Thursday, June 21, 2018

The Wizard Megapost


Spells by Tradition:

Biomancer:
1- Acid Rain
2- Adrenaline Rush
3- Animate Potion
4- Befriend Beast
5- Healing Touch
6- Induce Mutation
7- Infantilize
8- Monsterize
9- Regeneration
10- Speak with Animals
11- Speak with Plants
12- Venomous Fluid

13- Manufacture Homunculus
14- Raise Bread

Legendary Spells: Annihilate Flesh, Simulacrum


Blackstar:
1- Ash Cloud
2- A Small Death
3- Carnal Armor
4- Detonation Me
5- Enslave Undead
6- Fingers of the Thunderhead
7- Helleportation
8- No More Room in Hell
9- Soul Suck
10- Steal
11- Wave of Mutiliation
12- Worthless Corpse

13- Demonic Vigour
14- Sepuchral Voice
15- Storming Through Red Clouds and Holocaust Winds

Legendary Spell: Death Wind


Calcomancer:
1- Burning Armor
2- Chill Breath
3- Flashpoint
4- Fireball
5- Fogbank
6- Fire Blade
7- Freezing Wind
8- Freeze Ray
9- Hailstorm
10- Heat Metal
11- Light
12- Smother Flames

13- Dead Air
14- Pyrophobia
15- Speak with Fire

Legendary Spells: Control Weather, Fiery Holocaust


Cosmomancer:
1- All Things Adjacent
2- Baleful Moon
3- Blinding Halo
4- Contact Outer Sphere
5- Enlarge
6- Focus Light
7- Lucky
8- Meteor Guard
9- Portal
10- Reduce
11- Sun Shower
12- Transpose

13- Calculate Probability
14- Curse
15- Horoscope
16- Teleport

Legendary Spells: Call Meteor, Time Travel


Cthonomancer:
1- Anti-Gravity
2- Create or Destroy Water
3- Feather
4- Grease
5- Liquefy
6- Partition Metal
7- Quicksand
8- Repel Stone
9- Steel Intangibility
10- Stone to Dust
11- Stone to Lava
12- Stone to Mud

13- Airy Water
14- Center of the World

Legendary Spells: Creation, Destruction

Culinary Wizard:
1- Animate Food
2- Bad Taste in their mouth
3- Chef's Intention
4- Chocolate Coat
5- Edible Arms
6- Enchant Food
7- Flour Puff
8- Grease
9- Hex Food
10- Palative Panoply
11- Magically Delicious
12- Sugar Splash

13- Bone Meal
14- Diet Bomb
15- Food Poisoning
16- Supersize Me

Legendary Spell: Devil's Food, Food of Life

Druid:
0- Wildshape
1- Animal Attribute
2- Call of the Wild
3- Crown of Vermin
4- Earthquake
5- Enhance Senses
6- Flame On
7- Mask of the Wilderness
8- Primal Descent
9- Revolt Against the Modern World
10- Seal Shut the Tomb
11- Sylvan Ally
12- Verdigris

13- Conjure Animals
14- Conjure Folk
15- Reincarnate

Legendary Spell: Cellular Decimation


Electromancer:
1- Automate Action   
2- Defribulate
3- Disturb Thoughts
4- Divine Retribution
5- Edison's Insult   
6- Eliminate Pain
7- Incapacitating Grip
8- Magnetize
9- Overdrive
10- Sense Electricity
11- Shocking Blow
12- Tesla's Retort

13- Cause Malfunction
14- Hail to the King

Legendary Spell: Attract Iron


Handsome Wizard:
1- All Things Fabulous
2- Awaken
3- Bubblegum Fluff
4- Clean Up Nicely
5- Cut on the Dotted Line
6- Dr. Beau and Mr. Handsome
7- I expect you to dine
8- Orchestral Accompaniment
9- Replacement Clause
10- Sanitize
11- Spotlight
12- War Face

13- Entomb
14- Stage Directions
15- Seed

Legendary Spell: White Wash


Jazz Wizard:
1- A kiss in the Dark
2- April Showers
3- Combustication
4- Dancing in the Dark
5- Dream a little Dream of Me
6- I ain't got Nobody
7- I'll Build a Stairway to Paradise
8- It's only a Paper Moon
9- Rhapsody in Blue
10- Soul of Things
11- Sweet Georgia Brown
12- Two Black Crows

13- Me and My Shadow
14- Parade of the Wooden Soldiers
15- Star Dust

Legendary Spell: Blue Train, Soul Station


Mad Scientist:
1- Conduit
2- Electronic Override
3- Flesh Grenade
4- Gamma Infusion
5- Germinate
6- Hypnotic Laser
7- Induce Mutation
8- Out of One
9- Possession
10- Probability Cloud
11- Summon Plague
12- Technopathy

13- Atom Smasher
14- Chain Lightning
15- Triumph of the Sun

Legendary Spell: Kaiju, Captain Trips


Metamancer:
1- Aegis
2- Bind Thrall
3- Call Being
4- Illusion
5- Inversion
6- Invisibility
7- Knock
8- Lock
9- Ounce of Prevention
10- Spell Collapse
11- Spell Deflection
12- Tetragrammatic Wards   

13- Drain the Astral Sea
14- Void Shields
15- Permanency

Legendary Spell: Ensnare

Monk:
1- All Journeys Begin and End with One Step
2- Empty Palm Vanquishes the Wicked
3- Fear of Rain Clouds is Advised
4- Fortune shakes the Proud, but the Humble endure
5- Green Woman is easily rebuffed by the Chaste
6- Light is Foreign, Darknesss is Native
7- Meshi Meshi Meshi Meshi Meshi Meshi Ora!
8- Pain is the Curse of Living
9- Rain Parts for the Wise
10- The Gale shatters the Oak, but the Willow survives
11- The Wise Student fills the Tea Cups
12- Virtue is a shield against Tragedy

13- If you meet God on the Road, Kill Him
14- Sin brings Death, but the Path of Righteousness is Life

Legendary Spell: Suffering is the path to Divinity


Morningstar:
1- Baleful Charm
2- Blinding Halo
3- Confusion
4- Funeral Fog
5- Hot-Blooded
6- Illusion
7- Invisibility
8- Morbid Metal
9- Quagmire
10- Release Me
11- Scary Mary
12- Time to Die

13- Command Slave
14- Transform Slave

Legendary Spell: The Wages of Sin


Muscle Wizard:
1- Assert Dominance
2- Beatdown
3- Called Attack
4- Dimmer Punch
5- Dynamic Entry
6- Elbow Block
7- Exploding Jab
8- Friendly Fire
9- Gentlemanly Fisticuffs 
10- Illuminating Punch
11- Indestructible 
12- Road Work

13- Atomic Wedgie
14- Dragonslayer
15- Temple of Iron

Legendary Spell: Infinite Mass Punch


Necromancer:
1- Blight
2- Bloody Feast
3- Break the Chains
4- Create Servant
5- Corpse Gas
6- Death Mask
7- Death Scythe
8- Enslave Undead
9- Explode Corpse
10- Speak with Dead
11- Summon Plague
12- Turn Undead

13-Empower Undead
14- Vampirism

Legendary Spells: Lichdom


Psychomancer:
1- Army of One
2- Charm Person
3- Detect Attention
4- Force of Personality
5- Hijack Vision
6- Hypnotic Laser
7- Lead Tongue
8- Rewrite Memories
9- See Invisibility   
10-Stand Firm
11- Take Captive
12- Telepathy

13- Detect Psychic Footprints
14- Enthrall
15- Incept
16- Mental Dominion

Legendary Spells: Generation Gap

Sorcerer:
1- Acid Rain
2- Anti-Gravity
3- Dynamic Entry
4- Explode Undead
5- Force of Personality
6- It's only a Paper Moon
7- Inversion
8- Light
9- Lucky
10- Overdrive
11- Prismatic Ray
12- Rapturous Vision

13- Center of the World
14- Dragonslayer
15- Prismatic Wall
16- Stardust

Legendary Spell: Break the World


Sorcerer, Chaos:
1- Dimension Door
2- Finger Gun
3- Flesh to Stone
4- Gamma Infusion
5- Induce Mutation
6- Malignant Portal
7- Prismatic Ray
8- Polymorph
9- Salamander's Roar
10- Secret Door
11- Spell Deflection
12- Street Shark

13- Bubbles of Pure Madness
14- Defy Death
15- Immatize the Eschaton

Legendary Spell: Night Terrors of the Dragon-Goddess


Time Wizard:
1- Call Previous Self
2- Curse
3- Devil's Own Luck
4- Fling to the Future
5- Flux Shield
6- Mandom
7- Paradox
8- Revert Age
9- Safe Time
10- Stasis
11- Time on my Side
12- To Dust

13- Journey to the Past
14- Time Stop

Legendary Spell: Balefire


Warlock:
1- Blight
2- Bloody Feast
3- Combustication
4- Desiccate
5- Dimmer Punch
6- Fireball
7- Hellflame
8- Illusion
9- Invisibility
10- Murderer's Servants
11- Partition Metal
12- Venomous Fluid

13- Blood Pressure
14- Me and My Shadow

Legendary Spell: The Purpose of the Father



Chaos and Corruption

Biomancer
Blackstar: At the bottom of the original post.
Calcomancer
Cosmomancer
Cthonomancer
Culinary Wizard: At the bottom of the original post.
Druid: At the bottom of the original post.
Electromancer: At the bottom of the original post.
Handsome Wizard: At the bottom of the original post.
Jazz Wizard: At the bottom of the original post.
Mad Scientist: At the bottom of the original post.
Metamancer
Monk: At the bottom of the original post.
Morningstar: At the bottom of the original post.
Muscle Wizard: At the bottom of the original post.
Necromancer
Psychomancer
Sorcerer: At the bottom of the original post.
Chaos Sorcerer: At the bottom of the original post.
Time Wizard: At the bottom of the original post.
Warlock: At the bottom of the original post.


Powers and Drawbacks

A quick note on what these are, as I'm sure a dedicated reader of my blog would be scratching their head.  Well, the long of the short of it is this.  I like this to be simple, so I made all Wizards as similar to each other as possible.  But then I later realized that if Wizards are all the same and can cast spells from other traditions, then what's the point in writing new types of Wizard?

So this is the compromise.  All Wizards get one power and one drawback.  The Power is like the special power of a GLOG Wizard and a cantrip rolled up into one.  A Drawback is self explanatory, it's a Drawback that affects them.


Biomancer:

Power: Can diagnose mundane illnesses and identify poisons at a touch. 

Drawback: Everytime you receive magical healing, it has a 10% chance of mutating you.


Blackstar:

Power: If you ritually sacrifice a living creature of at least human strength or greater, you regain a number of spellcasting dice equal to the amount of HD or SHP that creature had.

Drawback: You are a member of the Minions of the Dark Powers.  If anyone finds out, you can expect, at the very least, lynch mobs and vigilantes.  The civil magistrates will also want to talk to you.  They will then torture, try and execute you, usually but not necessarily in that order.
 

Calcomancer:

Power: Can start small fires (cigarette lighter or match-sized) with a snap.

Drawback: You lose 1 Spellcasting Dice if you haven't set something on fire in the past 24 hours.


Cosmomancer:

Power: Can make your light shine like a flashlight.  The light can be any color you like.

Drawback: Cannot sleep without a roof over your head.  Probably also has agoraphobia as well.  The Stars are spying on you, you're sure of it. 


Cthonomancer:

Power: By touching a surface and concentrating for a couple of rounds, you can sense all things within [level]*10' that are also touching the surface.

Drawback: You lose 1 Spellcasting Dice if you aren't touching the ground.  You get it back as soon as you set feet on Terra Firma again.


Culinary Wizard:

Power: If you cook a meal for someone, you can recover some spellcasting dice.  The amount of dice you recover depends on the complexity of the meal.  If it's a a rat roasted over an open flame, 1 dice.  If it is a five course meal made from the finest ingredients in the world and served on fine ceramics, 1d20 dice, up to your maximum.  Referee's discretion applies, of course.   

Drawback: If you eat uncooked or raw meat, you cannot regain any spellcasting dice until you perform ablutions and prepare a meal of cooked meat for someone else.


Druid:

Power: You automatically begin with the spell Wildshape.

Drawback: You have sworn an oath of savagery.  If you ever break this oath, you must repent before you cast any more spells, including Wild Shape.  If you continue casting spells without seeking out a Druid Elder or an Archdruid and confessing your sins to them and probably performing some act (a quest) for them to prove your sincerity, you will be hunted by other Druids until you die.  When you create a character, decide on what your Oath of Savagery is, or roll on the table below.


Electromancer:

Power: Can pass electricity through your body without hurting yourself.

Drawback: You are magnetic.  If any metal that touches your skin, it sticks to you and you will need to succeed a STR check to pull it off.

Handsome Wizard:

Power: You can wear beautiful or stylish clothes as if they were armor.  If your clothes get ruined, however, then they provide no protection.  Getting soaked, covered in mud, taking any amount of sharp, fire or acid damage is enough to ruin most sets of clothes. 

Ex: For you, a tuxedo or whatever the local equivalent for formal wear is equivalent to plate mail.  Similarly, a vest and dress pants would be equivalent to leathers.

Drawback: You cannot cast spells while dirty.  If you get covered in mud, dirt or filth, no magic for you, until you can clean yourself off. 


Jazz Wizard:

Power: If you play music for someone, they must succeed a morale check to continue hurting you or hurt you (roll under their morale).  On a failure, they find themselves unwilling to hurt someone so talented.  They might not help you, but they'll certainly stop hurting you.

Drawback: If you haven't had any alcohol within the last 24 hours, you lose a Spellcasting Die. 


Metamancer:

Power: Can tell something is magical by looking at it.  Can identify all magic items at will, and detect everything, including growth potential, curses, etc.

Drawback: As long as you have a single unburnt Spellcasting Die, you glow in the dark.  This illuminates only the area within 10', and ruins the night vision of everyone near you. 


Monk:

 Power: You are trained in martial arts, and can use your unarmed strikes as a weapon.  Unarmed strikes do 1d6 damage.  For unarmed strikes, you may add twice your DEX modifier to your attack roll.  You may also calculate your AC as 10 + 2 times your DEX modifier.

Alternatively, you may use a weapon approved of by your order.  Speak to the Referee at character creation if this is what you desire.

Drawback: You may not wear any armor or use any weapon not approved of by your order.  If you do, you cannot cast spells until you speak to your Teacher/Mentor or the Master of your School and seek his forgiveness.  You will also probably have to perform some act or quest in penance for your violation of your holy vow.


Morningstar:

Power: The Morningstar Order is world-famous.  If you spend a little time looking, there is a 75% chance you will be able to find someone who can help you with a problem, provide a little back-up, or do a small favor for you.  If you're in a major city, this could be an official who trusts in the Morningstar's Imperial Certification, or if you're in a small hovel, it could be an ancient man who owes a debt to the Morningstar Order, and seeks to repay it by helping you.

Drawback: The Morningstar Order is world-famous.  People will always know who and what you are if you wear the uniform of your order.  And since they know who and what you are, they will want something from you.  Everyday you spend in a civilized location, there is a 1d10% chance equal to your level that someone will come up to you and make a request.

For example, ambitious criminals will seek to lure you into ambushes to slay you to prove their mettle, other Wizards will challenge you to duels to prove the superiority of their undoubtedly less famous order, officials will want you to help them with Wizard related problems, and peasants will distrust you, as you are clearly a member and tool of the Aristocracy, and thus likely to report any illegal or semi-legal activities back to a Magistrate.  Still, even they might request your help, as while the Morningstar Order has no officially differentiated legal status, all commoners know that their Overlords have officially certified the Morningstars, and thus treat them as if they were civil magistrates.    


Muscle Wizard:

Power: You can use your Fists as a weapon, dealing 1d6+STR damage on a hit.  But if you miss, and striking an opponent with unusually tough hide, spikes, quills or metal armor, you must save or take 1 damage from hurting your fist.

Drawback: You cannot read or write.  You cannot learn how to.  Reading is for nerds.  Thus, unlike all other Wizards, your spell book is an exercise manual with many drawings, demonstrating the proper poses and physical rituals needed to draw the spells from the enchanted pages into your rippling muscles.


Necromancer:

Power: Can cast 'Speak with Dead at will without rolling any Spellcasting Dice.

Drawback: You attract Undead like moths to a flame.  Each day/week/month, you have a 1d10% chance equal to your level of attracting a free Undead.  Undead enemies will always target you if they have the choice. 


Psychomancer:

Power: Can cast spells without speaking or moving your hands, as long as they are Psychomancer spells.

Drawback: Can constantly hear the "loudest" thoughts of people within 100', "loudest" here being defined by the thought most prominent in their mind.  For example, if your friend's feet hurt, his "loudest" thought might be "Gee, my feet hurt."  This makes concentrating on anything difficult at best.


Sorcerer:

Power: You start with double the amount of normal spells a Wizard would receive and 1 extra spellcasting die.

Drawback: Whenever you roll for Doom Points, roll twice and take the higher amount.  Half as long, twice as bright.


Sorcerer, Chaos:

Power: You can create harmless showers of light, sounds no louder than a human shout, small illusions no bigger than something you could hold in your hand, cause an object person-sized or smaller to become dirty or clean, and light or snuff fires no bigger than a torch with a word or gesture as a free action, though any fires started like this cannot damage anyone on the first round they are created, and must burn for at least a round and consume some non-magic fuel before they can do damage.  Referee's discretion applies, of course.

Drawback: You start with a mutation.  Mutants are usually scorned in lands where people will realize it is a mutation.  Some places even expel mutants from their lands or hunt them down.  This is rarer, however, and usually the worst thing you will have to face is harsh words and exclusion from most of public life. 


Time Wizard:

Power: You can sense when alterations to the Time Stream happen automatically.  You know when history has been altered, time is looping ground-hog's day style, and when Time is stopped, you can still think and perceive events normally, but you cannot move or act.

Drawback: You know the exact time and place of your death.  It may become altered by Time Travel shenanigans, and will change, even if you don't based on the choices you make but you always know the date, no matter what.  For example, if attack a King and get captured, the date you are going to die will come up a lot faster then if you start a turnip farm in the middle of nowhere.  When you generate your character, roll 1d6 to see when this is.  1d6: (1= Within 1d6+2 days; 2= Within a 1d2+1 weeks; 3= Within 1d3 months; 4= within 1d6+1 months; 5= in one year on this day; 6= in 1d6 years).  When this date comes up, you die, no matter what.


Warlock:

Power: 1/Day, If you are ever out of Spellcasting Dice, running low, or need some extra juice, or for any real reason, you can call upon your Patron to receive 1d4 Spellcasting Dice or your level, whatever you prefer, though you will only ever recieve a maximum of 5 Dice.  No higher loan will ever be granted.

Drawback: You owe your Patron a favor.  Usually once a Year, once every Month, or once a game session (work out the terms with your Referee at character creation).  This favor is based on whatever or whoever your Patron is, though these are usually at least unpleasant to carry out.  Additionally, every time you use your Power to ask your Patron for an advance, you owe another favor, to be paid whenever your patron wishes it to.  And when your Patron asks for something, you best do it.  Refusing to do a Favor is not a good idea, and usually ends with you losing your spellcasting abilities at minimum, and at worse ends up with you being dragged down into Hell to serve as your Patron's personal chew-toy for the rest of your natural life.




DOOMs

Biomancer:
Doom of Fools:  Gain a minor mutation.
Doom of Kings:  Gain a major mutation.
Ultimate Doom:  Turn into a 1 ton mindless blob that eats everything and continuously spawns creatures from your shattered subconscious.

This Doom is avoided by isolating and removing the essence of Cancer from your body, and trapping the essence within another living vessel.  You could transplant it into something living, if you were lame, or you could use it to create some kind of hideous monster.


Blackstar:
Doom of Fools- One person who doesn't already know discovers you are a Minion of the Dark Powers.  Perhaps a small child who witnessed you sacrificing a puppy or a milk-maid who overheard you delivering a report to a Succubus.  This person will try and go summon the authorities and/or whip up an angry mob.  If you are caught, you are very likely to be lynched.  If not, you will quickly be tried, sentenced to torture, then publicly executed.

Doom of Kings- One person recognizes or believes you to be one of the Minions of the Dark Powers.  They secretly report this to the proper authorities.  Soon a group of Chartered Wizards, Witch-Finders and Anti-Mages show up to apprehend you for the sake of justice and peace.  If they capture you, you will be tortured for information, then turned over to the local magistrates to be swiftly tried and publicly executed.

Ultimate Doom- A group of Morningstar Wizards arrive to assassinate you.  They were worried you might talk.      

This Doom can be avoided by erasing all traces of your old identity or successfully carrying out a mission handed down from a Secret Master or the Dark Powers themselves.


Calomancer:
Doom of Fools:  You erupt into a living inferno or ice storm (whichever is more appropriate).  You fly around, shooting flames while being on fire and blowing shit up.  Your only goal is the destruction of people and property, and you go about this task with insane, cackling gusto.  Lasts 2d6 minutes.
Doom of Kings:  As above, but lasts 2d6 days.
Ultimate Doom:  As above, but permanent.

This Doom is avoided by traveling to the Moon and bathing in the red water of its oceans, or by drinking the milk-white water of the Nightmare Sea.


Cosmomancer:
Doom of Fools:  1d3+1 Ghost-Writers (3 HD) immediately appear via gateway and attempt to drag you back to the moon with them.
Doom of Kings:  As above, except 1d4+2 Ghost-Writers of (5 HD).
Ultimate Doom:  As above, except 1d20+20 tentacles (5 HD) of Yosganeth himself emerge from the walls and ceilings within 300' to drag you back to the moon.

This Doom is avoided by drinking the blood of a Sun-Brother, or by playing dice with a Demon and winning.


Cthonomancer:
Doom of Fools: For 2d6 hours, you hear the heartbeat of the Earth.  You are desperate to get closer to it, and will usually begin digging straight down with anything you have in you.  If there are caves nearby, you will use those.  If stopped from doing this, you will resist violently.  You will go down as far as you can, until you come to your senses, are stopped by force or die.

Doom of Kings:  As above, but for 2d6 days.

Ultimate Doom: As above, but permanently.  The Wizard will spend the rest of their life wandering the Veins, and going even deeper, looking for the Heart of the Earth.

This Doom is avoided by leaving the Earth totally behind, or by making a pact with one of the gelatinous Lords of the Upper Air.


Culinary Wizard:

Doom of Fools- For one day, everything you cook comes out as flavorless grey mush that no one enjoys.  For the rest of the day, your Special Power does not work.  You may only cast the spells Bad Taste in their Mouths or Grease for the rest of the day, even if you do not have those spells. 

Doom of Kings- As above, except it lasts for 1d6+1 days and the only spell you may cast is Bad taste in their mouths.

Ultimate Doom- As above, except it is permanent and you lose your ability to cast spells, permanently.

This Doom can be avoided by sacrificing part of your soul and embedding a piece of your soul into a piece of food, then having someone eat it, or by preparing food that brings tears to the eye of a God.


Druid:
Doom of Fools- You are teleported to an uncharted, savage wilderness for 1d10 minutes.  After the time limit is up, you are instantly returned to wherever you were when you were initially teleported.

Doom of Kings- As above, but for 1d10 hours.  Additionally, everyone within 30' is sent along with you.  All teleported to this distant location are returned with you, as long as they are still within 30' of you when the time expires.  You know this, but whether you tell anyone is up to you.   

Ultimate Doom- As above, but permanently.  Additionally, everyone within 50' is sent along with you.

This Doom can be avoided by becoming an Archdruid or by destroying a suitably large artifact of civilization, such as a library of irreplaceable books, a cultural treasure, a legendary magic artifact or perhaps something more spiritual, such as  a kingdom, a nation or a religion.


Electromancer:
Doom of Fools:  You have some sort of psychic seizure and shoot a lightning bolts out of your eyes in random directions every round for 2d6 rounds.  There is a 40% chance per item that your gear is destroyed.  Any small metal objects that you are carrying become fused to your body.
Doom of Kings:  As above, except 50% and all medium sized metal objects carried become a part of your body.
Ultimate Doom:  As above, except 60% and you automatically fuse with the nearest big metal thing.  This could be a WWI tank, a septic tank, or a telephone pole.  Attempting to intentionally induce this Doom in a controlled environment so as to fuse your body with something cool has a 40% chance of going horribly wrong unless rubber gloves, tesla coils, and goggles are somehow involved (which brings the chance of things going horribly wrong down to 25%).

This Doom is avoided by stabbing yourself with an arrow made from a cursed tree or by stealing a vault full of electricity from the Pinkies.


Handsome Wizard:
Doom of Fools- You transform into a hideous, freakish monster for 1d10 minutes.  You cannot bear to be seen like this, as it causes you great distress.  This transformation also ruins any clothing you might be wearing, along with other things, such as belts, backpacks, bags and the like.  While in this form you cannot cast spells.

Doom of Kings- As above, but the transformation lasts for 1d10 hours.  The Handsome Wizard also grows crueler, greedier, and hungrier.  He or she develop dark appetites that remain, even after he or she transform back.       

Ultimate Doom- As above, but the transformation is permanent.  Your character becomes a dangerous NPC under the control of the Referee.

This Doom can be avoided by defeating your old Master in a contest or duel, or making a pact with one of the Sovereigns of the Folk. 


Jazz Wizard:
Doom of Fools: Your Patron shows up.  It's time to pay up.  You need one person to send with him.  This person need not be willing, but they must be alive, and a three-souled being.  If you cannot find a person quickly (within a minute or two) or don't have one already prepared, then he will take you.  The person who is taken turns to dust and dies.  Before your patron departs, he will have instructions for next time.
  
Doom of Kings: As above, but this time, your patron left you instructions.  He wants someone special this time.  A virgin, a priest, a child, a famous person, etc.  When he shows up, you either need that person with you, or have permission indicating that they agreed to come with you/your Patron.  If you do that, he will take the person and leave.  That person turns to dust.

The Ultimate Doom: This time, he's not accepting any substitutions.  He shows up, and if he touches you, you turn to dust.  

This Doom is avoided by putting on your blue suede shoes and touching down in the land of the delta blues, in the middle of the pouring rain. Alternatively, bet your soul against a devil's golden fiddle and win.  (Thanks for that, Dan).


Mad Scientist:
Doom of Fools- A creature straight out of your delusion attacks you, with the intention of killing one of your companions, stealing a valuable item from you, or doing something else to hinder your progress.

Doom of Kings- You receive a revelation that what you thought was true was actually only half true, as a group of creatures straight out of your expanded delusion attack you, with the intention of stopping you from taking a particular action, inflicting some malady on you, or something else sinister and insidious.

Ultimate Doom- Your delusion expands again, until it is all-encompassing.  You learn the terrible, hideous truth right after walking into an inescapable trap.  This can be something like all of your loved ones secretly being agents of Them, or the monster you created years ago tricking you into entering an area that is guaranteed to kill you, or the ghost of your old partner finally catching up to you and ripping your spine out.

This Doom can be avoided by seeking out the Puppet-Master who is controlling everything from behind the scenes and stopping them, or by joining and cooperating with the conspiracy that is currently working against you.


Metamancer:
Doom of Fools:  Lose all spell-casting abilities for 2d6 hours.
Doom of Kings:  As above, except 2d6 days.
Ultimate Doom:  As above, except permanent.

This Doom is avoided by stalking someone, studying them, then killing them and taking over their life, pretending to be them the whole time.  If you can't do that, instead create a Beast of Four Sorrows and fabricate evidence to indicate you were one of the people that formed.  After that, change your name and as much about yourself as feasibly possible, and you'll be safe.


Monk:
Doom of Fools- A former classmate of your suddenly shows up.  He demands that you return with him to the monastery, claiming that one of the former senior students has returned, having learned black, forbidden techniques from unknown sources.  All students of your monastery must return immediately, to protect the Grandmaster and the secret knowledge in the Monastery.

There is a 50% chance your classmate is telling the truth.  If he is, you two will be attacked shortly thereafter by Assassin-Monks working for the former senior student.  If he is not telling the truth, he is actually a traitor who wants to test your loyalty to the monastery.  If you prove loyal, he will try to kill you.  If you are not, however, he will tell you to stay lost and not come back.    

Doom of Kings- A former Teacher at your monastery suddenly shows up.  He has a 50% of being a survivor who escaped the monastery when it was seized by the former senior student, or he is working for the student to spare his own life.

If the former, he is being pursued by a posse off Assassin-Monks who serve the former senior student.  When the Assassin-Monks arrive, they will try to kill him and anyone else associated with the monastery.  If you promise to come with them and swear fealty to the former senior student, they will let you live.  If you resist, they will kill you and anyone else who stands in the way of killing the former Teacher.

If the latter, then he will demand you return to the monastery to swear your allegiance to the new Grandmaster.  If you resist, he will try to beat you into submission and drag you back in chains.  He will kill you, though he'd like to avoid that, if possible.       

Ultimate Doom- The Former Senior Student himself suddenly arrives, accompanied by a group of his body-guards and supporters. He will demand you swear your allegiance to him and do something dangerous, unpleasant or degrading for him.  If you refuse, he will kill you. 

This Doom can be avoided by hunting down the former Senior Student and killing him, or by crafting a disguise convincing enough that no one from your former monastery can recognize you.


Morningstar:
Doom of Fools- You receive an order to find and escort another Morningstar to a location.  This is an order you must carry out, and failure is not an option.  If you manage to get them there, the other Morningstar is assassinated by some other members of your Order.  You are thanked for your assistance and cooperation.  You are also warned to never tell anyone about this, under penalty of death.

Doom of Kings- You receive an order to find and assassinate another Morningstar.  This is an order you must carry out, and failure is not an option.  If you succeed, you will be thanked and promoted, likely to the position the Morningstar you assassinated previously filled.  You are also warned to never tell anyone about this, under penalty of death.   

Ultimate Doom- A group of assassins from the Morningstar Order attack you, seeking to kill you.  They received an order that you could no longer be trusted.  They were worried you might talk.  

This Doom can be avoided by cutting ties with your Father and leaving the Morningstar Order.  But no one leaves the Morningstar Order.


Muscle Wizard:
Doom of Fools: You make an attack against the person nearest to you.  This attack is so powerful it whips up the air and causes a massive pressure wave, doing 2d6 damage to everyone within 30', save for half.  You are also not exempted from this damage, and you take damage as well from the punch.  This is not because of the shock wave, but because the force of your attack cannot be contained by your frail, mortal body.
Doom of Kings: As above, except the damage done is 2d8, and the range is 50'.
Ultimate Doom: As above, except the damage done is 2d12, and the range is 100'.

This Doom is avoided by becoming the Strongest Wizard in the World, or by winning a boxing match against the current heavyweight champion of the world.  If you're in Eldritch Americana when this needs to happen, the current champion is William Harrison "Jack" Dempsey. 


Necromancer:
Doom of Fools.  Become infected with a debilitating disease.  It is non-contagious.  You need to succeed two Con checks to be cured.  You automatically fail your first Con check, as a result of the Doom.  Two successful Con checks to recover.  On a failure, take 1d4 con damage a day.  If your Con hits zero, you die.  Base DC is 15.  Rest, food and sleep can give you bonuses, and adventuring, extra injury, and cold and damp can worsen the check.  Lost Con restores itself a point a day once cured. 

Doom of Kings: As above, but the base DC you need to pass is 18.  The disease is now contagious.  It has also worsened, and does 1d6 Con damage a day.  All other rules still apply. 

Ultimate Doom: As above, but the base DC everyone else needs to pass is 20.  It is now super contagious.  If infected, the disease does 1d8 Con damage for everyone who isn't you.  But you will not need to bother making your check, as you fall desperately ill as soon as you get this disease.  While others can recover, you will die in 1d20+4 hours. 

This Doom is avoided by making a scapegoat when you become infected with the disease.  For the scapegoat, it must be A, a worthy sacrifice (a human or another sentient, three-souled species) and B, that which will be sacrificed must willingly accept the title of scapegoat.  Alternatively, you could avoid this Doom by becoming a Lich.


Psychomancer:
Doom of Fools:  You gain an insanity.
Doom of Kings:  Your insanity becomes contagious.  Anyone affected by your magic or who links their mind with yours must save or have your insanity infect their mind. 
Ultimate Doom:  Your body becomes the vessel for twisted alien intelligence, and your soul is shunted out into the cold void between the stars.

This Doom is avoided by confessing your sins at the True Cross, or by cursing yourself to never be able to lie.


Sorcerer:
Doom of Fools: Every spell you have currently prepared immediately casts itself as a 1d4 level spell.  If the spell requires a target, the targets are randomly selected, or if the spell is an area of effect, it is centered on the caster.
 
Doom of Kings: As above, except the spells are level 1d6. 

Ultimate Doom: As above, except the spells are all level 5, and automatically target the Sorcerer.

You can escape this Doom by answering the Unanswerable Question or by Defying Inviolable Fate and coming out the victor.


Sorcerer:
Doom of Fools- You gain an impressive mutation.  The Referee should select one from his favorite table, or roll below.

1d6

1- You grow a pair of functional wings.  You can now fly, if you have a running start.
2- You grow gills.  You can now breathe air and water.
3- You grow claws, furry ears and a cute tail.  Your unarmed attacks do 1d6 sharp damage and you get to double your STR bonus when you try to climb.  
4- You grow a badass tentacle arm.  The arm does 1d6 damage on a hit and grapples automatically. 
5- You grow a third eye in the middle of your forehead.  This eye gives you a bonus to perception and observation checks.
6- You grow chitinous armor all over your body.  Your base AC is 13.  Ignore any armor worn if it has an AC lower then that. If you are wearing armor over that, ignore your natural armor if that armor has a higher AC, unless it is something like a shield or helmet. 

Doom of Kings- You gain a horrific mutation.  The Referee should select one from his favorite table, or roll below.

1d6
1- You lose 1d6 points of STR as all the meat falls off one of your arms, leaving you with only bone.  You can still use the bone as an arm, but it is much weaker than a normal arm.
2- You lose 1d6 points of DEX as your feet turn into hands.  You can use your feet-hands as hands as well, but they are much more sensitive and hard to move on.
3- You lose 1d6 points of CON as your Spleen crawls out of your mouth, falls to the ground and transforms into a cloud of butterflies.
4- You lose 1d6 points of COG and your body begins automatically changing color based on your mood.
5- You lose 1d6 points of COG as your eyes become mouths and your mouth is replaced by a single, massive eye.
6- You lose 1d6 points of CHA as you lose your face, leaving the space where your face would be entirely smooth.  You can still eat, even with your mouth gone, but the process is horrific to witness.

Ultimate Doom- You degenerate into a Chaos Cursed (see Chaos Sorcerer link above). 

This Doom can be avoided by pledging your allegiance to a person or organization that serves Law and serving them faithfully, or by tracking down the person who taught you magic and consuming them.


Time Wizard:
Doom of Fools- A wound appears on your body.  This is a wound you will take in the immediate future.  It will do 1d6 damage. If you do not receive a wound from a source that matches the wound you will have, ex: if you see you will get shot in the arm, you need to get shot in the arm.  If you do not receive a wound like this within 1d6 minutes, you cause a temporal disturbance that acts exactly as if you cast Paradox as a level 1d4 spell.

Doom of Kings- As above, except the wound does 1d8 damage, and Temporal Disturbance caused by not taking such as wound is equivalent to a level 5 Paradox Spell.

Ultimate Doom- As above, except the wound does enough damage to kill you and then some.  The Temporal Disturbance caused by not killing yourself is equivalent to a level 8 Paradox Spell. 

This Doom can be avoided by traveling to another universe and killing another version of yourself to take his place, or by challenging the Lords of Time to a game and winning.   


Warlock:
Doom of Fools: A group of 1d4+2 level 2 Adventurers show up to try and kill your Patron, who then contacts you in need of your help.  If you agree to go, they will transport you there, and send you back once you are done. If you do not go and the Adventurers succeed in killing your Patron, you lose your magical ability forever.  If you do not go help, the Adventurers have a (20%) of succeeding.  Additionally, if your Patron lives, they will be very mad at you once they recover from any injuries suffered in the battle.

Doom of Kings: As above, except the Adventurers are level 4 and have a (50%) of succeeding if you do not come to help.

Ultimate Doom: As above, except the Adventurers are all level 5, and they are lead by a level 8 Hero.  If you do not go to help your Patron, they will lose. 

You can escape this Doom by tracking down the surviving relatives, friends and acquaintances of the first adventuring party sent after your Patron and discovering their identities, then killing them before they can form up, armor up, and go to your Patron's lair to fight them.

"Don't listen to them, kid!  Sorcery is a scam, it's all bull!  Archmages are going to take you for a ride and spend the next twenty years stealing every cent you got, along with most of your time and half your soul!" 

- Pater Gollius, former Masque of Red Judgement

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    or
    call/whatsapp:+2349057261346

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