Greetings adventurer! I am Phillip the Swift, crier of Flex Wizard™ - the incredibly potent waterproof wizard that can instantly patch, bond, seal, and repair!
Please don't sue me Mr. Swift. |
Wizard: Flex Wizard™
Perk: You can hold your breath forever, and take half damage from water.
Drawback: You are slightly sticky. You cannot effectively throw things, people don't want to hug you, baths take twice as long, etc.
Cantrips:
- When you shout a monologue, no one will interrupt you until you finish. This doesn't affect creatures that are violently hostile or allies.
- You can sense damage (on creatures or objects) within 30' by closing your eyes.
- When you cast healing magic on yourself, you can reattach 1 severed limb.
Spells
New Flex Wizards get one spell by rolling a d4, and one spell by rolling a d6 (reroll duplicates).
1. Patch
R: Touch T: An injured, living object D: Instant
The target is healed for [sum]+[dice] hitpoints.
2. Bond
R: Touch T: Two touching objects D: [sum] minutes
A black substance bonds the two objects together for the duration. They can be separated with a STR Check DC 10+([dice]x4). Alternatively if you're using roll-under, separates on a STR Check with a penalty of [dice]x4 instead.
3. Seal
R: Touch T: A closeable, non-living object D: [sum] minutes
The target closes and becomes locked shut for the duration. Anything caught in the way of it closing takes [sum] damage. Opens on a STR Check DC 10+([dice]x4). Alternatively if you're using roll-under, opens on a STR Check with a penalty of [dice]x4 instead.
4. Repair
R: Touch T: A broken, nonliving object D: Instant
All damage in a [dice]-foot cube of the object is repaired. It's like new, but everything within half an inch of a former break is tinted black.
5. Waterproofing
R: 5' T: [dice] objects D: [sum] minutes
The targets gain the benefits of the Flex Wizard's perk for the duration.
6. Rubberized Armor
R: Touch T: An object D: [sum] minutes
A black, rubbery substance covers the object. It's Armor is increased by 1+[dice] points.
7. Kapatch
R: 10' T: Up to [sum] injured, living objects D: Instant
The targets are healed for [sum] hitpoints, divided as you choose.
8. Adhesive Body
R: Touch T: A living object D: [sum] minutes
A white, sticky substance covers the target's extremities. It can climb on walls and ceilings for the duration.
9. Soul Seal
R: Touch T: A dying, living object D: Instant
You trap the soul of the target in a black, rubbery ball that's about 1 inch in diameter. A Flex Wizard™ can remove the seal on the soul later and perform one of the following actions:
- Ask the soul a single question, which it will answer to the best of its knowledge. The soul then departs.
- Cast Patch, Bond, Seal, or Repair, rolling 1 MD. If the soul has less than 1 HD/Level, it does nothing. You don't need to know this spell. This consumes the soul.
- Add 1 MD to the power of the casting of an emblem spell (Flex Seal™ or Alata's Damage). The soul must have at least 1 HD for it to count
10. Fix
R: Touch T: A nonliving object D: [sum] rounds
The target is held in place by black bands that wrap around it. It can move or be moved on a STR Check DC 10+([dice]x4). If you're using roll-under, can be moved on a STR Check with a penalty of [dice]x4 instead.
11. Alata's Damage
R: Touch T: An object D: Instant
This spell must be cast with at least 5 MD. The target takes [sum]+[dice] damage.
12. Flex Seal™
R: Touch T: An object less than [dice] yards in any dimension D: [sum]x100 years
This spell must be cast with at least 5 MD. If the target is a living object, it may make a STR Check DC [dice] to resist this spell. If you're using roll-under, it may make a STR Check with a bonus of 10-[dice] to resist this spell. The target is sealed in a black, rubbery cylinder for the duration. The target cannot move while sealed. The cylinder can only be broken by a Flex Wizard™ casting Alata's Damage at more than [dice] MD, or by some macguffin the GM comes up with or something, I'm not the GLOG police do what you want.
Mishaps
- MD only return to your pool on a 1-2 for 24 hours
- Take 1d6 damage
- You cannot separate your fingers for 1d6 hours. You can still cast spells, but wielding a weapon is next to impossible.
- Lose 1 MD for 24 hours
- You cannot regain HP for the next 24 hours
- For 1d6 hours, every door and chest within 30' of you is stuck and only opens on a STR Check DC 10. If you're using roll-under, they only open on an unmodified STR Check.
Dooms
Phillip the Swift, originator of all Flex Magic™, is the only one who knows how to escape this Doom. However, he was betrayed by his apprentice long, long ago. His apprentice turned the Flex Seal™ against Phillip the Swift, trapping him for thousands of years. The apprentice fittingly succumbed to his Doom soon after. If you can find Phillip the Swift and free him, he may teach you the secret to escaping this doom.
- You are under the effect of a botched Rubberized Armor spell (at 1 MD) for 1d6 days. It grants you the Armor bonus of the spell, but also lowers your Dexterity, Move, Sneak and Attack each by 4 as it tightens up your joints. You also look really bad since the coat is all uneven.
- Whenever you cast one of the 4 core Flex Wizard™ spells (Patch, Bond, Seal, and Repair), you cast an additional core spell at random (roll 1d4 to determine which). It targets a random applicable target, with range of 30' instead of Touch. It cannot target the same target as the first spell. If you do not have enough MD to cast this additional spell, cast it anyways and take 2 damage.
- You cast Flex Seal™ on yourself. You cannot resist, and the MD rolled is equal to your level. Unlike a normal casting of Flex Seal™, the black rubbery material forms a misshapen mound.
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