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beingawizardisfunandeasy Β· 11 months
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Hey heyβ€”
Would you be all right if anyone made characters directly inspired by your wizards and mages (and we credit you for the idea)?
I was gonna see if I could combine a few of your ideas and add a bit of my own flair to itβ€”
Not only would it be all right it would be really cool, I think.
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Mage of New Beginning
Everything that is or was once began. Everything that will be must begin.
[ ] Potentiality Aura – Anything that is created in your presence will have an opportunity to flourish. This applies to stories, to items, and to life. A tool will have a chance to be put to use, a story will have a chance to be heard, and creatures will have a chance to grow and become whatever they may be. If anything would prevent this, fate will intervene.
[ ][ ][ ][ ][ ] Touch of Ingenuity – By touching your fingertips to a person lacking in direction, you give them insight into their heart's true desires and how they can go about seeking it. They will, after d6 minutes of intense thought, come to a conclusion about what it is they want to do or what they want out of life. They will will then receive a vision illustrating the first major step they can take towards realizing this dream. From second level onward, once they complete this first step, they will receive another vision guiding them on the next leg of their journey. They will receive a number of guiding visions in total up to your level of Touch of Ingenuity.
[ | ] Cycle – By placing your hand against a creature or object and channeling your will, you can reinvent one magical effect the target is under. You transmute the nature of the effect in some way, altering its focus or direction, even entirely inverting its nature. That target cannot be placed under the original effect again, and you cannot change the same effect with Cycle twice.
[ ] Return – When something dies in your presence, you enter it into a cycle of rebirth. The soul will find a new home in the mortal plane, be it in a similar form or a strange one.
[ | ] Fertile Haven – By performing a day-long ritual at a site of safety or of great potential, you can attract any who come across it and fill them with a desire to make use of it. In a wide radius around the site, flowers will bloom and natural pathways and milestones will arrange themselves into winding, gentle roads to the center. Upon first seeing these paths, an onlooker is filled with curiosity. The closer someone gets to the center, the more certain they become that nothing hear bears them ill will and this is a safe and welcoming place to be. If this is not true, the ritual cannot be performed.
[ ] Once Upon A Time – When a story must begin, you can set it into motion. By beginning to commit to words a tale of people around you, you can spur people to heroic deeds and turn them into the stars of their narratives. You can unite unlikely friends, impart confidence and the will to leave home to those who might never have found the courage, and provide the clue, the map, the whatever it is that will get heroes started on their journey. Once you have finished writing this opening, please close the book, and leave it shut. The rest will write itself.
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One Thousand Days Of Wizards
I'm honestly not sure what to say here. Uploading a wizard to this blog is kind of a silly thing to commit to doing daily in the grand scheme of things, but nevertheless it's become a part of my everyday life and I'm proud that I've managed it for so long. I didn't have an end date in mind when I started, and part of me regrets calling it here for the daily uploads, but the rest of me is hugely relieved. I'm still really proud of a lot of my recent posts, but it has gotten harder and harder to come up with ideas that feel original and execute in a way that I think is satisfactory.
I don't doubt that I will continue to put up new wizards every once in a while, but I'm definitely going to take a break from it, and if I ever update two days in a row again I'm sure it'll be a fluke. I am planning to try and wrangle some highlight lists of my personal favourites, because a thousand uncurated wizards is a lot to browse through if someone stumbles across this blog in the future.
Once again, thank you to everyone who reads, likes, and reblogs these posts, everyone who drop comments in the tags and has sent me asks to give me ideas. I don't know if this blog has β€œfans”, really, but I'm very glad that some people seem to like what I've done here. I guess if you consider yourself a fan, let me know by telling me what your favourite class has been. I don't know how people are meant to interact on tumblr. Put it in some tags? Do the thing where you respond to a post and then that comment just lives in the little response space underneath that post? Whatever you prefer. Tell your friends that my ko-fi is still open. Make your own wizards and show me them. Hearing that my wizards have made people smile still makes my day, so I figure I'll never get tired of hearing from y'all. I'll still be here listening, I just won't be as loud.
For the final time, thank you for your attention and your indulgence. I hope magic is never far from your fingertips. I hope it comes easy, and I hope you have fun with it.
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Mage of Final Endings
All things, good or bad or otherwise, must come to an end.
[ ] Finality Aura – Anything that dies in your presence cannot be returned to life. This applies to undead creatures who are slain or discorporated in any way, and to other similar edge cases.
[ ][ | ][ | | ] Touch of Mortality – By simply touching your fingertips to an immortal being, you give that immortality an asterisk. At first level, that being's immortality becomes conditional – there is now some set of conditions that can kill it, though neither you nor they will immediately know these conditions. They may be intuited either by the nature of the being or their immortality, as this spell tends to take the path of least resistance to creating a loophole or flaw in creature's immortality. At second level, you and the target immediately comprehend the new condition imposed upon the immortality. At third level, for as long as you continue touching an immortal being, and for d6 rounds after you break contact, it loses its immortality.
[ | ] Cease – By placing your hand against a creature or object and channeling your will, you can end one magical effect the target is under. It cannot be placed under that effect again.
[ ] Pass – When something dies in your presence, you usher it with certainty onward, away from the world of mortals. Whether you condemn their soul to a pit, recommend it to an olympus, or simply sent it to oblivion, it will find its last resting place far from the mortal plane. This extends to your own soul.
[ | ] Landscape of Thorns – By performing a day-long ritual at a site of danger or something terrible, you can ward any who stumble across it from intruding into it. In a wide radius around the site, huge black stone formations will rise out of the ground – jagged spikes, foreboding monoliths, and great cubes arranged to form confusing, empty streets. Upon first seeing these formations, an onlooker is filled with a feeling of deep dread. The closer someone steps to the center of the formations, the more certain they become that nothing good can await them there, and that whatever these stones forwarn of is dangerous or repulsive. If this is not true, the ritual cannot be performed.
[ | ] Ever After – When a story comes to its conclusion, you can ensure that it remains concluded. By recording the tale and passing it on, you ensure that its villain will remain defeated, its triumphs remain in effect, and its heroes are allowed to return to uninterrupted lives for as long as the story is not forgotten. Effectively, nothing that the story's ending accomplished can be undone. If you build some sort of monument to the story's conclusion at a site of importance to the story, it is doubly warded, and the conclusion will remain final until the story stops being told and the monument is torn down.
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Rounded Ablemage
Many people think magic should make you a better person, but not always in so direct a manner as this.
[ ][ ][ ][ | ][ | ][ | | ] Titanic Strength – You gain a d6 bonus per level of Titanic Strength to all rolls that rely on your physical strength. Additionally, whenever you would fail to perform a strength-based feat, you may choose to succeed instead. If you do, treat your level of Titanic Strength as one lower for the remainder of the session (once it is at 0, you cannot use this ability).
[ ][ ][ ][ | ][ | ][ | | ] Elfin Dexterity - You gain a d6 bonus per level of Elfin Dexterity to all rolls that rely on your dexterity and agility. Additionally, whenever you would fail to perform a dexterity-based feat, you may choose to succeed instead. If you do, treat your level of Elfin Dexterity as one lower for the remainder of the session (once it is at 0, you cannot use this ability).
[ ][ ][ ][ | ][ | ][ | | ] Iron Constitution – You gain a d6 bonus per level of Iron Constitution to all rolls that rely on physical fortitude and endurance. Additionally, whenever you would fail to perform an endurance-based feat, you may choose to succeed instead. If you do, treat your level of Iron Constitution as one lower for the remainder of the session (once it is at 0, you cannot use this ability).
[ ][ ][ ][ | ][ | ][ | | ] Arcane Intelligence – You gain a d6 bonus per level of Arcane Intelligence to all rolls that rely on your knowledge and raw mental capacity. Additionally, whenever you would fail a roll concerning knowledge or calculation, you may choose to succeed instead. If you do, treat your level of Arcane Intelligence as one lower for the remainder of the session (once it is at 0, you cannot use this ability).
[ ][ ][ ][ | ][ | ][ | | ] Boundless Wisdom – You gain a d6 bonus per level of Boundless Wisdom to all rolls that rely on your wisdom, intuition, and willpower. Additionally, whenever you would fail a roll concerning wisdom, you may choose to succeed instead. If you do, treat your level of Boundless Wisdom as one lower for the remainder of the session (once it is at 0, you cannot use this ability).
[ ][ ][ ][ | ][ | ][ | | ] Legendary Charisma – You gain a d6 bonus per level of Legendary Charisma to all rolls that rely on your charisma and force of personality. Additionally, whenever you would fail a roll concerning charisma, you may choose to succeed instead. If you do, treat your level of Legendary Charisma as one lower for the remainder of the session (once it is at 0, you cannot use this ability).
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Magical Wannabe
You’re not a wizard... you’re just some wannabe who looks like one!
[ ][ | ][ | | ] Dedicated Craft – You found magic particularly hard to grasp, which only drove you more fervently to study it, and your magic is stronger for it. As you gain levels in Dedicated Craft, you intentionally worsen your natural affinity for magic in order to strengthen the power you gain from overcoming it. For each level of Dedicated Craft, choose one of the following items that you have not chosen already:
A magical wand or staff
A large orb or crystal
A magical piece of jewellery
You cannot cast spells of any kind unless you have all of the chosen items with you on your person. For each level of Dedicated Craft, whenever you cast a spell, treat its level as one higher, even if this would normally be above the spell's maximum level.
[ ][ ][ ][ ][ ][ ][ ] Fanmage Lore – For as long as you remember, you've wanted to know about magic and wizards. You gain a d6 bonus per level of Fanmage Lore to rolls concerning knowledge of arcane practises, mage orders, schools, and organizations, and famous magic-users.
[ ][ ][ | | ] Unimportant – Magic will consistently fail to recognize you as important. At first level, prophecies and other forms of divination will neglect to mention or account for you, and magical effects that target multiple entities and could have potentially ignored you will certainly ignore you. At second level, all forms of magic will treat you as if you are not a magic user. At third level, you cannot be specifically targeted by magic, cannot be detected by magical means, and mages and magical creatures will continually ignore you and forget about your existence unless you make a point of reminding them or they know you personally.
[ | ] Shadow of a Shadow – You may spend XP on spells from other classes, but only spells that grant XP to be spent on spells from other classes. You cannot gain more than one level in any of these spells.
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Karaoke Bard
Cover magic is underrated.
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] Library of Song – For each level of Library of Song, you gain 3XP to be spent only on spells performed by continuous musical performance. Spells gained in this way can only be cast with the use of Mystic Karaoke Machine.
[ ] Mystic Karaoke Machine – You carry a machine of magical power, capable of playing music and projecting your voice. When you use it, you may choose any spell gained via Library of Song and begin casting it. You maintain the spell for d6 rounds or until forcibly interrupted – you cannot choose to stop early.
[ ][ | ][ | ] Karaoke Diva – Your mastery of the mic increases with your confidence. For each level of Karaoke Diva, as you perform via Mystic Karaoke Machine, you may increase or decrease the time spent on a single song by 1 round per level of Karaoke Diva (to a minimum of 1 round).
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Weekend Wizard
Great unions of mages came together long ago to double the power of these wizards.
[ ] True Glory In Freedom – While it is a weekend, or any other day recognized as a holiday or day of rest, you gain a d6 bonus to all rolls.
[ ][ | ][ | | ] Quality Time – While you and those around you are engaged solely in relaxation and leisure pursuits, time warps around you. For each hour that passes, you experience one additional hour per level of Quality Time – you, essentially, find more hours in the day.
[ ][ ][ ][ ][ ][ ] Inspire Rest – By laying your hand upon someone, you can fill them with a desire to down tools and take care of themselves. If they wish, they may resist, making a willpower roll against d6 per level of Inspire Rest. If they succeed, they feel no compulsion to stop working. Either way, the next time they rest for an extended period, they regain health equal to your level of Inspire Rest or may relieve themselves of a single negative condition.
[ ][ | ][ | ] Passionate Pursuits – In your presence, people feel more free and inclined to follow their desires rather than their responsibilities. At first level, if presented with a chance to do something they want to do, people are much more likely to say yes regardless of duties, responsibilities, or ordinary inhibitions. At second level, people who spend time in your presence will become visibly bored or irritated if they spend time doing things they aren't interested in or passionate about, and are likely to abandon such activities after some time. At third level, people in your presence will often choose to simply stop doing things they don't want to do and instead pursue what they do want. You can stop and start producing this aura at will, but cannot immediately cancel effects it has already had on a person's attitude.
[ | ] Revitalized Effort – When you, and anyone in your presence, spends an extended period resting and relaxing, your capacity to strive is rejuvenated for a time. If at least twelve hours were spent consecutively in rest and relaxation, then from the moment they end, you and others gain a 2d6 bonus to any rolls directly related to thinking, labouring, or otherwise practising one's trade or craft for a duration equal to twice the time spent resting.
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Flying Disc Wizard
In looking for a source of Ultimate power, some mages find a much more chill diversion.
[ ] Infinite Discs – With a snap of your hand, you can conjure a flying disc into existence between your fingers.
[ ][ ][ ][ | ][ | ][ | | ] Disc Technique – With arcane precision, manipulation of the wind, and honed skills, you can accurately throw flying discs great distances. At first level, you can throw a disc with perfect precision up to 50 feet, and this distance doubles with each level beyond the first. You may throw multiple discs at once/in a single round, but for each disc beyond the first treat your level of Disc Technique as one lower for all discs thrown.
[ ][ ][ ][ ] Multi-Disc Cascade – For each level of Multi-Disc Cascade, you can throw an additional disc in a single turn without suffering any penalty to Disc Technique.
[ ] Dream of Chakram – When you release a flying disc from your hands, you can instil it with a desire for strength. If you do, moments before it impacts with something, it becomes as hard and as sturdy as steel. Discs thrown as weapons using this spell deal either 1 slashing damage or 1 bludgeoning damage depending on how exactly they are shaped and thrown.
[ ] Beacon Disc – When you release a flying disc from your hands, you can fill it with a need to be seen and found. It may emit light and/or sound if you wish, and it may have a psychic effect simply making everyone nearby aware of its presence and location.
[ ] Pass Health – When you release a flying disc from your hands, you can fill it with a desire to help others. Whenever it is caught, the creature catching it regains 1 health for each time the disc has been caught since you released it. This effect ends if the disc is dropped or after ten minutes.
[ ][ ][ ][ | ][ | ][ | ] Discsnatcher – You gain a d6 bonus per level of Discsnatcher to rolls to catch objects or grab them from the air. From second level onwards, you may teleport up to 5 feet per two levels of Discsnatcher in order to catch something. From fifth level, if you catch a speeding projectile, you deaden its momentum and take no damage from it.
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Stagemage
Surely everyone wants to shine?
[ | ] Curtain Call – When a scene begins or a conflict breaks out, you can speak an incantation that raises it up for all to see. The area which the scene or conflict is taking place in raises up out of the ground and is surrounded by a great stage curtain. Seating or viewing areas materialize around the stage and various other theatrical accouterments like lighting rigs come into being so that everyone watching can see and hear the onstage events. Until the scene is resolved, nobody can enter or exit the stage without a dramatic reason for doing so, and no-one offstage can be directly affected by anything done onstage (i.e. a gout of flame issuing from a dragon on the stage becomes harmless pyrotechnics as it washes over the crowd). Once the scene is resolved, the curtains swing shut and then the stage and other summoned elements fall away and normal reality is restored. While your stage is active, everyone nearby feels a compulsion to come and attend the performance.
[ ][ ][ ][ ][ ] Stagecraft – You gain a d6 bonus per level of Stagecraft to all rolls to sing, act, and dance.
[ | ] Arc Apotheosis – In your presence, when someone does something that represents a major irreversible or unrepeatable development in their character or personal goals, they gain a d6 bonus to all rolls related to it. If there is a watching audience, they gain an additional d6 bonus. If the audience is familiar with the character's arc, they gain an additional d6 bonus.
[ ][ | ][ | ] Stage Trick – All the world's a stage, and you know how to walk through it. At first level, you can fall through floors as if there had been a trapdoor there all along, use suddenly-appearing theater rigging to climb up, and direct lights to guide your path in darkness. Any element of the stage is yours to manipulate at will. At second level, you can grant this advantage to your allies. At third level, you can force this on your foes, having them fall through trapdoors and get tangled in rigging and so on to reposition them about the stage. While your Curtain Call is active, treat your level of Stage Trick as one higher.
[ | ] The Greatest Show – Anyone attempting amazing feats or never-before-seen stunning performances – really, anything that would hugely move an audience – on your stage while Curtain Call is active gains a d6 bonus to doing so, and if they are successful they may regain d6 health or remove any negative condition they are suffering from.
[ | ] Still Real To Me – Everything that happens on stage, of course, is fake on some level – which has its advantages. When the curtain closes on your stage at the end of Curtain Call, anyone who was reduced to 0 health or lower is restored to 1 health, and any lasting conditions they suffered only affect them when they are on your stage in the future. All participants will accept defeats they have suffered and take on board any arguments, discussions, or other interactions that were had on stage, but at least in the moments after the curtain closes will have an amiable, professional attitude towards everyone they just performed with. After this feeling wears off, they may go back to hating certain people or may plot to challenge them again after some time, but for now, they accept the events of the stage as settled for the time being.
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Dominionmancer
It’s really hard to get some wizards out of the house.
[ ][ ][ ][ | ][ | | ] Arcane Dominion – You have claimed a seat of magical power over a particular building or environ. At first level, your Dominion may cover a small building. At second level, it expands to cover a large building or a small building and its surrounding area. At third level it expands to cover a palace-sized building or a large building and its surrounding area. At fourth level, it expands to cover a palace-sized building and surrounding area. At fifth level, it covers a castle or equivalent building or area. When you increase in level of Arcane Dominion, you may claim a new plot of land or have your current dominion warp and grow to become the most it can be. While you are inside your Arcane Dominion, you gain a 2d6 bonus to all rolls and can teleport to any point in your dominion at will.
[ ][ ][ ][ ][ ][ | ][ | ][ | ] Arcane Wellspring – For each level of Arcane Wellspring, choose a single field of expertise or skill. You gain an additional 2d6 bonus to rolls made of that kind when in your Arcane Dominion. You may choose the same field more than once.
[ | ] Guardian Furniture – By speaking an incantation over an item of furniture or decoration that you are touching, you can enchant it to guard its location. If an intruder enters, or if someone in the area attacks you, the enchanted furniture will become animate and attack the offending party. Swords will dance in the air and swing at them, rugs and curtains will attempt to smother them, etc. Outside of your Arcane Dominion, the enchanted furniture will animate only once and then lose its enchantment. Inside your Arcane Dominion, the enchantment lasts indefinitely.
[ ][ | ][ | ][ | ] Restorative Dominion – While you are in your Arcane Dominion, you regain 1 health per level. At fourth level, you may redirect this healing each round to anyone else in your Arcane Dominion.
[ | | ] Protection of the Hearth – While in your Arcane Dominion, you and anyone else of your choice within the dominion reduces all damage taken by d6, to a minimum of 0.
[ ][ | ] No Place Other – At will, you can teleport from anywhere to your Arcane Dominion. At second level, you can bring along anyone touching you and anyone touching them.
[ ] Arcane Servants – Your Arcane Dominion is staffed by a cadre of spirits, automatons, or some other magically conjured servants. They respond immediately to your will while you are in your Arcane Dominion. They are incapable of combat, but can perform most any mundane task.
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Spoony Bard
Nobody understands bards, but really nobody understands these bards.
[ ][ ][ ][ ][ ] Spoony Percussion – You gain a +1 bonus per level of Spoony Percussion to rolls to play percussion instruments. This becomes a d6 bonus per level instead if you are playing the spoons.
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] Master of None – You gain a +1 bonus per level of Master of None to any roll you get no other bonus to. You cannot gain a bonus to any roll higher than Master of None unless it is spoon-related or you have magical assistance.
[ ][ ][ ][ ][ ][ ] Bardic Music – By playing an instrument in a particular way, you can cause a number of magical effects that influence everyone in a 50-foot radius of you. For each level of Bardic Music, you gain one of the following options for when you play Bardic Music:
Everyone in range regains 1 health per round
Everyone in range is dealt 1 sonic damage per round
Double the speed of everyone in range
Halve the speed of everyone in range
Everyone in range gains a d6 bonus to all rolls
Everyone in range takes a d6 penalty to all rolls
[ | ][ | ][ | ] Extend Earshot – For each level of Extend Earshot, your music is louder and more potent, and the range of your Bardic Music is doubled.
[ ][ | ][ | ][ | ][ | | ] Bardic Precision – Your mastery of your music grows, allowing you to shape your song around those you wish to protect. For each level of Bardic Precision, you may exclude d6 people from the effects of Bardic Music each round you play it.
[ ][ ][ | ][ | ][ | | ] Spoony Countersong – By playing an instrument with focused intensity, you can disrupt any other sonic magic nearby. Up to a range of 20 feet per level of Spoony Countersong, you can cancel out any other magic that relies on music or sound as a component, conduit, or medium for as long as you continue to play and remain in range.
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Slippery Wizard
When you fall on your ass day one of wizard school, you can either deny your destiny or you can lean into the skid.
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] Slip Through – At will, you can make the surface of your body and clothes extremely slippery to the touch. You gain a d6 bonus per level of Slip Through to all rolls to slip through tight spaces and out of any form of restraint.
[ ][ ][ | ][ | ][ | ] Grease Ground – With a wave of your arm, you can cover the ground around you in slick fluid. Anyone stepping onto it or attempting to move on it must make a dexterity roll against 2d6. If they fail, they fall prone. You can affect an area up to 10 feet in diameter per level of Grease Ground.
[ ][ ][ | ][ | ][ | ] Grease Item – With a wave of your hand, you can cover an item you can see in slick fluid. Anyone attempting to pick up or use the object must make a dexterity roll against 1d6. If they fail, they drop the item at their feet. You can target any object within 20 feet per level of Grease Item, and the grease remains for one round per level of Grease Item.
[ ][ ][ ][ | ][ | ][ | | ] Advanced Lubrication – The grease you summon is slipperier as you focus your studies and increase in power. For each level of Advanced Lubrication, increase the difficulty of overcoming the effects of Grease Ground and Grease Item by d6.
[ ][ | ][ | ] Controlled Skid – When you would fail a roll to maintain your balance on a slippery surface, instead of falling prone, you may choose to skid a number of feet equal to the difference between your roll and the difficulty in any direction across the slippery surface. At second level, you may choose to lower this distance by up to half. At third level, you can grant this advantage to any allies of your choice in your presence.
[ ][ | ][ | ][ | ][ | ] Grease The Wheels – There's something about your slippery, uncomfortable handshake that inexplicably provides social lubricant and makes people inclined to agree with you. For each level of Grease The Wheels, you gain a d6 bonus to rolls to negotiate and make deals.
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Hermit Crab Knight
Crabs need shells, of course, but giving them a sword could be seen as a step too far by some.
[ | ] Claim Shell – When you don a suit of armour, you may claim it as your shell. When you claim your shell, you cannot be removed from it against your will, and it feels as comfortable to you as a second skin – you suffer no ill effects from remaining in it indefinitely. If you take it off willingly, it cannot be taken more than 25 feet from you without your willing it. You can abandon your shell and claim a new one whenever you want.
[ | ] Shell Sword – You possess an enchanted scimitar that shimmers like the sea. It deals bonus slashing damage equal to the amount that the armour you are wearing reduces damage by.
[ ][ ][ | ][ | ][ | | ] Strength in Softness – By your own will and ritual magic, you are more vulnerable than normal when unarmoured. While not wearing a full suit of armour, any damage you take is increased by your level of Strength in Softness. In return, while you are fully armoured, the armour reduces damage you would take by a further 1 per level of Strength in Softness, to a minimum of 0.
[ ][ | ] Retreat Into Shell – At will, while wearing armour, you can store yourself in the armour. Your corporeal form vanishes, leaving only your armour behind. In this state, you have only a dim awareness of the sounds around your armour, and a sense of what touches it. At second level, you retain your normal senses. You cannot be damaged in this state, and you can revert back at will.
[ ][ ][ ][ ][ ] Pry From Shell – By placing your hand firmly on a piece of armour being worn by another person, you can channel your will into removing them from the armour. The target makes a willpower or strength roll against d6 per level of Pry From Shell. If their armour is magical, double their result. If they fail, their armour slips off them and clatters to the floor. If they succeed, this spell has no effect.
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Hedge Maze Wizard
Some simply want to disappear into the hedge. Who would deny them the right?
[ ][ ][ | ][ | ][ | ] Grow Hedge Maze – By scattering seeds around your feet, you can rapidly grow up a hedge maze around you. The hedges grow over an area up to 30 feet in diameter per level of Grow Hedge Maze in a matter of seconds, spreading outward from where you began it in whatever directions and shape you desire. Anyone attempting to push through the hedges of your maze takes 1 piercing damage per level of Grow Hedge Maze whether or not they succeed, and must make a strength roll against d6 per level of Grow Hedge Maze and be rebuffed if they fail.
[ | ] Puzzling Signpost – With a gesture, you can create a speaking feature of your maze, perhaps a statue or a water feature, which stands at a crossroads and delivers a spoken conundrum of your own design. Solving the conundrum points to the correct path through the maze, while failing it has consequences. When you add the puzzle, you may make the consequences as mild as simply convoluting the traveller's path through the maze, or you may have the wrong path cause up to 3d6 damage of a type of your choice from some kind of sudden hazard or trap. No Puzzling Signpost may be within 30 feet of another, or the edge of the maze, as the crow flies.
[ | ][ | ][ | ][ | ] Mazeguard – At a doorway or clearing in your maze, you can create an animate humanoid guarding who will attempt to prevent anyone but you from passing. It may be an animate suit of armour, statue, or similar form. While it can move, it cannot leave its post. No Mazeguard may be within 30 feet of another, or the edge of your maze, as the crow flies. For each level of Mazeguard beyond the first, you may station an additional, identical Mazeguard in the same place as another, in defiance of this rule.
[ | ][ | ] Wondrous Folly – With a brief ritual performed at a spot in your maze, you can create a remarkable geographic feature or work of architecture or art in that spot. This may be anything from a reflecting pool, to a statue garden, to a temple facade, and may even include geographically impossible details, like a cave that reaches into space that is simply part of your maze if entered from outside of the folly. Additionally, at your option, any part of a folly that reaches above the height of the hedge simply becomes invisible from any other point in the maze. Anyone who sits admiring or reflecting upon one of your maze's follies gains a 2d6 bonus to rolls to meditate, maintain focus, or gather clarity of mind, and after d6 hours spent at one of your maze's follies, a person may remove any negative mental condition they are under. At second level, while a mage stands beside one of your maze's follies, they increase the level of all spells they know by one. No Wondrous Follies may be within 60 feet of another, or the edge of your maze, as the crow flies.
[ ][ ][ ][ ][ ] Worldhenge – Once you are at least 50 feet from the edge of your hedge maze, you may continue to expand the hedge maze inward by having it pass into extradimensional space. Once you are at least 50 feet into the extradimesional space, you may link the hedge maze to any other hedge maze of your creation that is similarly extradimensional, allowing someone to enter one maze and end up in another via the extradimensional space. For each level of Worldhenge beyond the first, lower the distance required by 10 feet.
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Wizard That Did It
There are some delightful backdoors to near-omnipotence in the study of the arcane arts, particularly chronomancy and the manipulation of fate.
[ ][ ][ ][ | ][ | ][ | | ] Retcon Backstory – Once per session per level of Retcon Backstory, you may at any time alter an aspect of your own personal history in so far as it can feasibly continue to make sense with the established narrative of your life. This can suddenly, retroactively grant you knowledge and skills. If you have access to multiple uses of this spell, you may make multiple alterations at once in order to have the justify each other, if a single alteration on its own would disrupt your personal history beyond believability.
[ ][ ][ ][ | ][ | ][ | | ] Teach Self – When you need aid, you can welcome telepathic communication from your future self. If the information or knowledge that you need is something that you can potentially learn in the future, then a future self that has learned it will communicate it to you. Don't worry about having to become that future self, it's too late now, you already know it. You may do this a number of times per session up to your level of Teach Self.
[ | ][ | | ] The Worst That Could Happen – Whenever someone from outside of your immediate circle asks you what you think you're going to do, or otherwise tempts fate regarding your magical abilities, you can immediately manifest any example they provided (i.e., if a person you threaten asks β€œWhat are you gonna do, turn me into a chicken?”, you may do just that.). At second level, if someone makes any kind of rhetorical inquiry to the effect of speculating about potential magical effects without specifying, you can manifest any magical effect that fits the bill.
[ | ][ | ][ | ][ | | ][ | | ][ | | | ] Expeditious Magic – Learning a lot of different specialized spells might do for some, but why not simply synthesize all the useful ones into an efficient magical practise. At first level, with a wave of your hand, you can cause any effect that you could have done personally with ten minutes of work. At second level, this increases to an hour, then a day at third level. At fourth level, it increases to a week's work, then Β a month's work at fifth level. At sixth level, it increases to a year's work.
[ ] Minor Change – Look, the universe doesn't actually care much about the details, all right? For all the universe cares everything is just so many atoms. With a snap of your fingers or a wave of your hand, you can transform anything into anything that is basically the same thing, such as changing a dog's breed or turning a tweed blazer into a leather jacket. You can't change people into people that they aren't, or turn something useless into something useful, because that changes what the thing fundamentally is, but the universe doesn't care whether you're riding an Appaloosa or an Arabian.
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Nest Druid
Birds make excellent, charming, and useful companions.
[ ][ ] Roost Aura – Birds find themselves attracted to your presence. Any bird perched on you or touching you regains 1 health per round. At second level this aura extends to a 15 foot radius around you.
[ ][ ][ ][ ][ ] Speak With Birds – You are able to speak the language of birds – you will be understood by all avians, and you can understand them in turn. In addition, you gain a d6 bonus per level of Speak With Birds to all social rolls with birds.
[ ][ ][ ][ ][ ] Healing Wings – While a bird is within 5 feet of you, you can fill it with a healing charge. At any time, you can have a charged bird release that healing into any creature it is touching, restoring d6 health. You may have a number of charged birds at a time up to your level of Healing Wings.
[ ][ ][ ][ ][ ] Summon Birds – By scattering seeds or other appropriate feed, you can summon a number of birds to your position regardless of how many dwell in the area. Over the course of d6 rounds, d6 birds per level of Summon Birds will flock in.
[ | ][ ][ ][ ][ ] Flocksenses – At will, you can abandon your current awareness and spread it among the senses of the birds in the area. While in this state, you technically can see and hear through the sense of all birds in a radius of 1 mile per level of Flocksenses, but in a more practical sense you are simply aware of anything that any such bird is aware of if you want to be – you do not need to search through each bird's perspective to find something, nor do you have to watch it through a single bird's eyes. You have the awareness of the flock, not the individual within it. You cannot move or use magic while in this state, but you can speak.
[ ] Passlyre – By speaking to a bird, you can grant it the ability to perfectly mimic one stretch of speech you speak to it, but only once.
[ | ] Turn To Birdfood – By throwing seed or another appropriate feed at a target, you can cause all birds in the area to become hostile to that target and prioritize attacking it. For d6 rounds, all of them will prioritize descending on the target and pecking at them, dealing 1 piercing damage each.
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