Agriculture – INT
Artistic Ability – WIS
Animal Training – WIS
Animal Handling – WIS
Horsemanship – WIS
Airborne Riding – WIS
Brewing – INT
Observation – INT
Cobbling – DEX
Dancing – DEX
Etiquette – CHA
Fishing – WIS
Language – CHA
Mining – WIS
Seamanship – DEX
Singing – CHA
Weather Sense – WIS
Blacksmithing – STR
Carpentry – STR
Willpower – WIS
Cooking – INT
Direction Sense – WIS
Firebuilding – WIS
Heraldry – INT
Leatherworking – INT
Pottery – DEX
Rope Use – DEX
Seamstress / Tailor – DEX
Stonemasonry – STR
Weaving – INT
Leadership – CHA
Ancient History – INT
Engineering – INT
Navigation – INT
Religion – WIS
Gem Cutting – DEX
Astrology – INT
Reading/Writing – INT
Spellcraft – INT
Mage – Gnomes may not be Mages. cannot wear any non-magical metal armor as it interferes with their ability to tap into the mystical energies. may wear any magical armor as long as it does not reduce their Dexterity, as that will interfere with hand and arm movement for casting spells. limited to the following weapon: Dagger, Quarterstaff, Dart, Knife, Sling. Begins the game with a Spell Book containing 3 1st Level Spells. Begin the game with 1D less in Attributes, but gain the Magic Power of 1D. Further aspects of Mages is listed below.
Conjuror – Anyone can be a conjuror. cannot wear any metal armor at all, even magical, as it interferes with their ability to absorb the mystical energies. limited to only single-handed weapons with the exception of being able to wield a Quarterstaff in lieu of any other weapon. Further aspects of Conjurors is listed below.
Enchanters – Humans, Elves, Dwarves and Gnomes may be Enchanters, half-breeds may never be an enchanter. They begin with a number of items related to their focus in enchanting. Enchanters may use Stone Magic, Rune Magic, Tattoo Magic or others. At this time, there is not further elaboration on this class.
Magic is power over the energies of light and dark. It is the essence of mystical energies that all things emit. There is one way to tap into this power, and that gift is known as “Magic”. There are various words in various lands for it, but it is essentially all just magic. Those with the ability to tap into and use this power gain the power attribute of “Magic”.
Magic is unique in that once a person learns a spell, the ability to cast it is only limited by the person’s ability to memorize and retain information. Additionally, magic will affect those that are unfamiliar with its arcane powers unerringly. Against those that know or understand the powers of magic, though, magic can be defeated. Those in tune with the power can use their own ability to resist spells cast by others.
The more a practitioner of magic gains in their Magic attribute, the more they are capable of doing. Their power increases and the potential of their spells increase. A person with 1D in Magic can cast only first level spells. When their Magic attribute increases to 2D, the magic user can cast both 1st and 2nd level spells. This continues with every dice increase in the Magic attribute.
To refine a person’s ability to effectively use magic, there is the skill of Spellcraft. With Spellcraft a person with the Magic attribute can learn spells and enhance their control over aspects of Magic. The exact benefits of Spellcraft will be detailed later on.
Spellcraft is how a magic user gains and refines their spells. Without this skill, and without spending time to learn or find new spells, a magic user just has potential but no focus. In order for a magic user to become highly dangerous, they need to invest time and effort into increasing both their Spellcraft skill and their Magic attribute.
Spells and Spellcraft
Magic users have the most restrictive guidelines for gaining new spells. For the most part, there are only three ways for a magic user to gain new spells for their spell book. Those ways are: Having them given to you by another magic user, copying the spell from a magic scroll, and observing another magic user cast the spell and using your Spellcraft skill to duplicate the spell.
Below, each of these styles will be detailed, and one “advanced” skill will be included to give the magic user a fourth way of gaining new spells.
Receiving the spell:
This way is fairly self-explanatory. Either another magic user freely gives you the spell, which is then copied into your spell book, or you pay for the spell (typically between 100 and 600 gold pieces per level of the spell) and then copy it into your spell book. There is no chance of not getting the spell copied correctly, so this is generally the easiest way to gain new spells. Players will find that there are not many magic users that go around freely giving out their spells to others, but there are some magic users that will part with their spells to other practitioners of magic for a price.
Copying the spell:
Over the course of adventuring, characters will come across magical scrolls. Anyone that has the skill of Reading/Writing can use the scroll and cast the spell upon it. Once a scroll is used, it shrivels and harmlessly ignites, burning for a fraction of a second into nothing more than a couple of ashes. Magic Users that acquire the scroll can opt to do one of two things with them; they can either use the scroll for its one time use, or they can use their Spellcraft skill in hopes of duplicating the spell, thus copying it into their spell book as they read it. The magic user must roll the Spellcraft, and get or exceed the difficulty, depending on the level of the scroll.
Level 1: Moderate Level 2: Moderate + 2D
Level 3: Difficult Level 4: Difficult + 2D
Level 5: Very Difficult Level 6: Very Difficult + 3D
Level 7: Heroic Level 8: Heroic + 4D
Level 9: Heroic + 40
If the roll equals or exceeds the difficulty, the spell is correctly copied into the magic users spell book. The scroll is used (without the effect occurring) and disintegrates. If the roll is less than the difficulty, the scroll is used (without the effect occurring) and disintegrates without the copy being successful.
Observing another cast:
Magic Users know the basics about what is required for spellcasting, so if they can determine the correct words to chant, the correct hand motions, and the proper sequence of things, they can learn to cast other spells by watching other magic users. Typically this process is riddled with difficulty and danger. Most magic users that the character will observe will not be “friendly” to the character, and closely observing the casting mannerisms of other magic users isn’t the easiest thing to do in combat situations.
In order to successfully learn new spells by observing others cast, the caster must be a magic user (not someone reading a scroll), and the magic user attempting to observe the caster must have the Magic Power at a level at least equal to the level of the spell being cast. That means that if the caster is casting a 2nd level spell, the magic user that is observing, in hopes of copying the spell, must have at least 2D in the Magic Power. The observing magic user rolls his or her Spellcraft skill and must exceed the casting magic user’s Magic Power roll, PLUS 1D difficulty for each level of the spell, in order to successfully understand and copy down the spell. If the Spellcraft roll is less, the attempt to learn it is unsuccessful. During the time that a magic user is attempting to learn the spell, that magic user cannot be doing anything else…not participating in combat or running or anything other than observing.
Advanced skill: Spellcraft: Formulation
Most magic users use the “established” spells that nearly all magic users know about. When the dawn of magic occurred, however, the early practitioners of the art had to learn everything from scratch. Even now, though, there are those magic users that live in so remote an area, with no one to learn from, that they must learn for themselves. In order to do this, the magic users must learn an advanced skill of spellcrafting called “Formulation”. Once a character achieves 5D in the skill (alone, not counting the attribute) of Spellcraft, the character can begin learning the advanced skill of Formulation. What this does is allow for the magic user to create spells using inferred knowledge from other spells. It is, for lack of a better description, educated guessing at what creates a spell. There are two ways this skill may be used; to learn some of the established spells without being taught, or ever seeing the spell cast, before, and to create completely unique spells that are unknown to any other magic user.
To learn spells that are on the commonly available spell list, the character must make a series of successful Formulation rolls. Depending on the particular spell desired, the difficulty of these rolls will vary. Each spell must gain a certain number of “formulation points” before it is considered learned by the magic user. For the most part, the number of formulation points that each spell needs is equal to the Resist number for that spell. For spells that don’t have a resist number, the number of points is equal to the level of the spell plus 1D. As an example, the spell of Alarm (a first level spell) has a Resist of 14. That means that a total of 14 formulation points must be attained in order for the magic user to learn this spell. The magic user consults the difficulty for that level of spell and rolls the Formulation skill to see if he or she can attain that number. If successful, one formulation point is gained. Once all of the formulation points are gained for that spell, the spell is learned and the magic user can copy the spell into his or her spell book.
Level 1 = Easy Level 2 = Moderate
Level 3 = Difficult Level 4 = Very Difficult
Level 5 = Heroic Level 6 = Heroic + 5
Level 7 = Heroic +12 Level 8 = Heroic +20
Level 9 = Heroic +40
If the Formulation roll equals or exceeds the difficulty number, one formulation point is gained. Exceeding the difficulty by any increment of 10 will add one additional formulation point gained. Therefore if the difficulty number to beat was 6, and the magic user got a 26, he or she would gain 3 formulation points.
For a spell such as Armor (a first level spell), that doesn’t have a Resist number, the number of formulation points required is equal to the level of the spell (1) plus the roll of 1D (1-6, not a wild die). It could be as few as 2 formulation points to gain the spell or as many as 7 formulation points.
Only one Formulation roll may be made per day when attempting to learn spells.
For a magic user that wishes to create his very own, personalized spell, he or she must determine what affect they want the spell to achieve. After that has been decided, the Gamemaster will determine the level (unless suggested by the magic user), the precise effect of the spell, and the Resist number (if any) for it. Once that has been determined, the magic user may then begin accumulating formulation points to achieve it, PLUS a base 10 (required) points due to the fact that his is a heretofore unknown spell. That means that a level 1 spell with a Resist of 8 would require 18 formulation points to create. The same level spell without a Resist number would require a minimum of 12 formulation points and a maximum of 17 formulation points.
Starting with Magic
There are two character types that start with the Magic attribute. One is the Mages, which start with 1D, and the other is Bards, which start with +1 (or one pip). To increase this power, a character must spend 10 times the amount listed for the “D” in character points. For the Bard type of characters, 10 points increases the power to +2, and 10 more increases it to 1D. If a character has a Magic attribute of 3D, then it will take 30 character points to increase it to 3D+1, 30 more to get it to 3D+2, and 30 more to get it to 4D.
Typical mages and magic users will have 3 or 4D in the Magic attribute. Advanced characters can have up to 6 or 7D in the Magic attribute. Only the most powerful of magic users will attain 9 or 10D in the Magic attribute.
Spells must be memorized before they can cast it. Each spell requires 1/2 hour memorizing. Only spells that the magic user has attained and written in his spell book or on a scroll can be memorized.
Once a spell has been memorized, it can be cast without fail. The time taken to cast each spell is listed with the spell. Once the spell is cast, only those characters with the Magic Power have a chance to resist its effect. This Magic Power can come from either having the power based from the character type, or by having a magical item enchanted with the power. To resist the spell cast, the Magic Power is rolled and the number rolled must be equal to or above the Resist Number for the spell. A resisted spell has no effect on those that make the roll. Those that don’t have the power, or fail the roll are affected normally by the spell.
The amount of spells that a magic spell caster can memorize at one time is equal to 1 for every pip in their Intelligence attribute. Therefore, someone with 3D in Intelligence would be able to memorize up to 9 spells at a time. More than one of each spell can be memorized. Example: with 9 slots, a magic user could memorize 4 Magic Missile spells, 2 Burning Hands spells, 1 Affect Normal Fires spell, and one Read Magic spell. When one is used, that slot now becomes open to be filled with any other spell in the caster’s spell book.
Initially, most Mages start with a spell book containing 4 spells of their choice from 1st level. To get new spells, they must either be taught to the character by someone who knows the spell, or found and written down. See the section on Spells and Spellcraft to learn how to obtain new spells for the Spell Book. Once a spell is recorded in the Mage’s spell book, he can use it to memorize the spell as many times as he is able.
Spell books contain up to 50 pages and each spell takes one page.
Additional Spell books can be purchased by a magic user as needed. In some cases, spell books larger than 50 pages can be obtained; they are just usually not carried around by adventurous magic users due to their bulk. Magic users who have a safe place to learn and practice their magic usually have larger spell books that contain the bulk of their knowledge.
You can find 1st level spells in the “Magic & Miracles” PDF available at DriveThruRPG. https://www.drivethrurpg.com/product/92079/Magic–Miracles
To be a conjuror, one must be “in touch” with the mystical energies produced by the all life and by the planet. This energy grants the conjuror “magic points” used to perform their tricks.
The amount of points inherent in a Conjuror is equal to the combined sum of the rolls for Wisdom and Intelligence.
Storing Magic Points:
If a conjuror goes a while without performing any tricks, and continues to be in a place where he can absorb the mystical energies, then “Magic Points” can be temporarily stored above the maximum amount listed for that Conjuror. This is a temporary bonus and can lead to a conjuror that has been inactive for some time becoming quite a potent source of power. Normally a conjuror acquires a number of points per day equal to the number of dice in Wisdom. So if they have 3D in Wisdom, they gain 3 Magic Points back a day. Once a Conjuror reaches his maximum amount, and stays at that level for a period of days equal to their Wisdom dice, they gain a temporary boost of 1 additional Magic Point every period of that number of days. This is the temporary amount, and does not extend the maximum amount that the conjuror is capable of absorbing at the increased amount. Once these additional Magic Points are spent, they are lost.
Example: Conjuror has 3D in Wisdom and a maximum capacity of 30 points. That Conjuror will gain 3 points of Magic per day until the total reaches 30. Then, after three days of remaining at full charge, the conjuror would gain 1 additional Magic Point as a temporary bonus. Three days later, if the conjuror still hasn’t spent any points, another 1 Magic Point would be gained, giving him a total of 32 (30 maximum plus the 2 bonus that will not count as a permanent extension of the maximum). If that Conjuror went another 90 days without performing a trick, an additional 30 Magic Points could be accumulated, giving that Conjuror a temporary total of 62.
If a conjuror finds himself at a place of mystical potency, a nexus, he will gain a temporary boost. This boost can be stored for use later, up the maximum the conjuror is able to store, or it can be used and recharged almost immediately if the conjuror stays at the nexus. The amount gained varies on the size of the nexus, the innate abilities of the conjuror, and a little bit of randomness.
Nexus points are rated in size from 1, the smallest, to 10, the most potent and large. Take the size of the nexus and multiply that by the sum of the number of dice of the conjuror’s Wisdom and Intelligence attributes (add the pips up with 3 pips equaling a die). Once you reach the sum for that amount, roll 1D and multiply the above sum by the amount on the die.
Example: Wisdom of 2D+2, Intelligence of 3D+1 = 6D (or 6)
Nexus size = 3
6 x 3 = 18
Roll of 1D = 4
18 x 4 = 72
The nexus pumps out an impressive 72 Magic Points a round!
(Note that if the nexus size was 1, it would have been 6 x 1 = 6. Then, if the die roll had been a 1, the total would have also been a 6. So the amount of Magic Points at a nexus varies greatly and changes each time a conjuror enters a nexus point.)
Some items may be imbued with the mystical energies that the conjuror’s use. Typically these items are stones and only hold enough power for one or perhaps two uses, depending on the amount stored. Larger and much rarer items can be imbued with a “sink” of power that only lets out a limited amount at a time. Such items could be a staff or walking stick, or even a wand or amulet. These items might have a larger amount of Magic Points stored in them, but will only let out a limited amount to a conjuror in a given amount of time (a round, an hour, a day, or a week).
Stones are typically imbued with anywhere from 5 to 10 Magic Points. To most, the stones would look like rounded, shiny, rocks…maybe of some mild worth. When a conjuror holds a stone and performs a trick, the power is drawn from the stone first, before it comes from the conjuror. If the cost of the trick is more than the stone holds, the excess is drawn from the conjuror. Once the power has been used from the stone, it may be discarded as the useless rock that it is.
Items that are “sinks” of power usually have anywhere from 50 to 200 Magic Points in them. Rarer specimens may have even more. Rather than working like the stones, these items “give” a limited amount in a period of time. That amount is usually around 10, but it varies depending on the frequency of the time period. Daily amounts are around 10, hourly amounts are around 4-6 and amounts by the round are usually only 2 or 3. Once all of the power has been used from an item, the item just becomes a regular, non-magical item.
All conjurors can get a general feeling of how many Magic Points are left in an item or stone. All conjurors will know immediately if an item is imbued at all once they touch it.
Becoming “In Touch”:
To become a conjuror, there are several steps a person must take. First and foremost, they must learn the Spellcraft skill. This is the building block upon which everything a conjuror does is based. Once the Spellcraft skill has been learned, a person can begin trying to become a Student Conjuror. To become a Student, the person must enter a meditative state and focus on experiencing the mystical powers of the planet. There are 5 levels of meditation that must be attained before the person becomes “In Touch” with the mystical energies. Each level takes 1 day and requires a Spellcraft roll of a certain amount to attain.
Level 1 = Difficulty level 12
Level 2 = Difficulty level 13
Level 3 = Difficulty level 15
Level 4 = Difficulty level 18
Level 5 = Difficulty level 22
If, during the time of meditation, an attempt is ever failed, the person must start over at Level 1.
Once all 5 levels have been attained, the person has tapped into the mystical energies and gained the basis for learning to conjure. The person now determines the maximum amount of Magic Points they can hold by rolling their Wisdom attribute and their Intelligence attribute and adding up both totals. The person then begins gaining 1 Magic Point a day until they reach full capacity.
Learning to Conjure:
Once a person is “In Touch”, they may begin to learn the aspects of conjuring. There are 8 major aspects of conjuring, and a few minor ones. The major aspects are:
Minor aspects that are learned through the course of becoming a conjuror are:
While a Student Conjuror can learn to conjure on their own, most tend to gravitate towards other conjurors to share the quiet of meditation and common interests. Regardless of whether there is a teacher or not, a Student Conjuror needs to learn each aspect to completion before the next aspect can be learned. Additionally, each aspect must be learned in order. Listed below is the amount of study time required to learn each aspect and the amount of Magic Points that must be spent to pass a test or tests.
Aspect Study Time Test
Protect 3 months 20 points, 1 time
Sight 6 months 35 points, 2 times
Illusion 8 months 40 points, 2 times
Offense 1 year 50 points, 3 times
Defense 1 year, 6 months 70 points, 3 times
Range 10 months 80 points, 2 times
Affect 1 year 100 points, 2 times
Travel 2 years 100 points, 3 times
For any aspect that requires more than 1 test, any amount over 1 may be attempted at any time during the study. The last test for that aspect must be done at the end of the study time to progress to the next aspect.
If a Student Conjuror ever fails a test by not having the required amount of Magic Points, they must start over their study on that particular aspect.
When the major aspect of Protect is successfully learned by the Student, the conjuror automatically gains the minor aspect of Resist. Resist allows the conjuror to resist arcane powers.
When it is first learned, Resist allows the conjuror to receive 1D towards Resisting Magic for every 7 Magic Points spent. Thus, if 14 Magic Points were spent, a conjuror could resist at 2D. The cost of Magic Points goes down when other major aspects are learned.
When Sight is learned, the cost is reduced to 6 Magic Points per 1D.
When Illusion is learned, the cost is reduced to 5 Magic Points per 1D
When Offense is learned, the cost is reduced to 3 Magic Points per 1D
When Range is learned, the cost is reduced to 2 Magic Points per 1D
When Affect is learned, the cost is reduced to 1 Magic Point per 1D
When the major aspect of Affect is successfully learned by the Student, the conjuror automatically gains the minor aspect of Sense. Sense allows the conjuror to detect magical energies, whether its from arcane powers, mystical powers, or something else entirely. If power or active magic is near, the conjuror can sense it. The range of this sense is equal to the amount of Magic Points the conjuror currently has in meters. Within that range, the conjuror can tell that magic is near or if it is being used.
A conjuror can also use 1 Magic Point to actively search for magic, such as magic that is hidden, or weaker magic that is not actively being used. When this is done, any magic within range becomes apparent to the conjuror.
What a conjuror does is utilize the mystical energies of the planet and creates a form of a spell. Contrary to a spell cast by an arcane user, a conjuror does not have to utter any words, make any hand gestures or use any potions, a conjuror simply thinks about what he wants to do. Rather than call what a conjuror generates a spell, though, conjurors prefer to call it a “trick”. A conjuror can only perform a trick that he knows, and must study to learn other tricks.
As a conjuror learns major aspects, he gains 1 trick for each aspect. After an aspect has been learned, more tricks can be learned in that aspect. It is up to the individual conjuror to decide which tricks they want to learn.
Each aspect has a “base cost” to perform a trick in that aspect. Depending on how well the conjuror studies for each trick, the cost will increase. At the same time, the more knowledgeable the conjuror is in Spellcraft, the less the trick will cost to perform.
Below is the list of aspects and their base costs in Magic Points:
Below is the modifier to the base cost, which is dependent on the Spellcraft roll of the conjuror at the time of studying for the trick.
Spellcraft roll Base cost of 1-3 Base cost of 4+
1-5 +8 +14
6-10 +6 +12
11-15 +5 +10
16-20 +4 +8
21-25 +3 +7
26-30 +2 +6
31-35 +1 +5
36-40 0 +4
41-45 0 +3
46-50 0 +2
51+ 0 +1
The final cost to perform the trick is calculated by adding the modifier to the base cost. The final cost may go down as the conjuror becomes more skilled at Spellcraft.
To reduce the cost of a trick a conjuror must increase his Spellcraft skill. For every D in Spellcraft above 1D (meaning the first die doesn’t count), the total cost of all tricks known by the conjuror goes down by 1. This modifier only occurs when the conjuror increases his Spellcraft skill again. So if he originally had 4D in Spellcraft when he learned a trick, he wouldn’t get the reduced cost until he increased his Spellcraft up to 5D. The minimum the cost to perform a trick can ever be is 1.
Example: If the Base cost was 3, and the Spellcraft skill roll was 26, it would add +2 for a total of 5. It would cost 5 Magic Points to perform that particular trick. If the conjuror then increased his Spellcraft skill to 3D (2D over the single die), it would reduce the cost of that trick, and any other trick the conjuror knew, by 2. So the trick that cost 5 total would then only cost 3 to perform.
Example Tricks per aspect:
These are some examples of tricks that can be done. There are many, many others that can be created in each aspect.
Protection from weather
Protection from fire
Protection from cold
Protection from magic
Cloud of Steam
Immune to Fire
Immune to Cold
Protection from Lightning
Cone of Cold
Wall of Fire
Control / Create Fire
Control / Create Wind
Control / Create Water
Move Through Stone
Parts of a Trick:
Each Trick is quantified by certain things. Each is listed below:
Name: The name of the trick, such as “Teleport”
Effect: What the trick does, such as “moves conjuror and anyone touching him to a location viewable by the conjuror”
Intensity: How powerful the trick is if it inflicts damage, or how effective it can be in its effect. Some may not have any listing for intensity or this may be more notes about the effect, such as “if teleporting to a place unseen, there is a 50% chance of ending up teleporting inside of something and dying. If the conjuror knows the location implicitly, he may teleport to that location without having to see it.
Duration: How long the trick lasts. This could be instantaneous or for a duration of time.
Range: How far away the trick works, such as “range of vision”
Cost: The cost in Magic Points to perform the trick, plus any additional points that can be used to augment the trick.
Advantages and Disadvantages of being a Conjuror:
Once the Conjuror learns the major aspect of Affect, it opens a new path for his life. Life lasts longer and the effects of age happen more slowly to a conjuror. From that time forward, the conjuror ages at the rate of 1 year for every 4 years that pass. So if a conjuror was 34 when he learned that aspect, it would take 4 years for him to age to 35.
In addition to slower aging, conjurors actually live longer than other members of their species. The mystical energies extend the life expectancy of a conjuror by 3. So if a human normally lived to 70 years of age, a conjuror human would live to be 210 years of age. When you figure out that it takes 4 normal years to age the conjuror one year, you can see that a conjuror will have a very, very long life ahead of them.
On the negative side, if a conjuror ever runs out of Magic Points and is in a place that is devoid of any mystical energy or is magically cut off from the mystical energies, the conjuror will suffer a form of madness.
Each day the conjuror is at 0 Magic Points and does NOT gain any additional Magic Points, the Conjuror loses 1 pip from the Intelligence attribute. When the Intelligence of the conjuror reaches ½ of the original value, the conjuror appears simple minded, foolish and crazed. When the Intelligence reaches ¼ of the original value, the conjuror will suffer a permanent deficiency, ranging from memory loss to a phobia of something common or even the inability to speak. When the Intelligence of the conjuror reaches 0, the conjuror is permanently affected and will simply become a catatonic vegetable. Only very powerful magic can reverse the effects.
If, during the time a conjuror losing Intelligence, some mystical energy is absorbed by the conjuror (gain at least 1 Magic Point), the effects immediately stop degrading. Once the conjuror reaches their full capacity of Magic Points, the Intelligence returns to the starting amount (unless the loss was too much and some permanent problems occurred) and the conjuror may act and respond normally.