GLOG Hack Wizard

 Wizard 


Starting Equipment: Spell Book, 1D6 spells, musty robes.


1: Lost Arcana, Book Casting, +1 MD

2: Spell Extrapolation, School of Magic +1 MD

3: Magical Item Creation, Spell Alchemist +1 MD

4: Astute Pupil, Master of Magics +1 MD


Lost Arcana: You have spent lifetimes pouring over musty tomes in billowing torch light and you have a deep understanding of the Arcane. Determine if an item is magical with one full day of study or by investing 1 MD. Commit a full week of study or invest 2 MD to determine if an item is cursed. A fortnight of study or investing 3 MD will tell you the exact nature and mechanisms of the enchantments on an item.


Book Casting: Every proper Wizard has a spell book and any Wizard that does not is most likely a misnomer or a deception. Many Wizards make their spell books their Implement, but plenty more do not. Your spell book can hold as many spells as it has pages, but takes up 1 inventory slot for every 5 spells written in it. A Wizard may cast spells directly from their spell book; casting in this manner is far safer - no Mishaps, but takes an entire round to cast and can be interrupted.

Spell Extrapolation: When you a spell is cast on you, you gain +1 to any save made against the spell if you’re able to cast a spell that meets any of the following conditions:

Same Form: Iceball is the same form as Fireball, Firebolt is the same form as Lightning bolt.

Same Element: Fireball and Summon Flame Servant.

        Same Function: Both spells are a summon spell, a single target direct damage spell, an area of effect spell,         etc.

If the spell offers no save, you take 1 less point of damage for each aspect of the spell you can match to a spell you can cast.


School of Magic: Identify a School of Magic you wish to specialize in. When you attempt to master spells from your chosen School, you have advantage on the task, a bonus to the roll, etc. up to the DM’s discretion. When you cast a spell from your chosen School, you may substitute one of your MD for a die one level higher and this MD returns on 1-4 on a D6, a 1-5 on a D8, and a 1-6 on a D10.


Spell Alchemist: The pursuit of knowledge is neither pretty nor nice; sacrifices must be made. Given a fully equipped laboratory, you can euthanize two spells and alchemically distill their respective essences in order to combine them into something new. New Spell will be worked out by the DM with a 1 in 20 chance of mutation.

Magical Item Creation: By sacrificing part of yourself and your arcane arts you can permanently imbue an object with magical properties. Cast a spell, or multiple spells if you dare, into an object. Cast the spell as usual; half the [Sum] and [Dice] are now the magical properties of the weapon and you lose any MD you invested into the object. You can quest for more MD, but each time you sacrifice MD in this way, you’ll require more MD than you gave away to get back to full power.

Named Spell: You’ve trod far along the path of knowledge, and your hard work has not gone unnoticed - your magic has gained a kind of signature and is instantly recognizable as the work of a [Title]. You may now create a named spell - when you are completed, you will no longer cast “Fireball” like mere dabblers do, nay; now that you are a [Title] you cast “Gwendolyn’s Conflagration”. Each MD invested into the spell adds a word to the name and a further condition or power to the spell; “Gwendolyn’s Conflagration” is potent, but not so much as “Flick’s Hateful Flame” which is overshadowed by “Cleale’s Agonizing Maelstrom of Ethereal Flame”


Astute Pupil: Wizard’s are lifelong students, constantly learning, always studying, ever reaching for just one more incremental increase in their understanding of the Arcane arts. As such, if you see a spell cast 4 times, you learn the nature of the spell and the connection between it and the spell caster. You have a [Template] in 20 chance of usurping control of the spell from the caster and making it your own. This is an inherently hostile act and a death sentence if you fail. +1 to your roll if:

You’ve just Counterspell’d the spell

If you already know the spell

If you know a similar spell, a la Spell Extrapolation



Master of Magics: Lesser Wizard’s bring you 2D6 new spells, too powerful for them to command themselves. You have also found additional spells, dependent on your 2D6 roll result, on your adventurers; work with the DM to define these new, custom spells. Reference the chart below for the number of bespoke spells you may create and learn.

2D6 Result

Additional Custom Spells

2, or 3

4

4 or 5

2

6 or 7

1

8, 9, 10, 11

0, but you may sacrifice one of your spells to create a bespoke spell.



Mishaps ( Doubles ) Non sequential, Roll 1D6. Reroll duplicates, write a new table when all entries have been triggered.

  1. The owner of an item you have identified shows up and demands it back. If you don’t have it, they demand recompense. If you haven’t ever identified an item, someone shows up and refuses to believe you don’t have their artifact.

  2. Your spell book has become sentient and begins to cannibalize the spells stored within at a rate of one per day, find an alternate food source, kill your spell book - whatever it takes to stop it from consuming all your spells. Be careful, it knows and can cast all the spells stored within it.

  3. You wake up holding an item you identified days, weeks, maybe months ago - it’s covered in blood. Bodies surround you, you can hear the local residents of wherever you are coming this way and they want justice for their slain kin!

  4. One of the spells you’re trying to alchemically distil escapes and does 1D6 x 8,000 SP of damage to the wizard’s lab that you’re using to distill the spells. If you own the lab, the escaped spell causes 1D20 x 8,000 SP of damage, or destroys the lab entirely.

  5. A disgruntled peasant shows up, waving a magic wind about - he claims he bought it from you, but it didn’t work. He’s a 4HD Fighter.

  6. 1D6 lesser Wizards show up to challenge you and steal your spells, they have 2D6 HD between them and 1D4 of them know Counterspell.


Dooms ( Triples ) Sequential

  1. The next item you identify that has a curse on it explodes violently in your hands - 2D6 damage and The Collector - a six armed goblin historian who specializes in magical artifacts confronts you when the smoke dissipates. You have disrespected Arcane History for the last time. Roll initiative! If you lose this fight, you lose the ability to identify magic items.

  2. Your spell book flies off into the night. In the morning, you see it and hundreds of other spell books roosting in the trees around your camp. They wish to parley, no longer will they be slave to mankind. If you cannot come to terms with your spellbook, you lose it and the ability to cast spells from a spellbook. Additionally, the other spellbooks are revolting and 1D12 Wizards Gate/Plane Shift/Teleport to your location immediately after and demand to know what sort of nonsense your spell book has told theirs.

  3. You’re struck spell blind. All spells look, sound, feel exactly the same to you, even when you’re casting them or receiving the ill effects of them being cast on you. Consult a deity, demon, or spirit of Lost Things, Blindness, Hopelessness, or Perseverance to seek a solution. While you are spell blind, you cannot use Spell Extrapolation.

  4. The most renowned Wizard from your particular School of Magic appears beside you in a thunderclap. Anyone who was sitting down when this happened is blind for 1D6 days and everyone present takes 2D6 damage as they begin to bleed from the ears. The Grandmaster says you have disgraced your School and hereby revokes your ability to cast spells from it. Bring honor back to your school to regain the use of your School of Magic feature and those spells.

  5. [Number of Spells Known] Wizards step out of thin air. They each have 4 HD. They each challenge you to a spell duel, one after the other. Each time you lose, you are stripped of a spell. Take your spells known and divide by 4. Each time you lose that milestone of spells, you lose a Wizard template. When you have lost all your Wizard templates, the Wizards break your Implement, kill your Familiar, and raze your Demesne - you are a Wizard no longer. If you roll this Doom, the only way it can be avoided is to fight the last Wizard and win with at least one spell to your name. The only other way to avoid this Doom is to solve previous Dooms - each time you solve a Doom, you go backwards, hopefully never reaching the final Doom.

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