Showing posts with label wizard. Show all posts
Showing posts with label wizard. Show all posts

Tuesday, September 12, 2017

Spell Tricks


Spell Trick (M): The wizard’s arcane study progresses, she develops special tricks that not only aid the learning process, but augment her skills. She can choose spell tricks as attributes but she must follow their order (to know a 3rd spell trick she must know the 1st and 2nd).
Magda Zwierzchowska
Abjuration
1st: If a target within 50 ft. fails its check against an enchantment spell or effect, the wizard can spend an immediate action to grant the affected target a second check at the same CR.
2nd: The wizard can make counterspell checks as if they were cantrips (roll an extra d6).
3rd: The wizard may cast spells with a range of touch or personal at a range of 50 ft. instead.
Conjuration
1st: The wizard may add any summon spell from other spell lists to her spellbook. These learned spells are sorcery magic.
2nd: The wizard can spend 1 Power to manipulate time around her within 5 seconds, moving it forwards or backwards.
3rd: Summoned things can be summoned simultaneously with a spell that would target them, thereby summoning an enchanted thing. She may not spend more than 4 Power in total.
Divination:
1st: The wizard’s magic sense, not only automatically detects spells, but also identifies the spell effect.
2nd: While she sleeps, a wizard sometimes dreams of events happening about or pertaining to her as if from a Scry spell. There is a 1 in 6 chance she performs a Scry each time she sleeps.
3rd: The wizard can spend 1 Power to improve her Initiative order by 1d6 until the end of the round (she does not need to spend an immediate action).
Enchantment
1st: Any Intuition checks made to discern her motives are made with one less d6.
2nd: If a target is defenseless, it makes checks against her enchantment spells with one less d6.
3rd: When the duration of an enchantment spell ends, an affected target forgets everything that transpired from the moment it became affected to the moment it was freed from the spell.
Evocation
1st: If a target has an ability that allows it to overcome a spell’s partial effect (such as evasion or mettle), it no longer functions against the wizard’s spells.
2nd: The wizard can spend an immediate action to redirect a spell back on its source. Reflecting a spell works the same as a counterspell, except her Spell Dice result must exceed that of the target or it has no effect.
3rd: Spells that produce a damage effect no longer originate from the wizard and move towards the target, instead they erupt from out of the target’s body with tremendous destructive power. When she casts an evocation spell, she may roll Spell Dice twice and take the higher of two rolls.
Illusion
1st: The wizard can use an immediate action to switch the images of two different objects within 50 ft. Creatures are allowed an Intuition check to disbelieve the effect as normal. If she is fatigued, the wizard can no longer use this ability without expending 1 Power.
2nd: The wizard can manipulate an existing illusion. The effect must be within the capability of the spell. If the illusion is manipulated in the presence of its caster, she must make an opposing Will check to continue manipulating the illusion each round.
3rd: The wizard can produce the illusion of any spell she has observed or can imagine. She can spend 1-4 Power to cast it (there is no minimum or maximum). The casting and effects of the spell appear as they normally would, except that once the target disbelieves the spell all the effects cease to hinder it. The target is allowed only Intuition checks to disbelieve the effect.
Necromancy
1st: The wizard is always aware of living creatures within 50 ft. and their exact location. She can sense the strength of their life force.
2nd: The wizard can spend 1 Power to drain the unlife from target mindless undead creature within 50 ft.
3rd: Undead creatures under the wizard’s control gain the benefit of the wizard’s Will. The undead creatures add the Will as a bonus to all checks.
Transmutation
1st: The wizard can use an immediate action to mask the presence of a magical thing within 50 ft. It can appear as faintly enchanted or totally mundane, but it does not make a physical change. The deception is revealed with a True Sight spell or similar. Its abilities do not change despite its seemingly ordinary look. If she is fatigued, the wizard can no longer use this ability without expending 1 Power.
2nd: The wizard can cast spells through her familiar as if she was there. If she does not have a familiar she may form a permanent connection with a person to the same effect. She can sense their experiences, including seeing and feeling through them, and is equally affected by any condition afflicting her familiar.
3rd: The wizard may cast a spell and grant it to a companion without triggering the effect. The companion may later ‘cast’ the spell with a designated trigger. She must be able to touch the target to grant it a spell. She may grant the target only 1 spell. The Power spent cannot be regained until her companion uses the spell or it is dispelled from the target, even after a full day with a rest.

Tuesday, October 25, 2016

Hekran the Wizard



Wizard, also known as a mage and sorcerer, are students of magic. In a wizard’s lifetime, she may accumulate the knowledge of hundreds of spells. Her life is devoted to sorcery and understanding its inner workings. The greatest of wizard schools is found in the Free City. Wizards hailing from Kelet dream of visiting the Free City’s massive library, though few get the chance. In Crocáno wizards channel most their energy into researching new and creative uses for spells and methods of wielding them. Outside of human kingdoms, aelfen wizards make long studies of old tomes and have in their long lifetimes created many unique spells. Naerodians are known to pore over old spellbooks and create unique incantations of their own design as well.

Wizards sometimes adventure out of sheer curiosity. They are regularly held up in their study rooms for weeks at a time. Adventures offer a welcome respite. Other reasons include research, investigative work, and aiding settlements that lack magical solutions for a multitude of problems.

HEKRAN THE WIZARD

Hekran narrowed his eyes as the guttering candle feebly lit the small stone chamber around him. He rifled through the leaves of vellum, scanning over the spidery letters. He briefly lifted his eyes as a yell of alarm echoed from beyond the hallway outside. His companions had been discovered and would soon be staging a hopeless battle against the abandoned library's new occupants. He would only have a few more moments. It had to be here somewhere.

"Hekran!" The voice of Benjan was coming from directly in front of him. He hadn't heard the mercenary enter the room. How much time had passed since the fighting began? "We have to get out of here. Now! Helaen is hurt. We need your help to fight our way to escape." Hekran did not take his eyes from the illuminated manuscript that now held his attention. "Hekran!" The warrior's bloody gauntlet gripped the mage's robe. He looked up in annoyance. Hekran called to mind the binding thoughts that would force the stone around him to cloak his unseen slave in materiality. With the utterance of the True Words, a hulking figure led the disgruntled fighter down the hallway. Minutes passed. How many before Hekran fervently clutched his heart's desire and began rolling it up was beyond his guess. At that same moment, he heard the clack of toenails as the ghoul entered the room. So, his companions had perished. Before the creature could take another step, the young mage blew out the candle and walked through the shadows around him.

"You made it out! I had you marked for dead! What about the others? Did they...?" The mage gave only the briefest shake of his head as a reply to the cleric. He was too busy examining his new acquisition to respond verbally.

"Gods, what cursed luck. Poor souls. May the Three Ladies guide them home."

"Three dead and all we have to show for it is that crusty lamb skin." The thief spat on the ground in disgust. "This had better be worth the trouble."

"No, no trouble." Hekran whispered absently. He caressed the unnaturally black ink that seemed to have etched itself into the parchment's surface. An acid perhaps? "No trouble at all."


Hekran is a wizard from the Free City. The child of a noble family, it was beyond question that he would be educated at the Citadel. He was fortunate to come from sufficient wealth to afford such privileged training, and doubly so to have practiced in the Free Realm. Where else could he pursue the intellectually rigorous form of sorcery that would lay bear all of nature's secrets to him? Where else would he not only be safe from persecution for studying necromancy, but actively funded to embark on a mission to acquire lost tomes in the Free City's north quarter. People from Hekran's background often feel a sense of entitlement, even to the point of self-righteousness. For Hekran, issues of class or politics are immaterial. He cares little about the cleric’s motivations for being in the city, or for the thief's treachery, or for the lives of his fallen companions. For Hekran, the thirst for mastery overrides all concerns.