Sunday, April 3, 2022

Notes: Some Wizards

POETS OF SILENT CONTEMPT: Wizard order, all members cut out their tongues. Their casting style is all hand gestures & sneers, primarily counterspells & anti-magic. Total dicks.

KAUL PYROMANCERS: Their fire spells burn away other wizards' spells, which they can then cast themselves. Faces are half-fire and they only wear bright orange. 

PRIME ARSONIST: The leader of the Kaul pyromancers. Her hands are made of magic fire, can reach out with them stretchy-style up to thirty feet. Immune to fire/heat, any such spells cast in her presence are boosted. 

BLUE LORE: Wizards of the Blue can leave spell slots empty whenever preparing spells. If a spell cast within (INT yards) of them they can copy that spell and put it in an empty spell slot if it's lower than their level. Blue wizards can only speak in questions or they lose this ability.

HIGH INQUISITIVE: The arch-wizard of the Blue. He has the usual Blue Lore ability, and also has a glass hand with a touch attack: victim must save or replace each prepared spell with a random spell.  

DEMENTAMANCERS: Purple & black cloaked wizards. They drain thoughts & mental/psychic energy to power their spells. They have INT attacks, hallucinations, save or psychosis effects. Their mouths are stitched shut, and they only communicate telepathically & through talking mutant homunculi. Not exactly evil but unwholesome. 

HARBINGER OF THE CLOCKWORK: Bald wizard with blue skin & three arms. He has oracular visions of the extradimensional Clockwork that obsess and compel him. Attempts to convert all visitors to Clockwork worship and/or replace their flesh and viscera with clockwork. 

SPIRE OF THE JUST & RIGHTEOUS LADY: This incredibly tall tower is the seclusium of the JRL. She's trying to become god for research purposes, and collects divine trappings. She's created dozens of false angels as servants. Next step: converting worshipers. 

TEMPLE OF ARCANE RESCUE: The Spacemongers are worldly wizard-clerics. If you pay their subscription fees you get a glass talisman, break it and you're instantly safely teleported to their temple. Price goes up with each use. 

JALIRA'S TOMB: resting place of Jalira, long dead wizard with a weird/annoying sense of humor. The tomb is simple, quiet, no treasure. When you leave you magically switch genders for a week. 

OMNISSIMUS THE STAGGERING: A powerful mad biomancer, super cheerful. Its sanctum is built of stained glass & wood. It creates new life in its garden-laboratory by splicing things into plants & letting them grow. 

THE PUPPET MASTER: Cruel wizard, gets a sample of you then makes a puppet. By using the puppet he control your body & feel your senses (save to counteract for 24 hours). Lives in a mobile fortress on the back of giant puppet war-camel. Vindictive, hedonistic, cowardly. 

THE SWAMP PRINCESS: The wizard of the Salt Swamps. Self-styled royalty, she commands the inbred locals & were-leeches. She wants to flood nearby kingdom and expand her territory. Can summon mosquito swarms & frog demons with her black iron cauldron.

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