Well here's the third one, the Physics wizard. Next one will be the
psychology wizard, after that I plan to put out some Wuxia inspired martial
classes, and some faith-based classes.
Equipment:
A sextant, a pocket watch, a compass, an astrolabe, a telescope, a
box of differently shaped crystal lenses, mirrors, glass prisms, and a spell
book
Your spell book is filled with:
star charts, field diagrams, vector diagrams, complex mathematical
formulae.
Peasants don’t like your lot because:
You muck about with space and time, surely nothing good can come
of it.
Perk:
You can instantly determine the trajectory of projectiles, ranged
attack made against you have disadvantage to hit as long as you can see or
otherwise notice them.
Drawback:
You can only make quantitative measurements using metric units, you do not not understand qualitative measurements like fast or big. Feet are what you walk on, and a mile is probably some sort of cheese.
Cantrips:
1 you can emit a cone of light like a flash-light.
2 you can sense magnetic fields you know their polarity and strength;
this is hand for navigating.
3 you can open a portal to a pocket dimension. The dimension has
storage slots equal to twice the number of templates you possess.
Spells:
1 Laser beam:
R: 200’
T: creatures or objects
D: 0
Shoots a high intensity laser beam in a straight line that deals [sum]+([dice]*2)
damage to the first thing it hits in its path its path, the laser travels at
the speed of light it cannot be dodged. Mirrors or well shined armour reflects
the laser in a direction the dm deems appropriate. Passing through transparent
objects like glass causes the light to scatter and become harmless.
2 Alter coefficient of friction:
R: 50’
T: A surface up to [dice]*10‘x[dice]*10‘ in size
D: [dice]x2 rounds
You alter the coefficient of friction over a surface. You can
decrease it making the surface incredibly slippery like meticulously polished
ice, creatures moving over the surface must make a save vs DEX or fall over and
continue sliding in the direction they were moving. or incredibly grippy like
sandpaper, giving creatures advantage on saves against being pushed.
3 Magnetic Telekinesis:
R: 150’
T: magnetic objects (anything made from iron, nickel or cobalt) within
a 10’ cube
D: Concentration
You can levitate magnetic objects up to 30’ per round. Creatures
get a strength Save to negate if you're trying to move them or something
they're holding or wearing. If you try to make an attack with a weapon it must
make a regular attack roll and deals an extra 1d8 damage on a hit.
4 Temporal displacement:
R: 50’
T: creature or object
D: [dice] rounds
Cause an object or creature to jump forward in time. It disappears
and reappears in the same spot after [dice] rounds. Anything occupying the same
space is forcefully ejected. E.g. if you displaced a bucket of water at head
height and someone was occupying the same space when the bucket reappeared
their head would explode to vacate space for the bucket.
5 Railgun:
R: touch
T: small magnetic objects (anything made from iron, nickel or
cobalt)
D: concentration
You manipulate electromagnetism to generate a rail gun that can
fire small magnetic objects you hold once per round. if one [die] is invested
the railgun deals 1d6+INTMod on a hit. If two [die] are invested the railgun
deals 1d8+INTMod on a hit. If three [die] are invested the railgun deals 1d10+INTMod
on a hit. If four [die] are invested the railgun deals 1d12+INTMod on a hit. The
railgun has -1 to hit for every 40' beyond the first. Shot objects are
destroyed on impact.
6 Parallel place:
R: 10’
T: an open space large enough to accommodate a door
D: [dice] hours
You open up a portal to a dimension that exists parallel to normal
space along an arbitrary 4th spatial axis. The dimension is pitch
black in every direction, it is large enough to fit four people comfortably or
six people uncomfortably. The portal can be opened and closed at will for the
duration of the spell. Anyone and anything still inside the parallel place when
the spell expires becomes trapped inside. The parallel place may be re-accessed
by casting the spell in the same spot. Alternatively casting the spell while
trapped in the parallel place opens a portal to the location the spell was
originally cast at. There is a chance that a previous wizard will have left
something in the parallel place when you open it.
7 Maintain velocity:
R; touch
T: a thrown object
D: [dice] rounds
An object you throw moves with a constant velocity as if guided by
a force. Alternatively, you can hold an object still turning it into an immovable
object until the spell expires. The spell only applies to the largest remaining
piece of the object larger than a 1 mm cube. If an unstoppable object collides
with something hard enough it will continue to push into it until it breaks
apart, similarly an immovable object can have pieces break off it if sufficient
force is applied to destroy the material.
8 Force Field:
R: 10'
T: a object, creature or point in space
D: concentration
A field of magical force surrounds a target, nothing gets in not
even air, although things within the forcefield can get out. The force field
has [sum] HP. All attacks against it hit. Air can not enter the forcefield.
9 Crack space:
R: 50'
T: up to [sum] creatures
D: one action
You crack space causing what is colloquially referred to as
lightning, whatever is on the other side is very hot and very bright. One
creature within range takes [sum] electrical damage, save for half. Then, one creature within range of the first
creature takes [sum]-[dice] damage, save for half. Then, one creature within range of the second
creature takes [sum]-(2[dice]) damage, save for half. This continues, the damage decreasing by
[dice] each time until the next person in the chain would take no damage.
10 Mould space:
R: 50’
T: [dice]*2, 10’ cubes arranged in a rectangular or square prism,
or a cube.
D: [dice]x2 rounds
You can compress or expand space along as many as 3 directional
axis, you would be able to do more axis if you could find them. You can half or
double the distance along any of the axis in the affected space. you could
cause a 20 foot long 10-foot-wide rectangle of space to compress into a 10 foot
long 10 foot wide square. You could cause a 10 by 10-foot square to expand into
a 20 foot by 20-foot square. Neither example used the z axis, but you can, both
used both the x and y axis, but you don’t have to, you can also expand in one
direction while compressing in another. creatures in the space when the spell
is cast or the spell ends must make a save vs Con or take 1d4 damage that bypasses
damage reduction.
11 Redirect gravity:
R: 30’
T: an object or creature
D: concentration
You change the direction and intensity with which gravity acts
upon an object, you can cause it to fall upwards or sideways. This is how magic
brooms work, constantly falling in the preferred direction. The object must
always be falling in some direction. You cannot increase the intensity of
gravity on an object to more than 1+[dice] times regular gravity.
12 Wormhole:
R: 50’
T: 2 empty areas large enough to accommodate a oval shaped portal [dice]
wide and [Dice]*2 tall
D: [sum] minute
You fold the space neatly between two points and poke a hole in
it. Enter one portal and you leave the other with no loss of speed or energy. The
portal rims are lightning, anyone who touches them takes 1 damage.
Mishaps:
1. MD only return to your pool on a 1-2 for 24 hours
2. Take 1d6 damage
3. Random mutation for 1d6 rounds, then make a save. Permanent if
you fail.
4. you have a migraine from thinking to much that lasts 1d6 rounds
5. Your weight triples and you cannot move for 1d6 rounds
6. You shrink to the size of a budgie for 1d6 rounds
Doom of the physics wizard:
1. you become a lightning rod, if you are outside during a storm, you
will be hit by lightning at least once.
2. you teleport to a random unoccupied space within 10’ every ten
minutes, typically but not necessarily on the ground. This makes sleeping very
difficult, whenever you attempt to rest roll a d4 on any result but a 4 you do
not gain any benefits from the rest, on a 1 you take 1d6 damage as you fall
from air landing painfully. You can circumvent this by sleeping in a room with soft
cushioned floors and walls thicker than 10’. If you go 3 days without rest you
begin to go insane.
3. Every day roll 1d10 on a 1 you are affected by the temporal
displacement spell except the duration is 1d10*1d10 years.
Quest obtainable spell:
Time Travel:
R: self
T: self
D: one action
You travel [dice] rounds (6 seconds per die) into the past. Everything
resets to how it was back then, and no one but you and other Wizards with this
spell prepared are aware of this travel.
Inspiration:
https://www.remixesandrevelations.com/2019/02/glog-ifying-fifth-edition-spells-d.html
https://github.com/valzi/GLOG-classes/wiki/Wizard_School_ForceWizard-Type1Ninja
https://princesses-and-pioneers.tumblr.com/post/183711068718/telemancer
https://coinsandscrolls.blogspot.com/2020/04/osr-class-electric-wizard.html
http://www.remixesandrevelations.com/2018/08/osr-revamping-time-wizard.html