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*quietly puts it here* Imisseddoingsomethingquick
#animation tag#casey#is so cool#with powers#I wanna draw cool stuff#it's cool can you see#I wanna draw with x10 speed#cass fanart tag
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Science Wizard
In college I have to take three physics classes, followed by a long list of “physics but more specific” classes, so I wrote a GLOG wizard school to cope with this reality. It covers chemistry, thermodynamics, and several branches of physics. It’s very utility- and control-based until you get to the emblem spells, but a creative player who doesn’t mind a bit of math could do a lot with it.
(Ok, so you’re not exactly this but it was too cool not to include. From WOTC’s Guildmaster’s Guide to Ravnica.)
Perk: If you spend a round observing something, you can recall it perfectly. You can hold [template]+2 known spells in your brain instead of [template]+1.
Drawback: Can’t cast spells if you are diseased, poisoned, noticeably dirty, or have loose/dangly hair or jewelry. Safety first!
Lab safety guidelines make for a fun drawback, similar to the Elf Wizard. I wanna see wizards running around with hairnets and jugs of hand sanitizer.
Cantrips
Learn the temperature, mass, or volume of any discrete object you can see.
Hold small objects in your hand to oxidize them.
Generate strong but non-damaging static shocks from your hands.
Not especially powerful, but you can plan shenanigans, destroy evidence, and prank people.
Mishaps
MD only return to your pool on a 1-2 for 24 hours.
Take 1d6 damage.
Random mutation for 1d6 rounds, then Save. Permanent if you fail.
Blind and deaf for 1d6 rounds as sound and electromagnetic waves avoid you.
Glow brightly for 24 hours, illuminating as a torch but doubling the encounter rate.
Thrown 50’ in a random direction.
Mishaps are pretty tame, and #5 could be quite useful.
Dooms
For 24 hours, every time you attack or cast a spell at range, Save or be pulled towards the target. Collisions deal fall damage.
All the particles in your body turn into waves for a day. As waves, you cannot interact with physical objects except by hitting them, which causes them to glow briefly. Electricity, magnets, and magical darkness deal 1d6 damage.
You leak out of existence, leaving a you-shaped mass of antimatter in your place.
This doom can be avoided by solving a theoretical problem that has never been solved before, or by discovering a new element or type of particle.
Dooms are pretty bad though. This is what happens when you mess with the fundamental laws of the universe. You’d better hope you don’t hit your last doom anywhere near civilization. You can avoid your fate by learning secrets about the universe that no one else knows.
Spell List
(Spells #1, #3, #4, and #5 stolen from Skerples)
1. Draw Heat R: [dice]x100’ T: 2 creatures or objects D: concentration You must have at least two working eyes to cast this spell. You stare at one target with one eye, and another target with another to transfer heat between them. For example, you could transfer a torch’s heat to a creature for damage, or the icy cold of a glacier to a campfire to extinguish it. You cannot amplify the heat.
2. Centripetal Force R: 50’ T: [dice]x10’ radius area D: [sum] rounds Loose objects in the area are pulled towards the center, and creatures in the area must spend their full movement moving in a circle around the center or be pulled in as well.
Good for battlefield control, or getting treasure from hard-to-reach places.
3. Feather Fall R: 10’ T: [dice] creatures or objects D: instant If you would take fall damage, you can cast this spell as a reaction to negate it. You float gently to the ground (possibly alarmingly late).
4. Alter Local Gravity R: 50’ T: [sum]x5’ squares D: [sum] rounds You must cast this spell in an enclosed area with a solid roof. The target area has its gravity altered to either a direction or a lower strength that you specify for the duration. The effect takes place gradually, allowing creatures a Dex check to hang on to something. In lower gravity, you can jump higher and farther, but virtually any action requires a Dex check. If you invest 3 or more [dice] the duration becomes permanent.
5. Desiccate R: 50’ T: creature or object D: instant Hydrated target takes 1d6+[dice] damage. Can also be used to turn meat into jerky or concentrate water-based liquids (wine, most acids), up to 2 gallons per [dice].
6. Equilibrium R: 50’ T: creature or object D: [sum] rounds You generate enough reaction force to hold a target of up to [dice]x100 lb in static equilibrium. If the target is a creature, they get a Save to resist, and an additional Save each turn at a -[dice] penalty to break free.
Hold Person with utility applications.
7. Ionize R: touch T: up to [dice] gallons of liquid D: concentration You absorb all ions in the liquid and can store them safely as long as you maintain concentration. You can end the spell at any time by releasing the ions into another liquid. If your concentration is broken, the ions escape into the nearest liquid.
Like Desiccate, but you’re removing the solute, not the solvent. Can be used to purify water, make acid, or really fuck up someone’s bloodstream if you can touch it.
8. Impulse R: touch T: creature or object D: instant Target weighing at least 1/[dice] lb is thrown or shoved with a fixed amount of impulse, traveling [sum]x100’/the target’s weight. If you invest 3 or more [dice], the target will continue traveling the same distance every round until stopped by a solid object. Collisions deal [sum] damage.
Shove people across the room, or even better, throw small rocks so fast they break the sound barrier.
9. Phase Shift R: 50’ T: [dice] objects or [dice]x5’ cube volume D: [sum] rounds Target changes state by one phase, though its temperature does not change. Targets must be of similar substance and undergo the same phase change. If you invest 4 or more [dice], targets can change state by two phases.
Liquify treasure. Liquify the air. Turn the environment into traps.
10. Haste R: touch T: creature D: [sum] rounds Target has double movement speed and can take an additional action on each of its turns. Target cannot act for a round when the spell ends.
11. Chain Reaction R: 50’ T: creature D: instant Target bursts into flames, taking [sum] damage, Save for half. The flames activate any potions or magic items the target is carrying. At the start of each round, the flames transfer to the nearest creature within [dice]x10’ that has not yet been targeted, dealing another [sum] damage, or die out if this is not possible. Your allies are not immune.
Based on Wandering Flame from this list, but more chaotic and potentially infinite.
12. Half-Life R: 50’, T: creature, D: varies, see below You destabilize the target’s particles, setting it a half-life of at least 15-[sum] hours (minimum 1 round). Powerful creatures get a Save to negate. Every half-life, the target decays to half its size and loses half its HD, dying when it drops below [dice]/2 HD. Other creatures must Save vs. mutation for every half-life spent near the target.
A curse-like spell with scientific flavor. Plus radioactivity, that’s always fun.
Edit: Added commentary and design notes in italics.
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