02-24-2014, 11:08 AM
poland spring Wrote:It would actually be interesting to give the crew an alternate win condition to Wizard mode by invading the wizard's dungeon and destroying his crystal ball or phylactery or spellbook or whatever the hell grants him his powers.
Heck, make it a spellbook they can burn, let the wizard change his spells out whenever he wants to at his spellbook (subject to a limit on spells he can know at any one time), and make teleportation free but on a cooldown. The wizard gets a mystical warning if any adventurers set foot in his dungeon, so he can choose whether to keep at his mission or teleport back home to defend his spellbook with his monsters, traps, and of course his own powers. And the wizard is immune to all of these things because he's the dungeon master because of course he is.
Maybe have a separate, sealed-off section full of monsters hostile even to the wizard that's full of goodies, so if the wizard wishes to try his luck he can or the crew can invade even on non-wizard rounds to try to get at some Space Wizard Federation artifacts.
How the Wizard sees it:
![[Image: l_89060_c816eb4c.jpg]](http://bmoviefilmvault.com/radiationscarredreviews/wp-content/uploads/2013/04/l_89060_c816eb4c.jpg)
How the crew sees it:
![[Image: 7kbxs7T.png]](http://i.imgur.com/7kbxs7T.png)