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Oz, the god wizard of the land of Oz. Being a god can be a lot of work.

Fourteen is for fortnight–a term never once used in Tunnels and Trolls.

Fourteenth-level Spells and Beyond: Spells of 14th level and higher are not sold by the Wizards Guild in the Empire of Khazan.  There are rumors that they can be learned from the Nagas, but they are generally considered to be god-level magic and should be distributed only at the discretion of the GM.

Which leads me to talk for a little bit about god-level wizards.  Originally, there were no gods postulated for Tunnels and Trolls.  The game developed in a religious vacuum.  As far as I know, no human society yet has ever existed without the idea of gods.  The gods might be benevolent, malevolent, or indifferent, but there were always gods.  On some basic level, people need to believe in powers greater than themselves.  They need explanations for such questions as “why is there lightning?”

Well, we all know the answer to why questions.  The answer is because.  There is lighting because Zeus is throwing thunderbolts at things on Earth.  Or if not Zeus, then Thor.  How can they be powerful enough to hurl lighting?  They can do it because they are gods.

On Earth we made up gods to explain the unexplainable.  In Trollworld, there are people–wizards–who can do unexplainable things.  They can fly.  They can cast lightning bolts.  They can disappear and reappear in different places.  These people are wizards–magic users.

And some wizards are clearly more powerful than others.  Some wizards like Gristlegrim or Loopo the mad mage are so powerful that they have created whole new races/kindreds to be their people.  Gristlegrim literally made the Dwarves of Trollwold.  He carved them from stone and brought them to life.  Loopo made the uruks.  He warped and twisted the basic nature of elves into a vile parody.  Yet, elves and uruks can mate–Lerotra’hh, the Death Goddess of Khazan, is one such example of what happens when such a mating takes place.

Wizards who have learned to transcend any imaginable limits of power are known as god-wizards.  They can do anything.  They use the natural kremm energy of Trollworld itself to get their effects.  The only ones who can oppose them are other god-wizards.

You should have noticed that I’ve avoided giving these so-called god-wizards any other supreme titles.  None are known as all-wise, all-loving, all-evil.  That is because they are not supreme gods–not even real gods.  They are just beings of such power that they might as well be considered to be gods.  Some of them even think of themselves as gods.

They aren’t gods.  There are no true gods on Trollworld.  There are, however, a lot of god-wizards.

That’s all 7th edition theology, or lack of it.  There is a 14th level of spells in 5th edition T & T, though it only has one spell.  Force Shield is the 14th level spell in the old days.  A force shield is a wall of colored light that cannot be penetrated by any lower-level magic or weapons.  The wizard can shape and move the Force Shield as he wishes.

Fourteen is used frequently in the weapons tables as STR or DEX requirements for various hard to manage weapons.

If you can think of any notable uses of 14 in T & T, please add them in the comments below.  And come back tomorrow to see if there is anything good to be said about the number 15.

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2 Comments

  1. Hmmm, so the reason why you didn’t put any gods or religion or “religious classes” like clerics, paladins, etc. in T&T is because you do not personally believe in God?

    • You misunderstand, Bree Yark. I believe in God. I just don’t believe in religions.


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