Monday, October 3, 2005

Archmage Overlord


 


You are a powerful archmage. Archmages don't have any one particular set of powers, but instead know a number of spells and may learn additional spells as time goes by. You begin play with the same physical prowess as you have in real life and as time goes by, you age normally.


Choose 10 of the powers below, and one additional power every 5 years.


Brew longevity potion - you have the ability to brew a potion that restores 5 years of youth to the drinker. This process takes a week of work.


Brew invisibility potion - this potion causes the imbiber to become invisible for an hour. It takes a week of work to create such a potion.


Brew potion of immunity - with a week of work, the archmage can brew an immunity potion. When imbibed this potion makes the archmage immune to one of the following for 24 hours : potion, disease, heat and fire, cold, electricity, mind control, or caustic substances. Each potion can only make the archmage immune to a single effect, though he can imbib multiple potions or multiple effects.


Brew healing potion - the archmage can brew a potion that when imbibed will heal the drinker of all injuries, diseases, or negative health conditions. This potion takes a week of labor to brew.


Brew potion of ressurection - the archmage can create a magical potion which will restore one single living creature to life. Creating this potion requires one month of labor and 10 potions of healing. The potion will heal what ever ailments that the person to be restored had, including what killed them, but it will not work on someone who died of old age.


Brew potion of vigor - the archmage may create a potion that causes the drinker's physical attributes to tremendously increase. The drinker gains double peak human strength, dexterity, and endurance for an hour. Brewing this potion takes 1 week.


Lead to gold - you can transform lead into gold, it takes 1 day of work for each 10 pounds of lead changed into gold.


Magical assault - you can fire energy from your fingertips, the kind of energy is up to you and can include anything from fire to freezing cold to lightning to acidic spray. This attack has a range of 500 feet and has enough power to kill a large animal such as a bear instantly. Using this attack takes about a second of concentration.


Charm - by touching a human and saying the magical words (taking about 5 seconds) you can charm that person. A charmed individual considers the archmage to be his best friend and will risk his life to help the archmage but wont violate deeply held principles. An archmage can only keep up to 10 people charmed at a time and each charm lasts for a month, though it can be renewed. Extremely strong willed individuals might be able to resist, but they are 1/1000.


Flight - you can fly or hover through the air with a speed of 100 mph.


Dispel magic - the archmage can, with 5 seconds of concentration and chanting, dispel any single magical effect within 100 feet. This undoes vampiric charms, curses, polymorphs, or anything of the sort. It also instantly destroys lesser demons or undead - though vampires and liches are merely stunned for about a minute if targeted.


Portal - by speaking (takes 5 seconds) the magical words, you may open a 5 foot diameter magical portal. This portal can lead to any place on the earth and lasts until you dismiss it or open another portal.


Force field - with just a though, the archmage can erect a magical protective barrier around himself. This barrier is static and protects a 10 radius around the archmage. No force or magic can penetrate this barrier, in or out.


Mage armor - the archmage is always surrounded by a field of magical energy that moves along with him. This armor protects the mage as well as the highest quality steel plate armor but protects every inch of him, including eyes and joints.


Polymorph - the archmage may change himself or any living creature within 100 feet into another creature. This spell will transform the target into any animal of 2000 pounds or less or down to an ounce. This transformation bestows all of the creatures natural abilities but the target keeps his own mind. This spell takes about 1 second to cast and the change takes about 10 seconds. The archmage can reverse this spell at will.


Rain of Destruction - the archmage can cause his magical assault to affect a large area instead of merely a single target. This causes either a blast of energy centered on a target within 500 feet that has a 50 foot radius or a cone 100 feet long and 20 feet wide at the terminal end. The prerequisite of this power is magical assault.


Scrying - with the use of a crystal ball or other magical device, the archmage can scry on far off lands. It is as though he is seeing through a remote camera that can fly at a speed of up to 100 mph. Scrying can instantly target any area that he has been to before or that he has scried upon before, for areas that he has never seen, he must send the magical remote eye there at the speed of 100 mph.


Familiar - the archmage has a single animal familiar. This familiar has human intelligence and the normal abilities of an animal of its type, which must weigh less than 20 lb. The archmage and familiar have a constant mental link which allows telepathic communication.


Contingency - should the archmage be killed or incapacitated, his body will be teleported to a secret sanctum that no others can enter. There his body will be revived slowly over time. It takes a full year for a slain archmage to regain his health in this way.


Craft Golem - the archmage can create a servant made of stone, a golem. This creature stands 8 feet tall and is immensely heavy. It has the strength of 10 of the strongest men and flesh as hard as granite, though its dexterity and walking speed is only half of the human average. It is immune to poison, disease, fear, thirst, and hunger and highly resistant to extremes of temperature and energy attacks. The golem requires 3 months of constant work for the archmage to build and he can only have 5 such creatures under his control at any point in time. Golems do not heal from injuries naturally, though it may be repaired by its creator - taking roughly 1 day of work per 1% of its body mass repaired.


Ritual of Weather - the archemage performs a day long ritual which can allow him to alter the weather. For the next 48 hours after the ritual is complete, the archmage can change the temperature by as much as 40 degrees fahrenheit up to 110 and down to 0. He can change precipitation by up to 2 inches per hour and can change wing speed and direction by 40 mph.


Wizard's Sanctuary - the archmage can construct a magical building that only he or those he allows may enter. This sanctum is immune to harm, its walls cannot be breached nor can anyone sneak in. Furthermore, the archmage has enough food and drink in his sanctum to supply up to 10 people indefinately. It takes a full year for such a sanctum to be constructed and enchanted and the archmage can only have one such sanctum at a time.


Instruct student - the archmage has the ability to take on apprentices. After a year of individual study with the archmage, the apprentice gains a single spell above. After 10 years, the apprentice gains another spell, then another each 10 years until they max out at 5 spells. These apprentices have no obligation to be loyal to their master aside from the promise of learning new spells, which they can only learn from another. The mage apprentices can only learn spells which their archmage master knows. Also, they cannot use their magic when under the effects of a Charm spell.


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