Playthings of Mad Gods

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

  1. Dispel Magic R: 120 ft T: Any magical effect within range D: instantaneous
  1. Rebuke Student R: 60 ft T: A wizard with less MD than the caster D: [sum] turns
  1. Spell to Potion R: touch T: A spell contained in a book/wand D: [sum] months
  1. Message R: The whole creation T: a person whose name you know D: instantaneous
  1. Paperwork R: 30 ft T: a creature D: instantaneous
  1. Detect Danger R: touch T: self D: [sum] turns
  1. Escape Plan R: touch T: self and up to [dice] others D: instantaneous
  1. Grounding Circle R: touch T: A circle with the radius of 1.5 m D: special
  1. Health and Safety Regulation R: sight T: a workplace D: [sum] days
  1. Dire Predictions R: touch T: self D: instantaneous
  1. 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)
  1. Instant Campus R: 1 km T: a plot of land D: [sum] days

Mishaps (roll 1d6)

  1. Your voice becomes incredibly funny for the next [dice] days, causing a 10% chance of all spells cast by you failing.
  2. You are suddenly overcame by the thoughts of your students casting forbidden spells, causing you to gain a level of exhaustion.
  3. An accident happens in magical research somewhere, and the people responsible decide that it was actually you who is responsible for it happening.
  4. 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)
  5. 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
  6. A group of magic students set up a deadly trap in a place you may frequent as a prank.

Dooms

  1. A nearby wizard (preferrably your underling) gets a "Great Idea".
  2. 3 nearby wizards (preferrably your underlings) get "Great Ideas".
  3. 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!

#Class #GLOG