GLOG Wizard School: Headmaster
Most wizards are quite solitary, building towers and casting hiding charms just to avoid having to talk with another person. Some, however, decide to act differently - they want to gather the wizards, allowing them to pool their power, building great academies of magic. This is always a good idea without any possibility of putting large holes in the places where a city used to be.
Perk: You can share MD freely and voluntarily with other magical creatures in sight. (it goes both ways)
Drawback: Wizards, Priests and guardsmen will instantly recognize you if they see as much as your silhouette.
Items: Voluminous robes and a funny hat, a spell book, a copper shield (gain advantage on saving throws against spells cast by people it is aimed at, but roll 1d10 each time an enemy misses you. On a 1 the shield is destroyed due to stopping the blow), a dose of universal antivenom and an extra spell book in case the first one is destroyed.
Spell List
- Dispel Magic R: 120 ft T: Any magical effect within range D: instantaneous
- Target magical effect must roll a saving throw, with a penalty equal to [dice] invested in this spell. If it fails, it flickers out. If the [sum] of this spell was above 8, the wizard who cast this spell loses the ability to cast it for [sum] - 8 days.
- Rebuke Student R: 60 ft T: A wizard with less MD than the caster D: [sum] turns
- The target of this spell must save, or flee to their place of residence. When they get there, they must spend the remaining part of the duration studying. They get a saving throw to end the effect early each time when presented with evidence of obvious danger if they remain.
- Spell to Potion R: touch T: A spell contained in a book/wand D: [sum] months
- You take the spell out of the container, and place it inside a potion. The spell will cast itself upon anyone who drinks it while the duration remains, using the [dice] invested in this casting, as well as the [sum]. Only afterwards it returns to the container from where it was taken.
- Message R: The whole creation T: a person whose name you know D: instantaneous
- The wizard whispers up to [sum] words onto the wind, while thinking of the target. The target will mis-hear or mis-read something else as saying them [dice] times during the next week. Song lyrics are replaced especially often.
- Paperwork R: 30 ft T: a creature D: instantaneous
- The wizard shoots out a wave of sharp forms and checklists, dealing [sum] cutting damage that can not kill the target. The target must also save or lose their round, due to recoiling from pain. This spell may also be used to terrorize underlings by forcing them to fill out the paperwork - this ordeal takes [dice] hours and inflicts [dice] exhaustion.
- Detect Danger R: touch T: self D: [sum] turns
- This spell causes the wizard to detect the nearest possible source of imminent danger for all time during its duration. This makes them immune to surprise, and able to detect simple traps (more muddied causal chains may still surprise them).
- Escape Plan R: touch T: self and up to [dice] others D: instantaneous
- In this job it is a good idea to have an escape plan ready. The casting of this spell teleports you and the target(s) to the nearest place where you are not in immediate danger. Even if it is on a different planet, according to wizards who have suddenly arrived, coming from far away lands.
- Grounding Circle R: touch T: A circle with the radius of 1.5 m D: special
- The Headmaster spends an hour drawing a circle in the ground, using chalk, salt, or even a knife to cut it into the floor (if it was already cut in this place, you can just trace it with your finger instead). Record the [sum] achieved. Whenever a wizard would suffer from a mishap in the circle, remove [dice of the offending spell] from the sum instead. If they would suffer a doom, remove [dice of the offending spell]*2. Once the [sum] goes down to 0, the circle becomes inactive. If it would become negative, it becomes 0 and the offending wizard suffers the effects it would have otherwise stopped. If this spell is recast within an already active Grounding circle, add the [sum] to the circle you are in.
- Health and Safety Regulation R: sight T: a workplace D: [sum] days
- This spell prevents any accidents not caused by sabotage in the affected workplace - especially stupid or arogant people may get a save to resist its effects.
- Dire Predictions R: touch T: self D: instantaneous
- Magical universities are full of people who want to stab your back. Thus, it pays to know when exactly are they planning on doing that. When casting this spell, you may "create a simulation" of up to [sum] parts in your mind. The GM will describe the interactions they will undergo in chronological order.
- Perfect Reflection R: [sum]*3 ft T: self or ally D: until affected by a spell (may be cast as a reaction, even if the damage for an effect has already been rolled)
- The target of the spell becomes perfectly reflective for the duration, reflecting any effect that would affect them back at its source. If the effect is a spell, you need to use at least the same amount of dice as its caster did to reflect it.
- Instant Campus R: 1 km T: a plot of land D: [sum] days
- This spell often comes of use when another wizard blows up the High Mana Research Chamber again. It covers the plot of land with a fully usable magical university campus, including the equipment required for magical research, as well as the required secret passsages. If this spell is recast within an already active Instant Campus, add the [sum] to the campus you are in, making it permanent if it exceeds 1000. When it happens, further recasts will instead repair the campus to mint condition.
Mishaps (roll 1d6)
- Your voice becomes incredibly funny for the next [dice] days, causing a 10% chance of all spells cast by you failing.
- You are suddenly overcame by the thoughts of your students casting forbidden spells, causing you to gain a level of exhaustion.
- An accident happens in magical research somewhere, and the people responsible decide that it was actually you who is responsible for it happening.
- A random person in your surroundings (including you) changes into a toad, until kissed by a maiden (which is one of the many reasons wizards hire maids)
- An Important Person sends a messenger with a summons (will arrive in 1d6 hours) calling you to an important meeting. They have a "Great Idea" that sends shivers down your spine
- A group of magic students set up a deadly trap in a place you may frequent as a prank.
Dooms
- A nearby wizard (preferrably your underling) gets a "Great Idea".
- 3 nearby wizards (preferrably your underlings) get "Great Ideas".
- 20 nearby wizards (preferrably your underlings) get "Great Ideas". If you somehow survive, each subsequent doom causes the same effect.
Design notes
This wizard works best in Schools (a group of wizards is known as a School). They are generally a utility caster, but they have some bite when forced to do so. Their whole kit is based around cleaning up messes and preventing them in the first place.
A "Great Idea" is something like "Let's put asbestos in our insulation".
Also, I don't know why, but this class took WAY TOO LONG TO MAKE. I blame the incoming exam season. Wish me luck!