THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
Master Wizard
Thaddeus Marn, “The Wiz”
+3 Int, +2 Wis , +1 Dex
HD 10 (d6 Wizard), Hp 40, AC 11 (Displacement Robe all non-magical hits miss, 50% magical weapon
attacks miss, Magic Spells reflect whenever Wiz Saves against them)
Fort +3, Ref +4, Will +9
Melee: None
Ranged: Wand
of Ice Blast: Hail deals 12
freezing damage + Stun 1 rd + dropped to last in Initiative. (Ref Sv ½ damage)
M range. 10 Charges
Spellcheck +8, Save Against DC 17, 3 Failures/encounter
(The
Wiz has a wider spell selection, but these are his favorites.)
1ST-LEVEL
WIZARD SPELLS (DC 13 to cast)
Charm
Person: Makes one
person your friend. 10 turns. (Will Sv)
Comprehend
Languages: You
understand all spoken and written languages. 10 turns.
Magic
Missile: 12
impact damage + Knocked down. (Ref Sv all damage) Short range.
Sleep: Puts 4 HD of creatures into
magical slumber, 1 turn. (Fort
Sv )
2ND-LEVEL
WIZARD SPELLS (DC 14 to cast)
Acid
Arrow: 12 acid
damage + -1 to non-Dex bonus AC. (Ref Sv all damage) Short range.
Blindness/Deafness: Makes subject magically blinded
or deafened. Encounter. (Will Sv)
Detect
Thoughts: Allows
"listening" to surface thoughts. 10' range. 10 rds
3RD-LEVEL
WIZARD SPELLS (DC 15 to cast)
Clairaudience/Clairvoyance: Hear or see at a distance for 1
rd./level. Line of sight, through 1
wall.
Daylight: 60-ft. radius of bright light. 10
turns.
Dispel
Magic: Cancels
magical spells and effects. Roll a normal spellcheck to cast, then also compare
that to DC 11 + ½ the original caster’s level.
Both must be successful to dispel the magic. If the just the spellcheck is successful, it
doesn't count as a spell failure (Caster Check)
4TH-LEVEL WIZARD
SPELLS (DC 16 to cast)
Wall
of Ice: Ice plane
creates wall with 25 hp, or hemisphere can trap creatures inside. (Ref Sv to
avoid being trapped. Can batter their
way out.) Short range.
Wall of Fire: 16 fire damage + 1d8 continuing
damage until extinguished out to 10 ft. and 1d6 out to 20 ft. Passing through
wall deals x2 damage. Lasts 1 rd per ½ level. (Ref Sv ½ damage to avoid initial
appearance.) Short range. Note that this spell does have the capacity to set
off flammable objects in the area and go out of control quickly.
5TH-LEVEL
WIZARD SPELLS (DC 17 to cast)
Baleful
Polymorph:
Transforms subject into harmless animal.
Permanent. Requires physical
presence or sympathy (personal object), Forbidden spell. (Will Sv, Caster Check
to break.)
Break
Enchantment: Frees
subjects from enchantments, alterations, curses, and petrifaction. (Caster
Check)
Cloudkill: Kills 3 HD or less individuals
(No Save); 4-6 HD (Fort Sv or die), 6+ HD stunned 1 rd. Immediate area or 30' sq.
“Wiz,” as he is usually called, came to the Southland to
study Ancient writings. He ended up in
Cross convinced that he was close to an interesting discovery. (What exactly depends on where you wish to
place Cross on the continent.) He has
some dealings with the military base at Alice Springs
via a liaison, but it’s clearly a loose arrangement.
Congenial, but also capricious and easily distracted, the
Wiz is a potentially lucrative, but dangerous benefactor for the hired
adventurers he takes on his expeditions.
He’s actually lost some of his mind (read: Wisdom Bonus) from his
magical experiments (lucky he had some to spare). However, there are piles of dead Humanoids to
attest to his magical prowess. Wiz’s Tower
is reported to be bigger on the inside than its real estate footprint would
suggest, but these claims are considered dubious.
No comments:
Post a Comment