Friday, July 12, 2002

Wizard


 

You are a wizard. You have normal human abilities unless otherwise noted. You get 10 spells from the following list though. The time listed next to the spells is how long it takes to use the power or cast the spell, the the case of spells that take a week or longer, assume that it takes about 30 hours out of each week.

Brew longevity potion (1 month)
You have the ability to brew a potion that restores 5 years of youth to the drinker. This process takes a month of work.

Brew invisibility potion (1 month)
This potion causes the imbiber to become invisible for an hour. It takes a month of work to create such a potion.

Brew potion of immunity (1 month)
With a month of work, the wizard can brew an immunity potion. When imbibed this potion makes the wizard 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 wizard immune to a single effect, though he can imbibe multiple potions or multiple effects.

Brew healing potion (1 year)
The wizard can brew a potion that when imbibed will heal the drinker of all injuries, diseases, or negative health conditions. This potion takes a year of labor to brew.

Brew potion of resurrection (1 year)
The wizard can create a magical potion which will restore one single living creature to life. Creating this potion requires a year of labor and 100 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 (1 week)
The wizard 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 a week.

Lead to gold (1 month)
You can transform lead into gold, it takes 1 month of work for each 10 pounds of lead changed into gold.

Magical assault (1 second)
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 300 feet and has enough power to kill a large animal such as a bear instantly. Using this attack takes about a second of concentration.

Druid (constant)
You may the use any one of the following faerie powers: Lord of the Wild, Lord of Storms, Lord of Winter, Dark or Dark Forest. This can be selected multiple times for new power sets.

Summon demon (1 hour)
You can summon any kind of normal demon and keep it as your servant until it is destroyed. This requires an hour long ritual and a human sacrifice. This will be a basic demon type (succubus, shadow, imp, etc.) but will have no additional demon powers. The demon hates you for this and while it will obey the letter of your instruction, it will covertly work against you in what ever way it can and should it be freed from bondage it will do what it can to destroy you and those you hold dear.

Charm (1 second)
By touching a human and saying the magical words (taking about 1 second) you can charm that person. A charmed individual considers the wizard to be his best friend and will risk his life to help the wizard but wont violate deeply held principles. A wizard can only keep one person charmed at a time and each charm lasts for a month, though it can be renewed. Strong willed individuals might be able to resist, but they are 1/100 but include player character leaders.

Flight (instant and constant)
You can fly or hover through the air with a speed of 100 mph.

Magical infusion (constant)
Magic flows through your veins like blood and fills you with its power. You have peak strength, dexterity, and toughness of any human and your body regenerates from any injury it receives (short of death) within a number of hours. You also have a 50% chance of resisting any magical attack directed at you and suffer only half of the effect of harmful magic. This may be selected multiple times, each adding +1 to Strength and Toughness.

Dispel magic (5 seconds)
The wizard 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 demons, faeries, or undead - though vampires, liches, and faerie greater faeries are merely stunned for about a minute if targeted.

Portal (1 minute)
By speaking (takes 1 minute to cast) the magical words, you may open a 5 foot diameter magical portal. This portal can lead to any place on the earth where the wizard has seen before and lasts until you dismiss it or open another portal. During the 1 minute it takes to cast this spell, a shimmering disk appears on both ends of where the portal is to open. Portals may only be opened into a building that has the right magical symbols inscribed onto a floor or wall, otherwise the portal must appear just above the earth or water.

Force field (instant)
With just a thought, the wizard can erect a magical protective barrier around himself. This barrier is static and protects a 10 foot radius around the wizard. No force or magic can penetrate this barrier, in or out, though the wizard can't use other magic while it is active.

Mage armor (instant and constant)
The wizard 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 body armor but protects every inch of him, including eyes and joints.

Polymorph (1 second)
The wizard may change himself or any nonmagical living creature within 100 feet into another creature. This spell will transform the target into any animal of 1000 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 wizard can reverse this spell at will.

Rain of Destruction (3 seconds)
The wizard 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 300 feet that has a 15 foot radius or a cone 100 feet long and 10 feet wide at the terminal end. The prerequisite of this power is magical assault.

Scrying (5 seconds)
With the use of a crystal ball or other magical device, the wizard 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 (constant)
The wizard 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 wizard and familiar have a constant mental link which allows telepathic communication.

Imp familiar
The wizard has an imp as his familiar. This has all of the powers of the imp in the demon section. It must be summoned with a human sacrifice and if destroyed may be summoned again with another.

Contingency (constant)
Should the wizard 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 a wizard to regain his health in this way.

Enchantment of Protection (30 seconds)
This spell causes every ally of the wizard within 100 feet to have a weak aura of protection around them. This aura is like mage armor but only protects as well as common quality chain mail armor. This spell lasts as long as the wizard doesn't cast another spell.

Craft Golem (1 year)
The wizard 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 a year of constant work for the wizard to build and he can only control three such creature at any point in time, it also takes a 100 craftsmen working along with the wizard over that year. Golems do not heal from injuries naturally, though it may be repaired by its creator - taking roughly 1 month of work per 1% of its body mass repaired.

Ritual of Weather (1 hour)
The wizard performs an hour long ritual which can allow him to alter the weather. For the next 48 hours after the ritual is complete, the wizard can change the temperature by as much as 20 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. This affects a 10 mile radius around the wizard.

Wizard's Sanctuary (1 generation)
The wizard 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 wizard has enough food and drink in his sanctum to supply up to 10 people indefinitely. It takes a full generation for such a sanctum to be constructed and enchanted and the wizard can only have one such sanctum at a time.

Scribe Scroll (1 month)
The wizard can create a magical scroll that contains the magical energy of a single spell which the wizard knows how to cast. Ant literate person can cast this spell. Using the scroll takes twice as much time as it takes to cast the spell plus 30 seconds. The spells that can be scribed onto a scroll are ritual of weather, enchantment of protection, scrying, magical assault, rain of destruction, portal, minor necromancy (gives the caster the ability to animate undead for 1 day), charm, flight (1 hour duration max), dispel magic, mage armor (1 hour max), polymorph, and force field.

Enchantment (a decade or more)
The wizard can create a magic item that has a permanent and continuous effect that mimics that of another power of the wizard. The nature of the item will depend on the power it holds, it could be a ring of invisibility, a staff with magical assault, or anything else appropriate. The powers that can be duplicated by the enchanted item (assuming the wizard has the original spell) are immortality (longevity potion), potion of immunity, potion of invisibility, potion of vigor, magical assault, flight, magical infusion, minor necromancy, mage armor, polymorph, dispel magic, or force field. Those items which emulate potions have a constant and permanent effect. Those which emulate spells take twice the standard time to cast and can be done at will. Anyone who is taught to use the item by a wizard (takes a year) can use the item. A wizard can only have 3 enchanted items at a time in existence before making them drains his magical abilities, though he can destroy old ones and absorb the energy to enchant new items. Making a magic item takes a 10 years plus 10 times it takes to cast the base spell.

Minor Necromancy (10 minutes)
The wizard can animate the zombies and can control 1000 at a time. Each zombie has virtually no intelligence of its own but will obey the will of its necromancer master. They are 50% stronger than humans, 50% less fast and dexterous, and extremely difficult to kill. To take down a zombie you must hack it to pieces, cut off its dead, or otherwise pulverize the body until it is useless. Animating a zombie takes a ten minute ritual and can be preformed on any more or less intact corpse. Zombies do not decay, but do wear out over time. For each year that passes, 1% of the zombies in this army become unusable for some reason such as injury, rot, wearing out, or something similar. As other undead, they are immune to poison, disease, thirst, hunger, fatigue, etc.

Greater Necromancy (10 minutes)
As lesser necromancy, but the wizard can control an indefinite number of zombies at once. The prerequisite is Minor Necromancy.

Wight Creation (1 month)
Wights are a powerful form of undead created by necromancers. Each one takes a necromancer a month to create from a humanoid body. A wight is twice as strong as a mortal, just as dexterous, and even more durable. Wights can only be killed if their bodies are completely destroyed, even decapitation cannot destroy them. Also, they do not wear out as zombies do. Each wight has human-like intellect but only the vaguest memories of its human life, it is now devoted to the necromancer. When a wight kills a living creature, it recovers from 10% of what ever wounds that it has, meaning that 10 kills will restore a wight to full health. Another variant of a wight is a death knight, a human wight with a wight horse steed. Because it takes more energy to control and maintain wights, each one counts as 10 zombies for a necromancer to control and a death knight counts as 20. The prerequisite is Minor Necromancy.

Undead Transformation (constant)
The wizard transforms himself into an undead creature. He has all of the physical abilities of a wight. The prerequisite is Minor Necromancy.

Gaze of Death (instant)
The wizard can kill any living creature that he makes eye contact with. The creature will then become a zombie under the wizard's control. The prerequisite is Minor Necromancy.

Lichdom (constant)
When ever a lich dies its body crumbles into dust and will reform 1 month later at the location of the phylactery. These phylacteries are immune to all magical scrying and divination and are protected by powerful magical enchantments. The prerequisites are Greater Necromancy and Undead Transformation.

Create Abomination (1 year)
Abominations are huge undead constructs made from the bones of giant creatures or numerous smaller creatures. They are a mishmash of flesh and bone, sometimes with numerous limbs or multiple heads or layers of bone armor. They are gigantic, weighing thousands of pounds and having the strength of over 20 men, though they are slow and lumbering. They are virtually impossible to destroy, requiring siege machines, explosives, magical weapons, or other creatures of incredible strength. They are, however, particularly vulnerable to holy weapons. They have the lack of free will of zombies and all of the immunities of zombies as well. Creating such a creature requires a year of work by a single necromancer. Abominations slowly wear out like zombies, they need 1000 pounds of dead flesh added per year to prevent it from losing 5% of its strength and durability. The prerequisite is Greater Necromancy.

Warlock
The wizard is closely aligned to the forces of the Inferno or Abyss. The wizard can select demonic powers as wizard spells. Furthermore, if the wizard can summon a demon, it is now allied with him instead of resentful.

Demonic Nature
The wizard is transformed into demon. He now has all of the natural abilities inherent to demons including the ability to return to the mortal plane if destroyed. Prerequisites are Magical Infusion and Warlock. The warlock must choose to be Abyssal or Infernal.

Abyssal Necromancy
The wizard can now place the souls of minor Abyssal demons into zombies, making them more powerful. This gives each zombie a spark of crude intelligence and cunning, it also makes them just as dextrous as they were in life and twice as strong. Wights created by such a necromancer are also 20% stronger and faster. The prerequisites are Minor Necromancy and Warlock (with an Abyssal affiliation).

Faerie Magic
The wizard can access Faerie Powers as well, each costing the same amount as a wizard spell.

Faerie Nature (counts as 2)
The wizard has all of the natural abilities of the fae, including the ability to return to life and immortality. You can have a faerie affiliation if you desire. The prerequisite is Faerie Magic.

Vampire (counts as 4)
The wizard is a vampire, having all of the standard vampire abilities, but is weaker than the typical vampire, having 6 Strength and 2 Dexterity. The wizard vampire can also get special vampire powers, each counts as a wizard spell.

Half Vampire (counts as 4)
The wizard has all of the abilities of a half vampire, as a vampire's servant. The wizard can also get vampire powers, each counting as a wizard spell.

Shifter (counts as 2)
The wizard counts as a Shape Shifter. He may purchase shifter powers with his wizard spells.

Theurgist (counts as 1)
The wizard draws some of his power from the celestial realm, giving him the ability to perform some miracles like an angel might. He must, however, be a paragon of goodness and virtue to have access to these angelic powers. The wizard can use wizard spells to buy angelic powers.

Draconian (counts as 4+)
The wizard is not a human at all, but instead is a draconian. See the dragon section and use standard rules to design a dragon with 4 instead of 6, then the wizard is essentially treated as a draconian with those qualities. For example, with the 4 powers, the dragon qualities could include fire element, breath weapon, wings, and shape shifting. Then the wizard would be a red draconian who is immune to fire, can breathe fire, can fly, and can shape shift for an hour a day. The wizard can spend additional wizard powers to get dragon features at a 1-1 basis.  

Apprentices
Each spell he spends on this, the wizard gets 5 apprentices. Each apprentice gets a single wizard spell or other type of power which the leading wizard has. If, for example, the wizard is a warlock then the apprentices can have demon powers instead of wizard spells, but only if the warlock has them himself.

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