Showing posts with label Wizard. Show all posts
Showing posts with label Wizard. Show all posts

Friday, October 28, 2022

Glog Physics Wizard

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

Tuesday, October 18, 2022

Glog chemistry wizard

Ok so here’s the second one. The chemistry wizard. I feel like it would be quite suitable for a magical craftsman, and I’m tempted to write up some magical items and structures such a wizard might create.

  

Equipment:

A portable chemistry set with retorts, racks and a very nice Bunsen burner. phials filled with all sorts of elements and compounds; quick-silver, nitro-glycerine, polonium, etc. a spell book made entirely from tin it is resistant to temperature and pH damage (and obviously also poison it’s a book).

Your spell book is filled with:

The periodic table, reactivity series, chemical equations, notes on the physical properties of countless obscure compounds.

Peasants don’t like your lot because:

You keep blowing things up and making needlessly awful poisons.

 

Perk:

You have immunity to damage from one of the following sources: temperature, pH (acidity/alkalinity), or poison. Your equipment does not gain immunity only your person.

Drawback:

You are extra vulnerable to the other two sources of damage; you take double damage from them.

 

Cantrips:

1 you may spend an hour to switch what damage type you are immune to, and vulnerable to.

2 poke, scratch and sniff a non-biological substance to find out what elements and compounds it is composed of.

3 given access to a chemistry set you can easily create poisons in any phase of matter (I don’t know what a plasma poison would look like, but a chemistry wizard does).

 

Spells:

1 Control [phase] matter

When preparing this spell choose a phase of matter; solid, liquid, gas or plasma.

Control solid matter
R: 50’ must be contiguous with a piece of the same solid you are touching
T: solid matter of the same non biological material
D: concentration
you can move and reshape an amount of a single solid material you touch or fling it to deal [sum] damage to anyone it hits. At one [die] you can control a handful of material. At two [die] you can control a buckets worth of material. At three [die] you can control a barrels worth of material. At four [die] you can control a tuns worth of material.
you could sculpt objects out of stone, bury something (or someone), or fling a rock really hard.

Control liquid matter
R: 50’ must be contiguous with an amount of the same liquid you are touching
T: liquid matter of the same non biological material
D: concentration
you can generate currents in, shape or move a quantity of a single liquid substance you are touching. At one [die] you can control a buckets worth of liquid. At two [die] you can control a barrels worth of liquid. At three [die] you can tuns worth of liquid. At four [die] you can control a shipping containers worth of liquid.
you could push someone through the water or pull them under, create waves a flood or a whirlpool.

Control gaseous matter
R: 50’ must be contiguous with an amount of the same gas you are touching
T: gaseous matter of the same non biological material
D: concentration
you can generate air currents, or partial vacuums. At one [die] you can control a buckets worth of gas. At two [die] you can control a barrels worth of gas. At three [die] you can control a tuns worth of gas. At four [die] you can control a shipping containers worth of gas.
you can create a strong breeze to dissipate fog, designate an area to become a vacuum, or create a whirlwind.

Control plasma matter
R: 50’ must be contiguous with a piece of the same plasma you are touching
T: plasma matter of the same non biological material
D: concentration
you can shape, move, intensify and fling fire. you should probably set temperature as your damage immunity. At one [die] you can control a torches worth of plasma. At two [die] you can control a campfires worth. At three [die] you can control a persons worth of plasma. At four [die] you can control burning huts worth of plasma.
you can create a pathway through a fire, spread a fire to something else, or throw a firebolt.

 2 meld

R: touch
T: two non-biological substances or objects
D: permanent

You fuse two objects or substances together. They could joined similar to welding, gilding or alloying.

3 extract substance

R: touch
T: a non-biological object
D: 0

You extract all of [dice] given substances present in a target object out of it. E.g. you could remove all salt from a barrel of sea water.

4 Combust

R: touch
T: a non-biological object that can oxidise
D: [sum]*3 seconds

The temperature of combustion in an object you touch is lowered to 1 kelvin so that it spontaneously erupts into flames. The fire cannot be extinguished for [sum]*3 seconds while here is access to any oxidising agent (even water can act as an oxidising agent). The fire otherwise acts as normal. After [sum]*3 seconds the temperature of combustion returns to normal though the material does not immediately cool down. Iron rusts when oxidised.  

5 Alter pH

R: touch
T: [dice] 5’ cubes of a non-biological substance

D: [sum] hours

Cause a substance to become acidic, neutral or alkaline. Very acidic substances deal 1d6 acid damage, very alkali substances deal 1d6 alkali damage.

6 isotope dating

R: touch
T: object
D: 0

You examine the isotopes in an object (typically carbon isotopes) and learn how old it is.

7 alter viscosity

R: 50’ must be contiguous with an amount of the same fluid you are touching
T: [dice] 10’ cubes of a fluid
D: concentration
you cause a fluid to become temporarily more viscous making it honey like, or less viscous making it air like. Does not affect buoyancy. This can be used to prevent people swimming but not necessarily floating, it can also be used to make birds or parachuters fall from the sky but not balloons.  

8 alter surface tension

R: touch
T: A circular area on the surface of a body of liquid, 30’ in radius centred on you.
D: concentration

You can change the surface tension of a body of liquid making it possible to walk across it as if it was a water bed. A water surface is treated as difficult terrain.

https://www.youtube.com/watch?v=kZZBq14BeoI (video of a water bed)

9 alter solid

R: touch
T: [dice] 5’ cubes of a non-biological solid
D: [sum] days

You are able to alter [dice] properties of a solid. Properties you may change are: hardness/softness, ductility, plasticity/elasticity, toughness/brittleness, stiffness/flexibility. If you invest four [die] the changes are permanent until the substance undergoes a phase change.

10 alter optics

R: touch
T: [dice] 5’ cubes of a non-biological substance
D: [sum] days

You are able to alter [dice] optical properties of a substance. You may make the substance more opaque/transparent , or more/less reflective. You may also make the object selectively transparent or reflective to a certain wavelength of light to change its colour or tern it into a colour filter. You may also add, alter or remove an optical effect such as: iridescence, fluorescence, Phosphorescence, polarization, pleochroism, chatoyancy, aventurescence (glittery-ness).

11 phase shift

R: touch
T: [dice] 5’ cubes of a non-biological substance
D: [sum] hours

You cause target substance you touch to become a solid a liquid, a gas or a plasma. Its temperature and buoyancy remain unaltered. If you invest four [die] the phase change is permanent and cannot be changed by non-magical means, its temperature may be changed as normal.

12 thermal alteration

R: touch
T: [dice] 5’ cubes of a substance
D: [sum] hours

Heat or cool an object or substance, contact with the substance can cause up to [dice]d6 fire or cold damage respectively. Alternatively, you can maintain a specific temperature even as it is heated or cooled by its environment. This does not cause the targeted substance to change phase, you may have a burning hot icicle if you desire. If you invest four [die] the temperature change is permanent and cannot be changed by non-magical means.  

 

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. Agony for 1d6 rounds

5. you lose your immunity for 1d6 rounds

6. Bursts of 2d6 fires, fly to random flammable targets in 50', 1d6 rounds. 

 

Doom of the chemistry wizard:

1. anything corrodible that you touch dissolves as if by an acid or alkali for the next 1d6 days

2. you have heavy metal poisoning and will die in 2d6 weeks unless you receive expert treatment. Poison immunity will temporarily alleviate your symptoms and pause the count down to your demise but it will not cure you.

3. spontaneously combust. You are on fire, and nothing can put you out. Your corpse will continue to burn for 1d6 decades after your death.

 

Quest obtainable spell:

Nuclear transmutation:

R: R: 50’ must be visible.
T: a fist sized chunk of a purified element.
D: [sum] days

You must use at least 4 [die] to cat this spell. You can transmute one element into another. Lead can become gold. You can shift an element up to 4 squares on the periodic table. If you do this it sets off a miniature nuclear explosion with radius [sum]*[sum]’ centred on the element being transmuted. The explosion deals [sum]*4 damage. There is a very real chance that you will kill yourself if you use this.

Inspiration:

https://coinsandscrolls.blogspot.com/2017/03/osr-elementalist-wizards.html

https://thethingswedoforxp.blogspot.com/2019/07/glog-wizard-pyromancer.html