Thursday 27 April 2023

REALITY ASSERTS ITSELF (GLoG Class: WIZN'T)


The typical wizard is some degree of at least one of (and frequently many of); deranged, egotistical, insane, conniving, manipulative, and outright evil. So it is taught at the Bulwark Mundane, the training ground of the sect known to themselves as the Contrathaumic Crusade, and by everyone else who knows of them as Wizn'ts. Wizn'ts work to render themselves as unmagical as possible, becoming hyper-real and ultratangible in a world where physics interacts with magic on a daily basis to cause unforgivable crimes against basic sense. Wizn'ts claim that, compared to the mad tomfoolery of wizards (and those who accept them), they are in fact hyper-sane, beacons of reality in a world gone mad from the very start.
Anyone else would agree, that they're just as mad, but in a different direction. More mad, perhaps, to try to reject something that makes up the very fundament of this reality.

A fight against magic in a world borne from it may be a fight unwinnable, but it is one you still plan to win.

(Inspiration for the Methods system taken from Lexi's excellent Necromancer)

WIZN'T

EQUIPMENT: Chainmail-lined robes & flat-topped broad-brimmed hat with armoured lining (as chain), Oaken staff with quartz orb at the end (as heavy weapon, bludgeoning), lead handled copper-bristled brush, lead handled copper-tipped chisel, and other tools for disassembling magical workings, Reference book of common spells and how to deal with them

SKILLS: Magic identification, literacy, and (1d3), Butchery, Bakery, Candlemaking

You gain +1 Save for each template
A: Null Dice (1), +1 Method, Thaumatoceptors
B: +1 ND, +1 Method, Thaumbreaker
C: +1 ND, +1 Method, Wardbones
D: +1 ND, Invent your own new method or +1 Method, Invert

NULL DICE:

You have a pool of Null Dice, or ND. These work much like MD, expiring on a 4-6, returning to you on a 1-3, and mishapping/dooming on doubles and triples respectively. If you ever gain MD, they contact an equal number of your ND and immediately obliterate, releasing a huge burst of high-energy thaumic radiation, dealing 2d6 damage for each dice (ND and MD both) obliterated to you and everything in a 30ft radius, and mutating you 3 times on your favourite chart (no save) and everyone else affected once (save to avoid)

You can use your ND to power a Method of your choice, or expend it as a reaction to reduce the [sum] (usually damage) of a spell you can see by [sum]. Methods can effect spells of up to [dice]+[templates] MD or HD of caster, whichever is more relevant to the spells power. Methods have a range of roughly the same room as you


THAUMATOCEPTORS:

You can perceive magic, with a hazy sense somewhere between scent and sight. Magical items, enchanted objects, and magical creatures are all immediately obvious to you within a 30ft radius that doesn't rely on your sight. Halve all penalties from being unable to see or otherwise perceive your opponent, if they're magical or using magical weapons. You can see the area of effect that a stored or otherwise preset spell (such as one in a trap) will take, as a faint reeking haze over the area in question.

THAUMBREAKER: 

You can physically interact with magical effects (and incorporeal creatures) as if they were solid, as can your tools. You could batter a hole into a wall of fire with your staff, grab an area of magical darkness and hurl it away, or bat a magic missile or incoming fireball out of the air (to do this, you must be directly in the path or be the target of the effect, and must make a successful attack roll against defence +5 (or with a -5 penalty, whatever works with your system) to harmlessly destroy the effect, 1/round)

WARDBONES: 

gain a +4 to saves against magic, and 4DR versus any damage caused by a spell (objects moved by telekinesis don't count) (incidentally, your bones retain this ability and can be used to make useful equipment)

INVERT: 

If you save against a spell, or destroy a spell using Thaumbreaker, gain ND equal to the MD of the destroyed spell, up to your normal limit +4. These extra dice are always expended when used.

METHODS

  1. UNPICK

    • Unweave a stored spell. Destroys a targeted scroll, spellbook page, single-use glyph or rune, or other stored spell. If held by a creature, they may save to avoid this, but if UNPICK succeeds it deals [sum] damage to them as the spell and unspell obliterate into pure energy. If used on a wizard's head (and they fail the save (they get a +4 to it)), unmemorises a random spell and deals [sum]+[dice] damage to them as their brain takes a dose of ionizing radiation.

  2. UNBIND

    • Break a magical binding, sealing, or closure. Things held together with only magic rapidly fall apart. Locked doors slam open, chests burst open, handcuffs break open. This can affect certain creatures as well, of up to [ND*2] HD: Undead (such as skeletons) and constructs (like animated armour) that are held together primarily by magic get a save.

  3. UNMAKE

    • Uncreate something made by magic. At 1-2 ND, must have been created or conjured up to [sum] rounds ago, at 3+ ND, no time limit. If it's an object or spell effect, it vanishes. If it's a creature created by magic, it dies. No effect on creatures conjured from other places or planes though.

  4. UNBREAK

    • Repair damage caused by magic in the last [dice] rounds, if used on a living creature, heal up to [sum] total HP. Can reassemble objects blown apart by magic.

  5. UNJURE

    • Reverse a teleportation or conjuration effect that occurred in the last [dice] rounds. Send a demon back to hell, pull a creature fleeing by teleportation back to you, or send them back when they appear before you. Creatures may save to resist, with a [dice] penalty to the save.

  6. UNMEND

    • Reverse healing (or repair) on a target creature or object of up to [sum] total damage that occurred in the last [dice] rounds. If this undoes all of the healing in that time, deals [dice] damage to the target as well.


MISHAPS (1D6)

  1. ND only return to your pool on a 1-2 for 24 hrs.

  2. Take 1d6 damage.

  3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.

  4. Random magic item on your person (or your allies, if you have none) stops working for 24 hrs

  5.  Can’t receive beneficial magic for 1d6 hours

  6.  Nearest caster to you has to roll one of their MD and you an ND, high-energy obliteration deals [sum] damage to both of you and anyone directly in between you. Dice exhaust as normal


DOOMS

  1. You begin to uncreate. Your Strength, Dex, and Constitution are all reduced by one quarter.

  2. The fundamental reality stitchings that hold you together start to fail. Reduce your health to half, as your souls start to unbind, and reduce your Str, Dex, and Con are reduced by a further quarter

  3. The unmagic permeating you finally seeps into the deep bits of magic, the ones that cover particle physics and all that, and boy, they do not get along. Take your maximum pool worth of ND, plus any extras you have from INVERT, and explode them as per ND - MD collision (2d6 damage per dice in a 30ft radius burst of high energy radiation, everything else hit saves or takes a mutation, you take 3, no save). If you somehow survive this, your physical ability scores are reduced to 1, and you must save VS mutation every day, for the rest of your life, as the slightest metaphysical breeze blows your fundamental traits around like confetti in a leafblower.


3 comments:

  1. If ever a wonderful class there wasn't
    The Wizn't class isn't it becausen't
    Becausen't becausen't becausen't becausen't becausen't
    Becausen't the wonderful things it doesn't.

    ReplyDelete

THIRD EYE SHUT (GLoG Class: Somnambulist)

 This here class was made on specific request by another player in an ongoing GLoG campaign i'm part of. It's basically a classic So...