Thursday, February 27, 2020

GLOG Redo: Wizard

So I've made some stuff. And most of it's pretty terrible. And I'd like to think that I can remake the terrible stuff into less terrible stuff. So on that note, here's some more terrible stuff.
The mark of a true wizard.


Class: Wizard

Wizards start with one spirit familiar and a funny looking hat.

Starting Skill: 1=Court Wizard, 2=Mercenary, 3=Scholar's Apprentice
A: See Spirits, Summon Familiar
B: Talisman, Expel Spirit
C: Spellcasting
D: Command Spirit

See Spirits
Most people aren't aware, but there are a lot of spirits. It's rare to find a place without at least a couple hanging around. However, they usually hide from humans and human-like creatures. Those trained as wizards can use their special wizard eyes to see spirits. If the spirit is particularly powerful (has more HD than the wizard has Wizard Templates), then the spirit may try extra hard to be invisible. The spirit must pass a save to remain hidden from the wizard.

Summon Familiar
A wizard may summon any spirit it has made a pact with as a familiar. Summoning a familiar takes an hour of meditation, and a wizard may only have as many spirits summoned as they have templates in the Wizard class. Spirits take a variety of forms, but it is recommended that ones given at character creation be smaller than human-sized. Familiars may perform any actions their form allows, and occasionally have innate magical abilities. As such, they are treated as separate creatures, and should have stat blocks akin to monsters or generic NPCs. A familiar’s HD is equal to the number of templates it’s wizard has in the Wizard class

When a familiar's health is reduced to 0, it vanishes until it is summoned again. When a wizard dies, any familiars they are bound with return to whatever they were doing before they made the pact with the wizard.

As with all spirits, familiars may make themselves invisible to non-wizards.

Talisman
A wizard can make talismans from ink and paper. When placed on the walls of a building or the sides of a container, the talismans trap spirits inside, and prevent spirits from entering. Spirits with equal or fewer HD than the wizard has templates in the Wizard class are automatically warded against. Spirits of greater HD must make a save or be warded against for 7 days.

The talisman has no effect on the familiars of the wizard who created it, but the wizard may not exclude any other spirits from the ward of the talisman.

Expel Spirit
A wizard can try to banish a spirit. The wizard makes a roll against 10 + Wizard Templates - Spirit HD. On a success, the spirit is trapped in the Underworld for 1d8+Wizard Templates days.

Spellcasting
Every spirit embodies an aspect of nature or civilization (or in the case of particularly primal and foundational spirits, an element).These aspects can be things such as Wind, Doorways or Luck.

A wizard has a pool of d6 equal to their templates in Wizard that they can expend to call upon this aspect to perform minor miracles. The dice recharge every night at midnight. Use the d6s to determine strength of effects. For example:

A Fire element spirit might shoot a blast of flame, forcing enemies in an area to save or take [sum] damage.
A spirit embodying Luck might cause a target to add or subtract [sum] from all their rolls for [dice] rounds.

Command Spirit
A wizard can attempt to give a spirit a short, one sentence command. If the spirit fails to save, it obeys the command.



1 comment:

  1. I think a more developed post on spirits (form table, Aspect table, pact requirements) would be great to use together with this class.

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