Princesses & Pioneers — Industrial Wizard: Updated

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Industrial Wizard: Updated

I’ve slowed down on writing classes lately, but figured I should post the updated version of my Industrial Wizard from version 2.0 of my GLOG hack. It’s an Orthodox Wizard modified and flavored for an industrial-era setting like the one implied in Princesses & Pioneers. They are highly educated wizards, their utility-focused spells carefully molded for maximum efficiency. This becomes their downfall when their spells rebel against them.

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(Magic Instructor by Kenneth Solis. I googled “wizard in a suit” because that is a criminally underused aesthetic.)

Perk: When you learn a new spell, you may choose to roll on the Expanded Orthodox Spell List instead of your normal list. You are respected as a scientist in general society.

Drawback: None.

Like Skerples’ Orthodox Wizard, these wizards have access to a large mixed bag of spells, representing their research.

Cantrips

  1. Instantly summon a handful of small fasteners (nuts, bolts, screws, etc).
  2. Create a cloud of smog or a light as bright as a match from your fingertip.
  3. Move a light object with a wave of your finger. You could cause a coin to roll along the ground or turn the pages of a book.

Basic utility cantrips, mostly the Orthodox Wizard ones but reflavored.

Mishaps

  1. MD only return to your pool on a 1-2 for 24 hours.
  2. Take 1d6 damage.
  3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.
  4. Splitting headache for 1d6 rounds.
  5. Cannot cast spells for 1d6 rounds.
  6. Your spell targets you (if harmful) or enemy (if beneficial) or fails (if neutral).

Mishaps are standard fare, though #6 could turn out very poorly.

Dooms

  1. Your spells present their demands. For the next 24 hours, you hear loud, constant voices in your head. Every time you cast a spell, Save or suffer a Mishap.
  2. Your spells go on strike. Lose the ability to cast spells for 1d6 days.
  3. Your spells seize the means of casting. You become an NPC, controlled by a committee of all your spells, which rarely agrees on matters.

This Doom can be avoided by steeping your brain in raw magical radiation, or by releasing all your spells into the wild.

Like with Mishap #6, your spells grow increasingly rebellious as your dooms progress. You can appease them by giving them enough magical nourishment to last a lifetime, or setting them free.

Spell List

(#1 is from Jojiro, #9 is mine, the rest are either Skerples or Arnold)

1. Noise Pollution
Fills [dice]x10’ radius sphere within 50’ with constant ambient noise for [sum] rounds. Creatures must Save or be deafened while in the area. If [sum] is greater than 12, the noise is permanent. If you invest 3 or more [dice], spellcasters in the area must Save each round to maintain concentration.

A flavorful spell for distraction and disruption.

2. Lock
[dice] objects within 50’ close and lock in place for 10 minutes, dealing [dice] damage to any creature caught inside and trapping them. Checks to open are made with a -[dice] penalty. Alternatively, you can cast this on a creature’s orifice, though the creature gets a Save to resist.

3. Grease
Covers [dice]x10’ square area within 50’ in slick, flammable grease for [sum] rounds. Creatures in the area must Save or drop prone.

4. Floating Disc
Create a flat 5’ diameter disc of force that floats 3’ off the ground. It can hold [dice]x300 lbs. It follows you at a walking pace, and vanishes if you move more than 100’ away, or after [dice] hours.

Useful for carrying extra inventory, people, or bulky equipment.

5. Heat Metal
Metal creature or object within 50’ becomes searingly hot, dealing [sum] damage per round to any creature that touches it. Hot enough to boil water, ignite easily flammable materials, and glow dimly. Lasts [dice]x2 rounds.

One of my favorite damage spells, and perfect for a wizard tied to the Industrial Revolution. Has abundant targets and utility applications.

6. Disguise
You cloak an object you touch in illusion, making it appear as another object of the same type for [dice] hours (an apple could be disguised as any other fruit; a table as any other furniture, etc). This only extends to visual properties. Maximum size depends on [dice] invested: 1 [dice]: human-sized, 2 [dice]: carriage-sized, 3 [dice]: dragon-sized, 4 [dice]: ship-sized.

These trickery-focused spells are the biggest difference from the Orthodox Wizard, emphasizing a subtler playstyle.

7. Light
An object you touch illuminates in a color of your choice with a radius of 20’+[dice]x10’. Lasts [dice]x2 hours. If you invest 3 or more [dice], this light has all the qualities of natural sunlight. Alternatively, you can make an attack roll against a sighted creature, blinding it for [sum] rounds on a success. If [sum] is greater than 12, the creature is permanently blinded.

8. Sleep
Creature(s) within 50’ with up to [sum] HD falls asleep for 10 minutes, and waking them takes a full action. If [sum] is at least 4 times the creature’s HD, the duration becomes permanent (until woken) and the creature no longer needs to eat or drink while sleeping. If you also invest 4 or more [dice], you can set the only condition that will wake the creature.

9. Haste
A creature you touch 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 after [sum] rounds.

Magically compel someone to operate at maximum efficiency. Quite strong, but they’ll crash afterwards.

10. Charm
Creature within 50’ Saves or regards you as a good friend and will follow reasonable requests for [dice] hours, or until you harm them. When the spell ends, they realize they’ve been charmed.

11. Shocking Grasp
You enchant your hand to discharge [sum]+[dice]x2 damage worth of lightning into the next thing you touch. Touching an unwilling creature requires an attack roll, ignoring their Armor. If you deal more than 12 damage, you and your target must both Save or be flung apart, knocked prone, and deafened for 1d6 rounds.

The flashier option of the emblem spells, a reliable and precise source of spike damage that becomes high-risk, high-reward with more dice like all industrial ventures.

12. Scry
You conjure an invisible sensor in any location you have been before. As long as you maintain concentration, you can see through this sensor with your normal senses. This spell requires something to scry on, usually a mirror, quiet pool, clouds, or bonfire. If you invest 2 or more [dice], you can hear through the sensor. If you invest 3 or more [dice], you can speak through it.

And what industrial setting would be complete without spying? The spell’s effects are fairly mundane, but its lack of limitations is what makes it strong.

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