Clint Cearley |
Electric Wizard
You wield one of the great invisible forces of the world. Whether you dream of blasting your enemies into molten fragments or raising a high-tech city, your world is lit by lightning. Your magic is not subtle or delicate.
Starting EquipmentSpell Focus (see below), rubber cloak, thick-soled boots.
Perk
You generate a mild electric current. Each week of safe travel or rest, you generate one Supply of power. This power must be used immediately and cannot be banked (unless you have expensive power cells).
Drawback
You must brandish your spell focus to cast spells. Roll on the table below. A spell focus takes up 1 inventory slot and costs 50 cash to replace.
Electric Wizard Spell Focus
1. Two amber rods
2. Dried cat on a stick.
3. Mysterious paleo-tech box battery (dead) and cables.
4. Hand-cranked generator and tinfoil hat.
5. Tame but useless legged electric eel.
6. Neon electric guitar.
Dirty Iron |
Cantrips
1. Touch a creature to deal 1 lightning damage to it. Touching an unwilling opponent requires an Attack roll against their unarmored Defense.
2. You know the vague direction of magnetic north.
3.You can choose to become as conductive as gold or as insulating as glass. This does not change the amount of lightning damage you take.
Electric Wizard Mishaps
1. MD only return to your pool on a 1 for 24hrs.
2. Lose 1 permanent HP and take 1d4 damage.
3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.
4. Dance and twitch for 1d6 rounds, taking no other action.
5. Induction. One item random item is destroyed. Can be your spell focus.
6. Unable to speak in anything less than a full hearty shout for 24 hours.
Electric Wizard Dooms
1. Permanently Magnetic. Cannot wield metal weapons or carry more than 1 metal item.
2. Struck by lightning. Take 4d6 lightning damage. All creatures within 20' must Save or take 1d6 damage.
3. Pelted From Above. Each hour you are outside and exposed to the sky, there is a 1-in-6 chance you will be struck by lightning (as 2, above.) Buildings conceal you, clothing does not.
Spells
1. Patented Electric Mood Restorer
2. Rubberize
3. I Singe The Body Electric
4. Yakob's Ladder
5. Electric Visions
6. Clear!
7. Control Metal
8. Give My Creation Life!
9. Right Hand Rule
10. (In the Path of a) Lightning Bolt
11. Ride the Lightning
12. Thunderpunch
Krist Miha |
1. Patented Electric Mood Restorer
R: touch T: creature D: 0
You deal 1 lightning damage to touched creature. Unwilling creatures can Save to negate. Touched creature gets a new Save against all ongoing curses or mind-altering effects. They may reset their emotional state.
2. Rubberize
R: touch T: creature D: [sum] minutes
You coat a creature in a thick rubber skin. They are immune to lightning damage and acid damage, and take 1/2 fall or bludgeoning damage.
3. I Singe The Body Electric
R: 0 T: self D: [sum] rounds
You generate a strong electric current, which arcs from your fingers toes, and hair. You glow as brightly as a torch. All creatures within [dice]x10' take [dice] lightning damage per round. Any creature that hits you with a successful melee attack also takes [dice] damage.
4. Yakob's Ladder
R: 20' T: point D: [sum] rounds
You create a humming electrical ladder [dice]x20' long and 2' wide. The ladder is a semi-solid barrier. Climbing it is not dangerous, but running through it deals 1d6 lightning damage. The ladder can support the weight of a person but not a vehicle.
5. Electric Visions
R: touch T: sighted creature D: [sum] minutes / permanent
If you invest one [die]: Target can see the electrical body-hum of living things, even if invisible. Target can see through illusions. Target can see operational electrical devices or high-powered equipment, even through walls.
If you invest two or more [dice]: This can only be cast on yourself. As above, except you can also see through magical darkness. There are also some permanent effects: (a) You can forever see invisible creatures as a flickering electric skeleton, (b) You can tell if someone else is possessed or has been raised from the dead by looking them in the eyes, and c) you can tell if an electrical machine is malfunctioning or cursed by looking at it. You suffer a permanent loss of 1d6 Wisdom (as you keep staring at things that aren't really there) or 1d6 Charisma (as you keep sharing eerie insights).
6. Clear!
R: touch T: creature with at least 1 Fatal Wound D: 0
Slap your hands (or paddles) on the chest of a fallen creature. Roll 1d6. The target:
1-2. Gains [dice] Fatal Wounds.
3-4. Removes [dice] Fatal Wounds.
5-6. Removes [sum] Fatal Wounds.
This spell does not restore HP.
7. Control Metal
R: 50’ T: metal D: concentration Each [dice] you invest increases the effects. One [die] is minor, 4 [dice] is a legendary display of metal control.
At one [dice], control a fist-size lump of metal. You can a) make it hop or roll at a walking pace, b) magnetize or demagnetize it, c) slowly reshape it, d) gently heat or cool it, or e) slowly separate impurities.
8. Give My Creation Life!
R: 20' T: [dice]x2 HD corpse D: 2 hours
This spell takes 1 hour and consumes 1d6x10xHD cash in reagents and special implements. At the end of the spell's duration, raised creatures must Save or die. The creature obeys the Electric Wizard for the spell's duration, then pursues its own agenda. Low HD creatures can be coerced or threatened into obedience.
[Dice] | HD | Type of Corpse Golem |
1 | 1-2 | Wire Ghoul |
2 | 1-4 | Ozone Ghost |
3 | 1-6 | Flesh Golem |
4 | 1-8 | Reanimated Titan |
9. Right Hand Rule
R: 0 T: self D: 0
You make a strange gesture with your right hand. You fly up to [dice]x100' in a straight line in the direction your thumb points, while spinning in the direction of your curled fingers. You cannot drill through solid materials, but you may be able to push dirt out of the way. You take normal fall damage. You may need to test Dexterity to land safely. If you collide with anyone, they take [sum] damage and you take 1/2 [sum] damage.
10. (In the Path of a) Lightning Bolt
R: [dice]x20' T: area D: 0
Designate a straight line [dice]x20' long and 10' wide. Anything along the line takes [sum] lightning damage, Save for half. Up to [dice] targets up to 20' away from the line must also Save or take half damage. The spell sets small objects on fire and makes a tremendous noise.
11. Ride the Lightning
R: [dice]x 1 mile T: self D: 0
You teleport in a flash of lightning, instantly appearing at any point within range. Both your origin and destination must be visible to the sky or connected by a sufficiently conductive item (a wire, a pipe, etc.). Upon arrival, you deal 1d12 lightning damage to all adjacent creatures. For each [dice] you invest past the first, you may bring 1 additional touched target with you when you teleport.|
12. Thunderpunch
R: 0 T: self D: 10 min
You enchant your hand so that it discharges [sum] + [dice]x2 damage worth of lightning into the next thing you touch. You cannot wear any metal on the hand you enchant. Touching an unwilling opponent requires an Attack roll against their unarmored Defense. If you deal more than 12 damage, you and your target must both Save or be flung apart, knocked prone, and deafened for 1d6 rounds.
//Buildings conceal you, clothing does not.//
ReplyDeleteWhat about roofed vehicles? I would say "yes," because I like the idea of a caravan of electric wizards who are utterly dependent on their servants to get supplies and so forth, but how would you rule in your own game?
Roofed vehicles, yes. Just don't open the sunroof...
DeleteHow would an umbrella work? What about a conductive umbrella with a ruberized grip and a battery that can be charged by lightning?
ReplyDeleteVis a vis the final Doom, I mean
DeleteLightning does not respect your flimsy umbrellas.
DeleteAlso, never give a wizard an umbrella. Weird stuff tends to happen. https://twitter.com/Patiffonka/status/1220373974871433216?s=20
Well there goes an NPC in my game - yoink!
ReplyDelete