Tumgik
#bawifae
Text
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 “fans”, 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.
11 notes · View notes
Text
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.
7 notes · View notes
Text
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.
7 notes · View notes
Text
Dinosaur Knight
A lot of magical knights are really only in it to get to ride a dinosaur.
[ ][ ][ ][ | ][ | ] Dinosaur Mount – You have the loyalty of a dinosaur that you use as a mount. You may choose a specific species, or invent a magical amalgamation of dinosaur elements. For each level of Dinosaur Mount, choose two from the following list:
Your dinosaur's unarmed attacks deal 1 bonus damage
Reduce physical damage your dinosaur would take by 1, to a minimum of 1
Increase your dinosaur's land speed by 30 feet per round
Double your dinosaur's carrying capacity
You cannot choose the same option twice for the same level.
[ ] Primeval Lance – You possess a mystic and ancient lance made from tooth, bone, or claw. It ignores all damage reduction from any form of armour or non-druidic magic. While riding your dinosaur, it deals 2 bonus damage.
[ ][ ][ ] Feather and Scale – You can take on the physical features that grant the majesty and protection of the dinosaurs. For each level of Feather and Scale, reduce physical damage you would take by 1, to a minimum of 1, and gain a d6 bonus to rolls to impress or intimidate. You must choose at first level whether this is a permanent change or activated at will.
[ ][ | ][ | ] Dinosaura – You project the magical power of dinosaurs around you. All of your allies within 50 feet can increase their speed to match yours or your mount's if you are mounted, and you and they gain a d6 bonus to rolls to track or follow a target. Whenever one of you damages a target, everyone else in the aura deals 1 bonus savage damage per level of Dinosaura for one round.
9 notes · View notes
Text
Lo-Fi Hip Hop Bard
It’s extremely rare to find any individual mage who represents a good balance between “study” and “relax”.
[ ] Magichill Mix – At will, you can summon with gestures and motions all manner of ethereal sound equipment floating before you with which to produce, mix, and play music. They are particularly suited to producing chill wavy beats that promote focus, calmness, and relaxation.
[ ][ | ] Aetherpods – With a moment's focus, you can create a pair of magical earphones or headphones that are linked to your Magichill Mix. When worn, the wearer will only be able to hear your music, nothing else. At first level, they are functional only within a one mile radius of you or a device playing your music. At second level, they have no maximum range.
[ ][ ][ ][ ][ ][ ] Grounding Waves – You can reach to the beating heart of your listeners and steady their souls. For each level of Grounding Waves, you may grant any number of people listening to your music a d6 bonus to resist all mind-effecting and emotion-altering magic. Additionally, listeners gain a chance to resist those effects each round if they could not already.
[ ][ ][ ][ ][ ][ ] Studysong – You can fill your music with a clarity that suffuses the mind and drives away distraction. For each level of Studysong, you may grant any number of people listening to your music a d6 bonus to all rolls to remain focused and to perform focused work.
[ ][ ][ ][ ][ ][ ] Lax Groove – You can send out calming, soothing music that makes it easy to relax. For each level of Lax Groove, you may target one person who can hear your music at a time. Anyone targeted finds it extremely easy to let go of their worries, to find peace, to get comfortable, and to rest. People who are already drowsy are likely to rapidly fall asleep under the effects of Lax Groove. Additionally, while under the effects of Lax Groove, any benefits gained from resting are doubled.
[ ][ ][ ][ ][ ][ ] Chill Beats – You can send icy undercurrents along with the waves of your music, chilling listeners to their core. Each round you play Chill Beats, you may target up to one person who can hear your music. Their movement speed is reduced by half and they take a d6 penalty to dexterity related rolls for d6 rounds as their muscles and joints frost over. If their movement speed has already been affected by Chill Beats, they instead take 1 cold damage.
[ ][ ][ ] Personal Mix – You can create, with d6 hours of work, a mixtape of your music tailored to a single person. When that person listens to it, they may gain the benefit of Grounding Waves, Studysong, or Lax Groove targeting them as if you were using it at the level you knew it at when you created the mix. Each mixtape you create remains effective for d6 hours of listening per level of Personal Mix.
9 notes · View notes
Text
Menhir Mage
Lithomancy as it is known is an ancient art, but even older forms exist, all but forgotten.
[ ][ ][ ] Right – You have the kenning of placing and balancing standing stones up to a tremendous size, even ones with tricky bases and odd curves. As long as you can position the stone in place, you can leave it standing indefinitely. At first level, it takes great force to get the stone to move or topple. At second level, it requires magic. At third level, it is impossible.
[ ][ ][ ][ ][ ] Stone of the Plough – You can mark a raised standing stone with a simple symbol of agriculture, making it a menhir dedicated to farming and the working of the land. In any village or farm that falls at least partially within 1 mile per level of Stone of the Plough of where the stone stands, farmwork simply becomes easier. Crops take root easier and are less likely to fall to blight, stores will rot slower, beasts of burden will seem stronger and more obedient.
[ ][ ][ ][ ][ ] Stone of the Crook – You can mark a raised standing stone with a simple symbol of leadership, making it a menhir dedicated to community. In any community or group that is within 1 mile per level of Stone of the Crook of where the stone stands, anyone who takes charge will feel confident in their ideas, and those listening to them will feel more ready to chip in and participate for the sake of their group.
[ ][ ][ ][ ][ ] Stone of the Axe – You can mark a raised standing stone with simple symbol of conflict, making it a menhir dedicated to conflict and warfare. Any fighting force that was either born and raised within 1 mile per level of Stone of the Axe of where the stone stands, or that was formed there, or fights to defend the all of that land from outsiders, gains the benefit of enhanced morale and cohesion. They will not flee from battle unless commanded to, and if so commanded will move as one. Covering one another's weaknesses and fighting side by side will come as naturally as breathing – they will immediately spot when a comrade is in need of help, always know when a comrade has made an opening they can take advantage of.
[ ][ ][ ] Avenue of Stone – By raising standing stone parallel to one another along a road, you can create an avenue between them that expedites travel. People and beasts will not grow exhausted from walking while keeping a steady pace along it, regardless of the burden they carry or pull. Additionally, within 50 feet of the avenue and within it, resting on the ground in camps is as restful as sleeping indoors in a bed, and even meagre trail rations become filling and satisfying meals. This avenue can be no more than 30 feet wide, and at first level each pair of stones must be no further than 30 feet from the next along. At second level each pair may be up to 60 feet apart, and at third level up to 120 feet apart.
[ ] Cove of Peace – By placing multiple standing stones as the corners of an area, each one up to 30 feet from its neighbours along the perimeter, you can create a cove. Within this cove, it is impossible to physically harm, bewitch, curse, or even raise a voice in anger at another person. Additionally, upon leaving the boundary of the cove, these actions cannot be directed against anyone still in the cove, and cannot be done to anyone who has been in the cove until the next sunrise.
9 notes · View notes
Text
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.
5 notes · View notes
Text
Versatile Magus
Specialization is all well and good, but far too many battles could be won easier by having the right spell in your pocket.
[ ][ ][ ] Magic Slash – When you strike with a melee weapon, you can augment the blade with magical power, dealing 1 bonus arcane damage per level of Magic Slash. You may choose to replace the arcane damage with damage of any type that a spell you know can deal.
[ ][ | ][ | | ] Ignition – With a downward motion of your hand or a blade, you can create a momentary pillar of fire on a spot within 10 feet, dealing d6 fire damage per level to anything standing there.
[ ][ | ][ | | ] Electrocution – By pointing your hand or a blade, you can cast out a straight line of electricity up to 15 feet in length per level of Electrocution. This deals 1 lightning damage to everything the line passes through, and d6 lightning damage to the furthest target, where the line terminates.
[ ][ | ][ | | ] Refrigeration – With a wave of your hand or a blade, you can create a cloud of barely-visible freezing mist. The cloud has a radius of 10 feet, centered on a point within 20 feet. Anything that starts or ends its turn in the cloud takes 3 cold damage. This cloud lasts one round per level of Refrigeration.
[ ][ | ][ | | ] Illumination – By holding your hand or a blade aloft, you can create a sudden piercing gleam of light, which deals light damage equal to your level of Illumination to up to d6 targets. The targets must be able to see you.
[ ][ | ][ | | ] Revitalization – By holding up your fist or a blade, you can infuse a creature with vitality. The target must be in view of you. They regain 1 health at first level, 3 health at second level, and 6 health at third level. If you target yourself, double the health you regain.
[ ][ | ][ | | ] Invigoration – By pointing your hand or a blade at an ally, you can fill them with power. Their attacks deal d6 bonus arcane damage and they get a d6 bonus to physical rolls for a number of rounds equal to twice your level of Invigoration.
[ ][ | ][ | | ] Preservation – By performing a blocking motion with your hand or a blade, you can surround a target with protective energy. They reduce all damage by your level of Preservation, to a minimum of 0, for d6 rounds.
[ ][ | ][ | | ] Overload Spell – Whenever you cast a spell, you may overload it by giving out a piercing yell as you cast it. If you do, you may choose any number of valid targets for the spell, except yourself. Then you take d6 arcane damage, minus your level of Overload Spell (minimum 1 damage).
[ | | ] Expend Magic – You can release the magical power from within you as waves of arcane energy that flood outwards and seek their target. This deals d6 arcane damage to any number of targets within 100 feet of you for each XP you have spent on spells. Until you receive a night's rest, perform d6 hours of focused meditation, or otherwise have your magical power reinvigorated, you are treated as if you have spent 0 XP on spells and cannot cast magic.
9 notes · View notes
Text
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.
5 notes · View notes
Text
Hex Soldier
Knows these rules of war; protect yourself once and twice, restrict your foes, know your foes, fell your foes, and take them all down if you can. 
[ ][ ][ ][ ][ ][ | ] Dullblade – With a gesture at a mundane weapon you can see, you reduce its killing power – blades become dull, maces become feather-light, bows lose their tension. Reduce the damage attacks with that weapon deal by 1 per level of Dullblade for d6 rounds, to a minimum of 1. If the damage would be reduced below 1, increase the duration by d6 rounds.
[ ][ ][ ][ ][ ][ | ] Fuddletongue – By locking your focus on a mage and speaking a counterincantation, you can weaken their magical power. Lower the level of all spells they cast by 1, to a minimum of 1, until they have cast a number of spells equal to your level of Fuddletongue. If you cast Fuddletongue on the same target while it is already active, increase the amount of levels their spells are reduced by by 1, but do not extend the duration.
[ ][ ][ ][ ][ ][ | ] Treadbind – With a low sweeping gesture, you conjure arcane tendrils to grasp at the feet of a target you can see within 30 feet. For each level of Treadbind, reduce the target's speed by 5 feet per round for 1 round. If this would reduce it to 0, they are trapped in place for d6 rounds. Repeated castings of Treadbind stack and increase the duration.
[ ][ ][ ][ ][ ][ | ] Spillgut – By pointing at a person and speaking a brief, commanding incantation, you can compel them to speak. They must roll willpower against d6 per level of Spillgut. If they succeed, they may say whatever they like. If they fail, they must say whatever they are currently thinking. If your roll is more than double theirs, then instead they must reveal whatever piece of information you wish of them.
[ ][ ][ ][ ][ ][ | ] Thornpang – By clenching a fist at a target within 10 feet, you can tear into them with summoned spikes, dealing 1 piercing damage per level of Thornpang. You can extend the range of Thornpang by 5 feet by lowering the damage by 1.
[ ][ ][ ][ ][ ][ | ] Spreadhex – Whenever you cast a curse or hex, or any troublesome spell, it can spread to the target's allies. For each level of Spreadhex, the effect can leap to one valid target allied with the main target, as long as they are within 20 feet of them, up to a maximum of six targets total. At sixth level, you can add targets as long as they are within 40 feet of the main target or within 20 feet of any other target.
11 notes · View notes
Text
Beastblade
Inside some magical weapons, a soul still burns.
[ | ] Beast Blade – You possess an edged melee weapon wrought of bone and flesh. It is both alive and cursed, and has a single unblinking eye. It is a creature of violence and rage which can speak telepathically with you while you are carrying it. As long as you allow it to guide your strikes in battle, your attacks deal d6 bonus hatred damage.
[ ][ ][ ][ ][ ] Stunning Stare – By raising the eye of your Beast Blade to meet the gaze of a creature within 10 feet, you can allow its hateful speech to invade their mind and potentially lock them in place by overwhelming them. The target must make a willpower roll against d6 per level of Stunning Stare. If they fail, they are stunned for d6 rounds. If you strike them with your Beast Blade during this duration, you may double the bonus hatred damage from Beast Blade, which will end the sun immediately.
[ ][ ][ ][ | ] Adaptive Weapon – The flesh and bone of your Beast Blade can morph in your hands to suit your intent. For each level of Adaptive Weapon, it gains one of the following options to mutate into:
Stinging – The weapon bristles with teeth and spines, and bites deep into the target when you land an attack to delivering a lingering pain. One round after the target is hit, they take hatred damage equal to half the hatred damage dealt by the blow, rounded up.
Grasping – The weapon lengthens and flexes, reaching for fresh targets. Increase the range of your melee attacks by 10 feet.
Driven – The weapon gains a certain weight and intent, striking with force. If you roll less than 3 on the bonus hatred damage provided by Beast Blade, treat it as if you had rolled a 3. Otherwise, deal an additional 1 bonus damage.
At fourth level, these mutations cease to be mutually exclusive.
[ ][ ][ ] Boneguard – By holding your Beast Blade in a defensive guard, you can allow its bones to grow up in a set of protective plates around your arm and chest which you can use to defend yourself. While Boneguard is active, you may lower any incoming damage by your level of Boneguard, to a minimum of 0. Once Boneguard has prevented 10 damage per level of Boneguard in this way, the bone plating shatters and falls away. Activating Boneguard while it is already active refreshes its strength and resets the damage count to 0. While Boneguard is active, you cannot drop your Beast Blade, though you may shatter it at will.
[ ][ ] Commune With Blade – You can communicate telepathically with your Beast Blade even when you are not wielding or carrying it. At second level, if you have communed with your blade in the past minute and it is not within arm's reach, you can draw it from your chest as if you had sheathed it there.
[ | | ] Thirsting Pact – The whispering voice of your Beast Blade holds secrets to arcane knowledge. Choose up to 10XP worth of spells from other classes. Whenever you deal damage with your Beast Blade to a creature that bleeds, put a mark against Thirsting Pact. You may spend marks from Thirsting Pact to cast any spell chosen for Thirsting Pact with an XP cost equal to the number of marks spent (you may cast spells at levels lower than the maximum possible, but must choose them at higher levels to cast them at higher levels).
4 notes · View notes
Text
Shield-Sphere Sorcerer
Mages, whether they admit to it or not, all secretly want to be inside force-field bubbles, all the time.
[ ][ ][ ][ ][ ][ ] Sphere of Protection – By spreading your arms and calling out a word of command, you can create a spherical field of energy around you to act as a protective wall against threats. It has 6 health per level of Sphere of Protection, and any attacks, spells, or other damage sources that would target creatures inside the sphere target the sphere instead. The sphere has a 5 foot radius and is always centered on you. You may take a full round to harmlessly drop the sphere, or you may dismiss it instantly – if you do, you risk taking damage as feedback, taking d6 damage minus 1 for each full sixth of the sphere's maximum health remaining. If your Sphere of Protection is reduced to or below 0 health, it shatters, dealing a full d6 damage to you.
[ ][ | ][ | ][ | | ][ | | ] Impervious Aegis – The energy of your Sphere of Protection is tremendously strong, and does not crack easily. Whenever your Sphere of Protection would take damage less than or equal to your level of Impervious Aegis, it takes no damage instead.
[ ][ | ][ | ] Maintain Shield – Keeping your shield up in battle is of utmost important. For each level of Maintain Shield, your Sphere of Protection regains 1 health per round. If you focus all your efforts on actively repairing the shield, double the health it regains.
[ | ][ | ] Selective Permeability – Ordinarily, most things can pass through the barrier of your Sphere of Protection as if it was not there, as long as they are not sources of harm or danger. At first level, you can cause the outer wall of your sphere to become a hard barrier for certain things and people, as impassable as a solid wall of stone unless you will it otherwise. At second level, this also applies to the interior of the sphere.
[ ][ ][ ][ | ][ | ] Levitation Sphere – If you are going to spend the action of any conflict inside your bubble, you might as well be able to maneuver it. While you are inside your Sphere of Protection, you can move freely through the air at a speed of up to 10 feet per round per level of Levitation Sphere.
[ ][ ][ | ] Emplace Sphere – With a downward motion, you can set your sphere in place, causing it to stop centering itself on you as you move and to become stationery. When you do this, its current and maximum health are halved at first level, rounding down. At second level, they are reduced by a third, and at fourth level they are reduced by a quarter. While you are not inside one of your spheres, it cannot gain the benefit of Maintain Shield, and the effect of Impervious Aegis is halved, and the effects of Selective Permeability can only be changed while you are inside the sphere. If a sphere is destroyed while you are not inside it, you do not take damage as a result.
[ | | ] Feedback Missile – With a clench of your fist and then a hurling motion, you can shatter your Sphere of Protection and harness the resultant energy into a projectile. In addition to taking damage as normal, you deal d6 damage for each full sixth of its maximum health the sphere had remaining to any target within 60 feet.
8 notes · View notes
Text
Warrior of Four Humours
Some say that to live as they do is to live splintered. In truth, the disparate natures brought together in a single shell are not halved, but whole.
[ ][ ][ ][ | ][ | ] Melancholic Blades – You possess a pair of fine, matching blades, balanced and elegant. When you issue commands while wielding them, anyone who follows your orders as you spoke them gains a +1 bonus per level of Melancholic Blades to carry them out. While you act to protect those under your care or command, your Melancholic Blades deal 1 bonus damage per level of Melancholic Blades. When you issue a challenge while wielding them, the target will focus on you rather than anyone else for at least a number of rounds equal to your level of Melancholic Blades.
[ ][ ][ ][ | ][ | ] Choleric Grasp – You possess a pair of short weapons made for tearing away threats, like sai or parrying daggers. When you flout orders or ignore requests from others while wielding them, you gain a +1 bonus per level of Choleric Grasp to defy those words. While you are rushing headlong into a challenge or facing a foe that might overwhelm you in single combat, your Choleric Grasp deal 1 bonus damage per level of Choleric Grasp. When you  brace for an attack with your Choleric Grasp, reduce the damage you take from it by your level of Choleric Grasp, to a minimum of 0.
[ ][ ][ ][ | ][ | ] Phlegmatic Staff – You possess a simple, pragmatic staff. While you attempt to remain calm, carry on sensibly, or follow orders from a trusted authority while wielding the staff, you gain a +1 bonus per level of Phlegmatic Staff to your actions. When you fight by exploiting a foe's weaknesses or taking the path of least resistance, your Phlegmatic Staff deals 1 bonus damage per level of Phlegmatic Staff. When you use your Phlegmatic Staff as an instrument to probe and prod something you are investigating, you gain a d6 bonus per level of Phlegmatic Staff to figure out the situation.
[ ][ ][ ][ | ][ | ] Sanguine Chains – You possess a pair of lively chained weapons, such as nunchaku, kusarigama, or flails. When you pursue your whims and the greatest pleasure while wielding them, you gain a +1 bonus per level of Sanguine Chains to your actions. When you fight in a way that dazzles and amuses, or that makes light of the situation to your own endangerment or the endangerment of others, your Sanguine Chains deal 1 bonus damage per level of Sanguine Chains. When you act the fool, using your Sanguine Chains as a means to perform and act clownishly, you gain a d6 bonus per level of Sanguine Chains to charm or entertain.
7 notes · View notes
Text
Moonlight Magus
Stand waiting long enough beneath a pale moon, and you’ll be ready to dance with just about any partner.
[ ][ ][ ] Crescent Wand – You possess a magical wand that terminates in a polished crescent shape. Any light that reflects from your wand counts as moonlight. As an action, you can pose with your wand in light, reflecting a solid beam of light up to 5 feet wide per level of Crescent Wand in a single direction.
[ ][ ][ ] Crescent Beam – With a wave of your hand or a wand, you can create a sweeping blade of light that forms a crescent shape. This deals 1 light damage per level of Crescent Beam to a target up to 15 feet away from you, and to everything in a half-circle line between you and the target.
[ ][ ][ ][ ] Luna's Grace – You project a field in a radius of 5 feet per level of Luna's Grace around you which softens light. Any light that falls into this field counts as moonlight. If it would deal damage, the damage is halved, rounded down. If it carries a negative effect, everyone within the field's radius gets a d6 bonus to rolls to resist it.
[ ][ | ][ | ] Gentle Lunacy – While you are in moonlight, you can enter an altered state of mind. The world will seem more pleasant, more colourful, and you will suffer minor hallucinations. You will appear as if slightly intoxicated. Your reactions will be rendered sluggish and you will be easier to distract, causing you to take a 2d6 penalty to rolls that require quick thinking, rapid reactions, or focus, and granting a 2d6 bonus to any rolls to distract you or convince you of untruths. However, you will be immune to all other mind-altering or mind-controlling effects while in this state. At second level, you can invite anyone around you also in moonlight to partake in this state of mind. At third level, you can force this state of mind upon them instead.
[ | ] Waxwane Form – Your being is tied inextricably to the light of the moon. Whenever you are not in moonlight, you become incorporeal. In this state you do not need to eat or drink and you do not grow tired. You cannot touch or be touched by the material world. When you are under the light of a moon that is either less than half waned or more than half waxed, you gain a +1 bonus to all rolls. When you are under the light of a full moon, you gain a d6 bonus to all rolls.
12 notes · View notes
Text
Slapstick Wizard
Jokes are a lot like spells. If you want to know why, just peer credulously into this book I’m holding up with one hand, and don’t worry about what the other hand may or may not be holding behind my back.
[ ][ ][ ] Prop Comedy – You can reach behind yourself or into an unseen container or pocket and pull out the tools of the slapstick trade. At first level, you can only pull out small, inexpensive items, such as banana peels or cream pies. At second level, you can pull out any simple handheld item that is directly comedy or slapstick related, such as a rubber chicken. At third level, you can produce larger and more complicated or esoteric items, such as anvils and boxing gloves mounted on extendable arms.
[ | ] Subvert Excruciations - When you attack with a lethal bludgeoning weapon, you may have it deal no lasting damage, and either cause only a mild, amusing amount of pain, or simply bounce off harmlessly like an inflatable. Contrariwise, when using something that is obviously not a dangerous weapon, you may treat it as one.
[ ][ ][ ][ ][ ] Laugh Through The Pain – Comedy is a harsh mistress. Reduce all damage you would take by 1 per level of Laugh Through The Pain, to a minimum of 1, as long as the blow itself is funny or you are willing to react to it in a way that is to your detriment or embarrassment in order to make it funny.
[ ][ ][ ][ ][ ] Perfect Pratfall – When you are knocked over, thrown around, slip up, or otherwise sent flying, you can exert a great degree of control over your trajectory, as long as it ends up being funny. For each level of Perfect Pratfall, you can alter the angle of your trajectory by up to thirty degrees and extend or shorten the length by up to 15 feet, as long as it makes for a funnier result than the alternative. This also allows you to bend reality for this purpose, allowing you to improbably skate on thin railings, swing on thin wires, and otherwise pull of acrobatic feats that you'd never manage if you were doing them on purpose.
[ ][ ][ ][ ][ ] Slap Sense – By delivering a slap to the face, either with your hand or with a suitably floppy implement, you can return a person to their senses, dispelling any magical effect over their mind or their emotions as long as its level is less than or equal to your level of Slap Sense.
[ ][ | ][ | ][ | ][ | | ] Rule of Funny – Whenever you propose an impossible feat of endurance, athleticism, or dumb luck, for each person at the table who thinks it's funny, you gain a d6 bonus to the roll. If everyone at the table thinks it's funny, you are simply capable of doing it. You may use this ability a number of times per session up to your level of Rule of Funny.
8 notes · View notes
Text
Van Wizard
You don’t need to learn a lot of spells when you have a really cool van.
[ ] Radical Van – You possess a van of magical proportions. It requires no fuel to run and will heal itself of damage over time if not repaired. Additionally, its exterior surface can be altered to the whims of the owner, everything from simply changing its colour to depicting beautiful scenes on its walls. In addition to picking up radio signals and having a comprehensive music system, it can also pick up live performances of music at a range of 50 miles and relay them through its speakers.
[ ][ ][ ][ ][ ] Back of Holding – Through some after-market magical modification, you have increased the carrying capacity of your van by turning the back into an extradimensional space. For each level of Back of Holding, double the space in the back of your van.
[ ][ ][ ][ ][ ] Haven Van – Your van is magically reinforced with wards and enchantments to protect anyone within it. Reduce all damage the van would take by your level of Haven Van, and everyone within the van gains a d6 bonus per level of Haven Van to all rolls to resist negative magical effects.  The van also gains this advantage. Additionally, for each level of Haven Van, your van conjures enough food and drink to support one person indefinitely.
[ ][ ][ ][ ][ ][ ] A Van And A Plan – Maintaining a van has granted you an intuitive and expansive knowledge of engines and mechanisms. You gain a d6 bonus per level of A Van And A Plan to rolls to repair, disrupt, or otherwise work with machinery.
[ ][ ][ ] All-Terrain Van – Your van is capable of shifting form in order to really go off-road. For each level of All-Terrain Van, it gains one of the following forms:
Monster: The van becomes incredibly robust, rising up on a monster-truck-like frame built for scaling obstacles and absorbing shocks, allowing it to drive unimpeded over pretty much anything less vertical than a wall.
Mole: The van grows a drill, digger arms, or claws in order to tunnel straight through earth and rock as easily as driving along a road.
Boat: The van inflates a buoyant shell around its wheels and produces a propeller, allowing it to ride on the surface of water.
[ ][ | ][ | ] On-Board Familiar – Your van is granted an intelligence inhabiting it, capable of interacting with its passengers and operating most of its functions. The exact nature of the intelligence is up to you at first level, be it a haunting spirit, a constructed intelligence, an imprisoned extra-planar being, etc. At second level, the intelligence becomes capable of driving the van itself without a driver. At third level, you establish a telepathic link with the intelligence, allow you to converse with it from any distance.
5 notes · View notes