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Goofy Wizard ideas
#1
So, originally I was just going to go a bit over the idea of giving wizards scrolls and potions that contained spells and had other effects.

Then I thought "They should be roguelike in fashion, where they are unidentified until used, and some could also be bad for them"

Then I got the goofy idea that Wizards could be paired with a Fighter and Rogue, which would have their own skill sets based on combat and stealth, and they'd be doing a dungeon raid on the shuttle.

So now I think we oughta just dump out ideas about wizards
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#2
wizards should start with a laser rifle /thread
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#3
A wizard, a predator and a macho man all walk into a bar
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#4
(05-26-2017, 02:50 AM)Dr Zoidcrab Wrote: A wizard, a predator and a macho man all walk into a bar
the wizard phases through it, the predator acts like he didnt bump his head, and the bar bends itself to avoid getting close to the macho man
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#5
implement a wider variety of effects into pandemonium, even if its something as simple as dosing everyone in the room with some bath salts and jenkem

here are some wild magic surge tables for inspirations

http://imgur.com/Id3SdkV
https://s-media-cache-ak0.pinimg.com/736...bd855c.jpg

lemme crack open this completely legally obtained dnd 5th edition phb and look up some magic shit that looks cool, brb

familiars! recruit dead or polymorphed players to become your sorcerous familiar, thats a great idea

RITUAL CASTING
Vou ean east a wizard spell as a ritual if that spell has
the ritual tag and you have the spell in your spellbook.
Vou don't need to have the spell prepared

theres an idea, ritual casting. the ability to cast any spell as long as youre willing and able to stand around uninterrupted for a period of time. might be useful for some like golems or animate dead, but useless for spells you need here and now.

ANIMATE OBJECTS
5th-leveI transmutation

wait thats just a wraith power! well it works fine as a wiz spell too who cares

ALTER SELF
2nd-leveI transmutation
Casting Time: I action
Range: SeIf
Components: V,S
Duration: Concenlralion. up to I hour
Vou assume a different formoWhen you cast lhe spell.
choose one of the following options, the effects of which
last for the duralion of the spell. While lhe spelllasts,
you can end one oplion as an aclion lo gain lhe benefils
of a differenl one.
AquaticAdaptation.
Vou adapl your body lo an
aqualic environmenl, sprouting gills and growing
webbing belween your fingers. Voucan brealhe
underwaler and gain a swimming speed equal lo your
walking speed.
Change Appearance.
Vou lransform your appearance.
Voudecide whal you look like, including your heighl,
weighl, facial fealures, sound of your voice, hair lenglh,
coloralion, and dislinguishing characlerislics, if any,
Vou can make yourself appear as a member of anolher
race, lhough none of your slalislics change.
Natural Weapons.
Vougrow claws, fangs, spines,
horns, or a differenl nalural weapon of your choice.

hmm, could be temporary werewolf/yeti power, could be simple disguise spell, go hog wild

ARCANE EYE
4th.level divination
Casting Time: 1action
Range: 30 feet
Components: V,S, M (a bit of bat fur)
Duration: Concentration, up to 1hour
Voucreate an invisible, magical eye within range that
hovers in the air for the duration.
Voumentally receive visual information fram the eye,
which has normal vision and darkvision out to 30 fee!.
The eye can look in every direction.

wow! spy eye

ARCANE LOCK
2nd-leveI abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (gold dust worth at least 25 gp,
which the spell consumes)
Duration: Until dispelled
Vou touch a closed door, window, gate, chest, or other
entryway, and it becomes locked for the duration.

oh shit. u could easily do this by making it bolt an airlock shut and then apply emag effect to it. dirty wiz locks ppl up

damn, there are so many good ass spell ideas in here! and i havent even gotten out of the a's

chain lightning and shit: power gloves and shock grenades already exist lightning spellz are but a tiny step away
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#6
i fucking LOVE the magic surge stuff from 5e. I literally multiclassed with sorcerer just for it
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#7
CONJURE VOLLEY
5th-levei conjumtion
Casting Time: 1 action
Range: 150 feet
Components: V,S, M (one piece of ammunition or one
thrown weapon)
Duration: Instantaneous
Vou fire a piece of nonmagical ammunition fram a
ranged weapon or throw a nonmagical weapon into
the air and choose a point within range. Hundreds of
duplicates of the ammunition or weapon fali in a volley
from above and then disappear.

o fuck./ and u thought gun wizards were already bad

GREASE
1st-levei conjuration
Casting Time: I aclion
Range: 60 feet
Components: V,5, M (a bil of pork rind or butter)
Duration: I minule
5lick grease covers lhe ground in a lO-fool square
cenlered on a poinl wilhin range and lurns il inlo
difficull lerrain for lhe duralion.

its literally just space lube magic. or motor oil magic? would you prefer being able to spread free motor oil all over the station?

changeforcewall to forcecage. cast on self to surround self with protective forcefield. cast on enemy to trap them. forcewall is hardly ever picked because why put up a wall when you could doppleganger/phase shift yourself behind some real walls

ENLARGE/REDUCE
2nd-leveI transmutation
Casting Time: 1 action
Range: 30 feet
Components: V,5, M(a pinch of powdered iron)
Duration: Concentration, up to I minute
Voucause a creature or an object you can see within
range to grow larger or smaller for the duration.

GIANT INSECT
4th-level transmutatioll
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Vou transform up to ten centipedes, three spiders, tive
wasps, or one scorpion within range into giant versions
of their natural forms for the duration. A centipede
becomes a giant centipede, a spider becomes a giant
spider, a wasp becomes a giant wasp, and a scorpion
becomes a giant scorpion.
Each creature obeys your verbal commands, and
in combat, they act on your tum each raund. The DM
has the statistics for these creatures and resolves their
actions and movement.

GUSTOFWIND
2nd-levei evocation
Casting Time: I action
Range: Self (60-foot line)
Components: V,S, M (a legume seed)
Duration: Concentration, up to I minute
Aline of strong wind 60 feet long and 10 feet wide
blasts from you in a direction you choose for the spell's
duration. Each creature that starts its turn in the line
must succeed on a Strength saving throw or be pushed
15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of
movement for every I foot it moves when moving
doser to YOU.
The gust disperses gas or vapor, and it extinguishes
candles, torches, and similar unprotected flames in
the area. It causes protected fiames, such as those of
lanterns, to dance wildly and has a 50 percent chance to
extingllish them

INVISIBILITY
2nd-leveI ilIusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased
in gum arabic)
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell
ends. Anything the target is wearing or carrying is
invisible as long as it is on the target's person. The spell
ends for a target that attacks ar casts a spell.

OTTO'S IRRESISTIBLE DANCE
6th-levei enchantment
Casting Time: I action
Range: 30 feet
Components: V
Duration: Concentration. up to I minute
Choose one creature that you can see within range. The
target begins a comic dance in place: shuffling, tapping
its feet, and capering for the duration. Creatures that
can't be charmed are immune to this spell.

SLOW
3rd-Ievel transmutation
Casting Time: 1 action
Range: 120 feet
Components: V,S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
Vou alter time around up to six creatures ofyour
choice in a 40-foot cube within range, Each target must
succeed on a Wisdom saving throw ar be affected by
this spell for the duration.

STINKING CLOUD
3rd-/evel conjuratiaIl
Casting Time: I action
Range: 90 feet
Components: V,S, M (a rotten egg or several skunk
cabbage leaves)
Duration: Concentration, up to I minute
Vou create a 20-foot-radius sphere of yellow, nauseating
gas centered on a point within range. The c10ud spreads
around corners, and its area is hcavily obscured. The
cloud lingers in the air for the duratioll.
Each creature that is completely within the c1aud at
the start af its turn must make a Canstitutian saving
throw against paisano On a failed save, the creature
spends its actian that turn retching and reeling.
Creatures that dan't need to breathe are are immune to
paison automatically succeed on this saving throw.
A maderate wind (at least 10 miles per hour) disperses
the c10ud after 4 rounds. A strong wind (at Jeast 20
miles per haur) disperses it after I round.

VAMPIRIC TOUCH
3rd-Jevel necromancy
Casting Time: I action
Range: Self
Components: V,S
Duration: Concentration, up to I minute
The touch ofyour shadow-wreathed hand can siphon life
force from others to heal your wounds. Make a melee
spell attack against a creature wilhin your reach. On
a hit, the target takes 3d6 necrotic damage, and you
regain hit points equal to half the amount of necratic
damage dealt. Until the spell ends, you can make the
attack again on each ofyour turns as an action.
At Higher LeveIs.
When you cast this spell using a
spell slot of 4th levei ar higher, the damage increases by
Id6 for each slot levei above 3rd.

stinking cloud could be done with a mix of that superfart cloud shit and effect of that stinky rotten fish can
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#8
Add healing spells that only affect people in a 3x3 area centered on the wizard. The wizard gets a boost.
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#9
a classic spell would be haste. you could even turn it on the wiz because theyd be at risk of rushing into a trap
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#10
ok. maybe haste is too good, but i maintain that i presented you all with a load of good ass spells up there. especially stinking cloud, arcane lock, irresistible dance, and grease
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#11
Wizard grenade: A six sided dice that releases crappy versions of wizard spells (and maybe other effects) when rolled. Because I still think a weapon that does random effects could be a fun thing. Because it's basically a grenade it's only one use, but maybe summoned via spell.

This effectively makes Wizard into a bigger nerd, but you don't want to be near him when he rolls cast fireball or lightning.
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#12
wizard's pipe and magic pipeweed - heals and buffs the wizard wise enough to smoke up. can blow sick magic smoke rings that make muggles cough and hallucinate
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#13
(05-29-2017, 08:20 AM)misto Wrote: wizard's pipe and magic pipeweed - heals and buffs the wizard wise enough to smoke up. can blow sick magic smoke rings that make muggles cough and hallucinate

So reskinned mugwort-laced cigarettes?
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#14
you could think up different variants of magic pipeweed to smoke in the magic pipe, if you like
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#15
I really like that idea of Mugwort Pipe, misto as equipment goes. Maybe instead of healing, it just buffs spell regen and stamina regen, but no speed? Essentially like meth but without the speed buff and addiction?

Another idea I liked from the other thread was a Nature's Balm spell, which was a healing 3x3 square for the wiz, heals all players in the square but heals the wiz the most.

Particularly concerning my idea with the fireball: Split it into two spells: Lynx's Runes + Pyromancy.
Lynx's Runes are symbols only the wizard and chaplain can see, and they are explosive, like booby trapped pipebombs. The chaplain can't disarm them, the only way of disarming them is to actually detonate them with something.. such as a monkey. They are essentially traps, for a sneaky wizard to spawn when hidden. Slow cooldown. And yes the wizard can set them off by stepping on them himself.
Pyromancy is straightfoward flamethrower, similar to the genetics ability, but with a quicker cooldown.

Rule of 3: I feel like a wizard should have a selection of 3 staffs: other than the cthlulu, Hammer of Thor was another suggested in prior threads. Hammer of thor is a heavy hitter, hitting players away like abomination punch. When thrown it does similar damage. It can crack open walls and doors when thrown too. It can be recalled if close, hurting players as it boomerangs towards the wiz. However it cannot be recalled from a significant distance, it's gravity abilities sticking it firmly in place. It can't be put in a closet either. This means the crew can booby trap the hammer or defend it if the wizard drops it .

The other staff that I remember being intresting was a Prismo's Cane or something like, which basically gave the wiz a magic gun that shoots shapes and stuff. Possibly holding the staff charges up a shot for a stronger blast.

I had an idea of some corruption mindslave-esque spell based off a Palantir from LOTR ( https://en.wikipedia.org/wiki/Palant%C3%ADr ), but my idea is a bit rusty at the moment. Something something mindslave something something rajajajah.

Other than that, nerfing the phase shift and doppelganger is something that could be looked at. Phase shift being the same cooldown, but reduced distance, while doppelganger has significantly reduced distance, but hitting the doppelganger inflicts serious amount of brain damage on the player before disipating.
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