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Thread: What would wizard do? (3.5)
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2010-06-28, 05:36 AM (ISO 8601)
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What would wizard do? (3.5)
I am making a mages guild for my campaign and would like to add some logical inter-guild dynamics. Guild is here as a sort of a body of supervision for powerfull spellcasters, but does not bother spellcasters unless they try to end the world or something. So I decided to just ask here a simple question:
You are a lvl 20 wizard. You have your mages magnificent mansion, a couple hundred thousand goldpieces and ... well, that is it.
How do you spend your time? What do you do? (lvl cap is 20)Adventurers, by definition, aren't really sane
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2010-06-28, 05:40 AM (ISO 8601)
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- Sep 2007
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- Land of Magic and Ponies
Re: What would wizard do? (3.5)
depends on how close Raw is to physics in this particular multiverse. If it is a perfect fit, I go all Tippyverse on them.
otherwise I may be involved in some kind of deep magical study of the forces of the multiverseRemember: Hope springs eternal. The dark days will pass and the sun will shine again.
The best way to learn something is to ask, so ask without shame.
Many thanks to smuchmuch for the awesome Ponytar.
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2010-06-28, 06:50 AM (ISO 8601)
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- Jun 2010
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Re: What would wizard do? (3.5)
first, search for a way to get immortal
then try to understand women
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2010-06-28, 06:53 AM (ISO 8601)
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- Jan 2008
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2010-06-28, 06:57 AM (ISO 8601)
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- Oct 2008
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- Perth, WA
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Re: What would wizard do? (3.5)
Gibbo
Read about the Lady of the Night and her daring and worldly crew searching for Ilos and the cultists trying to bring him back. The cultist's now defeated the heros retire until the next catastrophe.
Gremshak - Bounty hunter
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2010-06-28, 06:58 AM (ISO 8601)
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- Jun 2010
Re: What would wizard do? (3.5)
Literature has many examples of how super mages spend their time.
Some go crazy and build nasty dungeons. Halaster's Undermountain.
Some champion causes and work to protect the world. Elminster
Some seek immortality. Any Lich.
Some travel the multiverse.
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2010-06-28, 07:06 AM (ISO 8601)
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- May 2010
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- Indonesia
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Re: What would wizard do? (3.5)
Travel the multiverse. Seeking interesting lore and exotic places/people/creatures to see. Involving myself in some 'mundane' (even nation-wide crisis will seems mundane at this point) issues sometimes when it looks interesting just for the heck of it. Researching new method of magic, like a more sensible epic spell system or more broken crafting system.
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2010-06-28, 07:30 AM (ISO 8601)
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- Sep 2008
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- Slovenia
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Re: What would wizard do? (3.5)
http://fanart.eyesonff.com/data/2/medium/lich.jpg
Lichdom may be a problem ... regarding women.
How about just maximising dire charm?Adventurers, by definition, aren't really sane
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2010-06-28, 07:31 AM (ISO 8601)
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- Sep 2006
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- R'lyeh
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Re: What would wizard do? (3.5)
Found an academy in your own pocket universe dedicated to teaching and spreading the use of magic.
Turn a mountain upside down, make it airborne and built a city on top of it for instant continental and maybe interdimensional commerce.
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2010-06-28, 07:34 AM (ISO 8601)
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- Jan 2008
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2010-06-28, 07:43 AM (ISO 8601)
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- Aug 2009
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Re: What would wizard do? (3.5)
Develop my own line of collectible, pocket size constructs that are cheap enough that parents can buy them for kids on the holidays. Think of a cross between Pokeman, Transformers and a collectible minis game.
Live of the income from sales, and spend the rest of my days traveling.
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2010-06-28, 07:46 AM (ISO 8601)
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- Jan 2008
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2010-06-28, 07:47 AM (ISO 8601)
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- Nov 2009
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Re: What would wizard do? (3.5)
You can go a la Divayth Fyr from Morrowind: you have a mansion without stairs, because you can fly. You study deeply something, be it for a good cause, an evil cause or just a hobby. The lower levels of your mansion are some sort of dungeon for the most gruesome experiments you need to do. The higher levels are your study and laboratories. You have servants, possibly summoned or even created through magic. You can be absolutely not interested in politics and wholly absorbed in experiments, or be a wise - or greedy - politician trying to gain power in the guild. You have rare visitors because you are isolated, or you live in a rich city. You may even be a wizard king or lord, dominating directly your subjects, which takes away much of your time. You could rule upon a village, greedy and evil, making slaves of its residents.
Really, a powerful wizard has a lot of choices.Originally Posted by J.R.R. Tolkien, 1955
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2010-06-28, 11:04 AM (ISO 8601)
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- Oct 2009
Re: What would wizard do? (3.5)
1. Make some Illithid friends
2. Conduct research on breeding trolls
3. Emerald Legion
4. ???
5. Profit!
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2010-06-28, 11:50 AM (ISO 8601)
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- Mar 2010
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- Netherlands
Re: What would wizard do? (3.5)
http://www.youtube.com/watch?v=eKmh-0E5BjU
because he is a zombie wizard, who also knows kung-fuLast edited by Escheton; 2010-06-28 at 11:52 AM.
"Quick Draw. It grants the ability to turn any boring non-combat scenario into combat as a FREE ACTION."-Deleted User
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2010-06-28, 11:52 AM (ISO 8601)
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- Jun 2006
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- Fairfield, CA
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Re: What would wizard do? (3.5)
WWWD?
Try to find a way to bring cheap, effective magic to the masses to enrich their lives. +1 Gardening trowels! Garbage disposals of disintegration! Continual flame firepits and streetlamps!Wiki - Q&A - FB - LIn - Tw
d20r Compilation PDF - last updated 9.11.14
d20r: Spells (I-L) - d20r: Spells (H) - d20r: Spells (G) - d20r: Spells (F) - d20r: Spells (E) - d20r: Spells (D) - d20r: Wizard class
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2010-06-28, 11:53 AM (ISO 8601)
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- Sep 2006
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- R'lyeh
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2010-06-28, 12:39 PM (ISO 8601)
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- Aug 2005
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Re: What would wizard do? (3.5)
A wizard is essentially an academic with superpowers. What do college professors do with their free time? Write papers, attend conferences with colleagues, teach pupils, author books, accept awards, give lectures, conduct research, read other people's work, praise or criticize other people's theories, accept huge sums of money to temporarily work for private companies or governments.
So make them a college professor who can teleport between planes for conferences and talks, and has a giant magic castle somewhere.
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2010-06-28, 05:34 PM (ISO 8601)
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- Mar 2008
Re: What would wizard do? (3.5)
Work your way into the local nobility's social circles and Gatsby it up. Live out the rest of your eternal youth in wasteful luxury. Any 20th-level adventurer should be exorbitantly wealthy and need to wade through crowds of worshipping fans anyway, but at least a wizard gets Freedom of Movement to do it more efficiently.
- Chameleon Base Class [3.5]/[PF]: A versatile, morphic class that mimics one basic party role (warrior, caster, sneak, etc) at a time. If you find yourself getting bored of any class you play too long, the Chameleon is for you!
- Warlock Power Sources [3.5]: Making Hellfire Warlock part of the base class and providing other similar options for Warlocks whose powers don't come from devils.
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2010-06-28, 06:32 PM (ISO 8601)
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- Apr 2009
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- Elemental Plane of Paper
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Rogue Handbook | Warmage Rebuild | Diablo's Assassin | Revised Classes
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2010-06-28, 06:53 PM (ISO 8601)
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2010-06-28, 07:16 PM (ISO 8601)
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- Apr 2010
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Re: What would wizard do? (3.5)
Study up and create a 10 level Force Missile Mage prestige class that doesn't lose a caster level and makes Magic Missile the greatest spell in his arsenal. Of course.
THIS IS A SIGNATURE
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2010-06-28, 07:23 PM (ISO 8601)
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- Apr 2009
Re: What would wizard do? (3.5)
You could get together with a few of your closest colleagues and create your own plane by stealing divine power and using it to generate your own pantheon of artificial deities through an elaborate psionic-magic engine designed to create a world free from the influence of real deities.
This is currently the major plotline of the campaign I'm currently writing. Essentially, the world was created by epic-level multiversers fed up with gods, so they stole divine power and used it to generate a divine engine powered by the hopes, dreams, and dead souls of creatures to create and ward an alternate material plane. To protect it, the engine powers a Divine Paling that prevents other gods from touching this plane, and the Amnesiac Veil, which makes it so that all information, whether written, remembered, or otherwise, that was related to outside this plane was forgotten. People didn't forget their study of magic, they just didn't remember any specific instances of the planes outside their own. So people could summon celestials and demons, but the summoned creatures couldn't relate to them what it was like in those places. They could travel to the other planes and remember, but once they came back, they immediately forgot what they did, and any text or impression that described the nature of those places was erased.
Essentially, this was a place where people got plane-wrecked but it was billed as a paradise for "atheists" whom despised god. Everything was great, until people started to forget the original nature of the world and the pass phrases that allowed access to the divine engine became prayers to a convoluted pantheon of gods. The original creators became the seed minds for the engine, creating the various personalities that made up the function of the divine engine. Of course, as magical progress advanced, the world developed nations that eventually began to war. The mass-production of magic eventually came to a head in the middle of a magical "cold war" where mutually-assured destruction and misery ramped up to the production of Arcano-psionic Disjunction Bombs or APDs. This would eventually prove disastrous, as these epic-level bombs were designed like EMP, to eliminate vast swathes of enemy magical defenses. Predictably, the result was mass-panic as nations across the world each disjoined the others, forming what was known as the Grand Disjunction destroying most of the world's magical and psionic artifacts and civilization as the people had known it. Demons, elementals and other bound creatures ran amok, destroying as much as they could before eventually fleeing to their respective planes. Some stuck around but that is for later.
Of course, unknown to the people of this world, the Grand Disjunction had another, deeper effect on the world. The Grand Disjunction had the nasty side-effect of splintering the personalities in the Divine Engine. Unable to act as a whole, they fought eachother, as cancerous cells fight healthy ones. Unable to act in concert, they could no longer maintain the Divine Paling or Amnesiac Veil, allowing outsiders and visitors to remember their experiences when they entered this alternate plane. As time progressed in the fallout of this arcane apocalypse, deities from other reaches of the multiverse began to dip their fingers into this realm, hoping to gain followers or a new foothold in this new frontier.
Functionally, the Divine Engine in concert operated as a Divine Rank 20 deity. In their splintered forms, the 40 members of the original creation team each function as Divine Rank 2 deities, each with an opposing personality and portfolio. The original creator, Weyanon Feldenbracht, selected both good, evil, chaotic, and lawful creatures to make up these godly personalities, after observing that without balance, planar constructions had a tendency to run away with themselves. The gods were all developed around the contemporary Major Tarot Arcana, each major arcana have an evil or destructive reverse element. Weyanon, the original creator, deigned himself the Fool. And a Fool he was, for the misery his project has wrought has also imprisoned him.