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Wizard_School_ForceWizard Type1Ninja

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Adapted from this Goblin Punch Wizard School: http://goblinpunch.blogspot.com/2015/04/force-wizard.html

Force Wizard

Perk: Your Strength is automatically increased to 10 if it was lower.

Drawback: You cannot cast spells if you have more than 1 arm. If you have more than 1 arm when you become a force wizard, your non-dominant arm boils off into the ether, painfully and permanently. You are forever a one-armed organism. If and when you learn the spell Big Hand, it takes the shape of your missing hand.

Cantrips

  1. Nudge an item. Range 20’.

  2. Feel an object at range as though you were touching it. Range 20’.

  3. Your punches deal 1d4 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 Save. Permanent if you fail.

  4. The spirit of your missing arm shoves you over.

  5. The spirit of your missing arm pulls whatever you're holding out of

    your hand and throws it on the ground.

  6. The spirit of your missing arm guides the arm of the next enemy to

    attack you, giving them +2 on the roll.

Dooms

  1. The spirit of your missing arm possesses a corpse and attacks you.

  2. The spirit of your missing arm possesses you and attacks your allies

    for an hour.

  3. The spirit of your missing arm possesses you and attacks your allies

    permanently.

This Doom can be avoided by gaining the spell Big Hand and training with the spirit of your missing arm atop a mountain for a month without coming down.

Spell List

Feather Fall, Floating Disk, Magic Missile, Knock, Launch, Levitation, Mage Armor, Mighty Blow, Force Field, Telekinesis, Big Hand

1. Feather Fall
R: 10’ T: [dice] Creatures or Objects D: One fall

If you would take fall damage, you can cast this spell as a reaction to negate it. You float gently to the ground (possibly alarmingly late).

2. Floating Disk

R: 20’ T: Disk D: [dice]x2 hours

Summon a floating disk with [dice]x4 inventory slots. It follows you 3 feet off the ground at your regular speed.

3. Magic Missile

R: 200’ T: Creature D: Instantaneous

Target takes [sum] + [dice] damage, no Save. As an Force Wizard, your spell is a nearly-invisible bolt of pure force.

4. Knock

R: 50’ T: [dice] Objects D: Instantaneous

Object is opened. Doors are flung wide, locks are broken, shackles are bent open, belts come undone. Treat this as a Strength check made with Str 10 + [dice]x4. If target is an armoured creature, Save or armour falls off. If target is an unarmoured creature, Save or vomit for 1d4 rounds.

5. Launch
R: 50’ T: Creature or Object D: Instantaneous

Target (not larger than a medium creature or 200 lb object) is thrown [dice]x30’ in a horizontal direction. Unwilling creatures get a save to resist this. Targets thrown into a wall take 2d6 damage. If a willing ally is prepared for it, this spell can be used to throw them into a charge attack (+2d6 damage).

6. Levitation

R: 50’ T: Creature or Object D: Concentration

You will an object to raise, lower, or hover. You cannot move the object horizontally, and you cannot move it more than 10' per turn. Maximum weight is [dice]x500 lbs. Lasts as long as you concentrate, but you take 1d6 psychic damage per round after [dice]x3 rounds.

7. Mage Armor

R: Touch T: Creature D: [dice] hours

Give a creature an extra [dice]x2 Defense for the duration.

8. Mighty Blow

R: Melee T: Creature D: Instantaneous

Strike out at a target with an invisible hammer of force, dealing [sum]x2 damage and knocking it back [sum]x10’ to land prone. Save for half damage and to avoid the knockback.

9. Force Field

R: 10’ T: Plane or Sphere D: Concentration
Creates [dice] shimmering force fields, 10' square, centered up to 10' away. Alternatively, create a sphere centered on the caster 5' in diameter (large enough for the caster and +1 person). Force fields share a pool of [sum]x2 HP. All attacks against them hit.

10. Telekinesis

R: 150’ T: [sum] Creatures or Objects D: Concentration

You can levitate objects and creatures up to 30’ per round. Creatures get a strength Save to negate if you're trying to move them or something they're holding. If you try to swing a weapon it must make a regular attack roll, and deals an extra 1d8 damage.

Legendary Spells

11. Big Hand

R: 100’ T: manifestation D: concentration

Giant hand (the size of a pony) appears. Health [sum]x3, Damage [sum]x2, Attack 15, Defense 14, Strength 16. Can also grab and hold things.