JOB 36:32 (GLoG class: Wizard)
Lightning is the purest expression of strength. Where it lands, grass burns, trees split, and men die. It is the fire born of water, creation and destruction in one dread instant. When men first dreamt of power, it was lightning that filled their dreams. When the Thunder roared, they listened.
You are part of a lineage of Kings. Not by blood, but by strength. Not the unbroken Imperial line, now smoking rubble, but of the crazed multifoliate dynasties of the Wizard-Kings of old, now cold ruin. Some forget that the wand was once the scepter, the sword not just an implement of ritual.
Well, what are you waiting for? To prove them right?
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| Lovis Corinth |
Wizard
Skill: 1. Archeology. 2. Weather Prediction 3. Law.
Starting items: A medium sword, a set of fine blue robes (unarmored,) a good hat, a copy of the Brontologion, and two Implements of the Art.
+1 SKLL per template.
A Heir Apparent, Detect Magic, 2 spells, +1 MD
B Scrying, +2 spells, +1 MD
C Counterspell, +2 spells, +1 MD
D Fulmineum, +2 spells, +1 MD
As a Wizard, you are proficient with swords and staves, and can only wear light armor.
Heir Apparent
The Wizard-Kings of old are gone, now, but they have left heavy marks on the world. Absent a more direct authority figure, commoners will look to you for guidance. Anyone with a distrust of the Church will consider you a sympathetic ear. Most importantly of all, when you speak, you are immune to being ignored. This doesn't mean listeners have to agree with you, but they must listen. This also won't stop them from, say, trying to cut your head off unless you've got a very compelling reason not to.
Detect Magic
Your god is the granter and tester of power. You know power when you see it; you perceive the presence of magic as a pleasant static buzz in the back of your head. There's no sense of direction to this, only strength and proximity. Additionally, when you look another caster in the eyes, you can see how many MD they have by a cherenkov-blue glow in their pupils.
Scrying
Every star is an eye: outside looking inside. From there, the affairs of men are like those of insects. By gazing into a reflective surface and investing a number of MD, you can get a star's-eye view of the world: designate a [dice]×3 mile diameter area that you have previously seen or heard of in detail. As long as you gaze, you have a live top-down view of this area that you can navigate and zoom in on at will. This only works on areas of open air; clouds are ignored, but roofs, trees, and other covers are not. Doing this at night will show you a lot of barely-visible darkness, but most people still need light to see and will make themselves visible from above with their various light sources.
Counterspell
If a hand is raised against you, strike it down. When a spell is cast in your line of sight, you can counter it by investing a number of your own MD; if your [sum] beats its [sum], the spell fizzles out and the target caster takes the difference in damage. Anything killed by a counterspell will have its eyes explode in their sockets.
Fulmineum
For every king, a crown. Add +3 to the [sum]; +2 to [highest] or [lowest]; and a +1 to the [dice] of spells you cast, whenever applicable.
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| Edward Burne-Jones |
Spells
At A template, start with Lightning Bolt and another spell rolled on this table with a 1d6. At B template, roll 2d8. At C, 2d10. Finally, at D, pick two off the standard list and one of the Signature Spells. In the case of any repeats, just pick a spell adjacent to the one you rolled.
1. Lightning Bolt.
R: n/a T: a [dice]×50' line D: instant
The simplest, most direct application of power. Raise a hand and let it course through you; a beam of superheated plasma emits from your palm, striking anything in the target area for [sum] damage, SAVE for half. Those wearing or carrying a significant amount of metal get no SAVE. This will burn through thin barriers, but will "bounce" off of solid, non-conductive surfaces like earth and stone, possibly striking the caster in the process.
2. Feather Fall
R: 50' T: up to [dice] creatures D: [sum] minutes
Knowing your authority, the air itself will catch you. For the spell's duration, the targeted creatures treat all falls as being [dice]×50' shorter, their impact halted by a cushion of air.
3. Conjure Servants
R: 20' T: an unoccupied space that could fit [dice] people D: [dice]×2 hours
Who else can you trust but yourself? For the duration, this spell summons [dice] ephemeral things that look like glowing blue nervous systems in invisible bodies. They have 10 in every stat, AC 10, 6 HP, and are perfectly loyal to your spoken commands and relatively competent. They cannot make attack rolls, but can otherwise help in combat by shoving, tripping, and generally getting in the way of your enemies.
4. Message
R: anywhere that air can reach T: someone you've met, or if not, someone you know the name and have personal belonging of D: instant
When you speak, you must be heard. This spell carries a message up to [sum]+[dice] words long to the target on a gust of wind, taking the fastest possible route through any obstructions with the speed of a swift, tireless bird.
5. Mage Armor
R: n/a T: self D: [sum] minutes.
Let no weapon formed against you prosper. For the spell's duration, a field of electromagnetic repulsion forms around you, granting [dice]×4 points of DR against metal weaponry and projectiles. If you are wearing or carrying any metal on your person when this spell is cast, it will immediately be wrenched off of you. Note that this includes all metal, even metals that wouldn't normally be magnetic, because I don't feel like keeping track of the exact material composition of weapons.
6. Magic Missile
R: 200' T: up to [dice] creatures D: instant
Where brute force fails, accuracy prevails. [Dice] projectiles, which you may choose the appearance of, appear from your hands to unerringly strike the target or targets, ignoring armor. Each projectile inflicts damage equal to the [face] of the [dice].
7. Hold Person
R: 50' T: up to [dice] HD of creatures D: [highest] rounds.
Your word is their command; bid them to KNEEL. The targets of this spell must SAVE or fall to their knees and place their palms and forehead to the ground in supplication for the spell's duration. The targets can still speak and shuffle around painfully on their hands and knees, but they cannot look up or make attacks in this state.
8. Summon Fortress
R: 50' T: a space you could fit a 20'×([dice]×10')×20' stone tower, with solid ground beneath it D: [dice] days
No Wizard should have to grovel for shelter. Mark four points on the ground, the corners of a 20' square; with a flash of lightning and a clap of thunder, this spell will create a fortress in that space for the duration. The fortress has [dice] floors, each one 20'×10'×20' with two arrow slits in each foot-thick stone wall. The insides are empty save for the sets of stairs to the next floor, and are lit blue-white with no apparent source, always chilly, and faintly damp. The ground floor has a stout wooden door that opens only when the caster would will it to do so; the only way to get through it otherwise would be to hack through its [dice]×10 points of HP.
9. Control Weather
R: n/a T: the sky in a [dice] mile radius around you D: [sum] hours.
The Thunder is the gentle rain and the ruinous flood, the clear blue sky and the hurricane. This spell requires a shouted invocation to the sky; for the spell's duration, move the weather in the targeted area up to [dice] places up or down this table:
- Sunny.
- Cloudy.
- Light rain, thunder.
- Heavy rain, lightning.
- Torrential rain, hail.
- Catastrophic severe weather.
It takes fifteen minutes for each segment to change, whether it's when the spell is cast or when the duration ends.
10. Fly
R: n/a T: self D: [dice] hours.
It is not enough that the ground should carry you; the air itself shall bear you on its shoulders. For the spell's duration, you may fly with the speed of an arrow and can stop, hover, and change directions as you please.
Signature Spells
11. Terror
R: n/a T: self D: [sum] rounds
You rule by the sword without and the terror within. For the spell's duration, your voice is made as loud as thunder and your eyes shine with blinding bright light in a 40' cone, giving a -[dice] penalty to attacks made against you from the front. Creatures of [dice] HD or less must SAVE to even approach you, and all enemy morale rolls are made at a -[dice] penalty. Additionally, a crackling medium sword of lightning appears in your hand, with a +[dice] bonus to hit and damage.
12. Chain Lightning
R: n/a T: a 100' line D: instant
Ultima ratio magorum. Lightning comes roaring from your splayed fingertips, striking anything in the target area for [sum] damage, SAVE for half. As with the normal spell, creatures carrying a significant amount of metal get no SAVE. After the initial strike, [dice] 50' bolts of lightning branch off the last target to hit the [dice] creatures closest to them for [sum]-6 damage, SAVEs same as the first. This repeats again for the creatures closest to them, this time for [sum]-12 damage, then again for [sum]-18, and so on until the spell can no longer do damage.
Implements of the Art:
- The Brontologion. Words spoken by the Thunder Over the Mountain to the heirs of dead King Arum, and the deeds, works, and deaths of the ensuing Wizard-Kings of antiquity. Consulting this tome for an hour allows a SKLL check to identify the properties of unknown spells and magic items. 1 slot.
- A kite. Folds and rolls up for easy storage. Fun and useful for signaling over long distances. 1 slot.
- Electron Wand. A rod of polished amber, faintly luminous from the inside. When wielded, gives your spells +1 [sum]. 1/3rd of a slot.
- Sword Set. One light, one medium, one heavy. Come in a bizarre triple-scabbard that looks like an obscure animal harness. 1/3rd of a slot, 1 slot, and 2 slots each.
- Waterproof tent. Comes with all the things needed to set it up, including four wooden stakes and a light hammer. Could fit two people side-to-side. 3 slots.
- Fulgurite Amulet. A hollow, charred tube of lightning glass on a string. Gives 2 DR against electricity when worn.
- Looking Glass. A handheld glass mirror. 1/3rd of a slot.
- Wineskin. Full of delicious, delicious wine. You could put other liquids in this, too, which is a great reason to drink that wine as soon as possible. 1 slot full, 1/3rd of a slot empty.
- Sinister Horse. Has a mouth and teeth like a dog. Able and eager to eat meat. Otherwise, a normal riding horse. Those things already have a 1d6 bite attack, anyways.
- Spyglass. A handheld collapsible telescope. Lets you see things from far away. 1/3rd of a slot.
- 100' of rope. If you can't find a use for this, you're already lost. 2 slots.
- Signet Ring. A fine piece of gold jewelry. Even though the kingdom you are fit to inherit hasn't existed for a thousand years, you are still legally entitled to call yourself a Wizard-King and important people will generally take you seriously.
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| Lucien-Victor Guirand de Scévola |




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