Tuesday, 5 June 2018

Random Mythical Wizards in 7th Century Northern Japan

The forests of the Emishi are home to wizards and warlocks – solitary men of magic able to manipulate others’ minds, the land around them, and even death itself. These malevolent tricksters use these powers for their own pleasure, or in order to visit pain and sorrow on those they feel have wronged them: they only ever act without malice when they can benefit directly from acting against their true nature.

All wizards have 1d6+4 HD and spells as listed in the “Powers” column. Their servants are utterly loyal and can carry messages and perform other tasks appropriate to their nature - such as holding objects, stealing items, scouting, and so on. Wizards have the following treasures: Textiles x 1, Jewelery x 2, Magic x 2, Weapons x 1.

Dice
Powers
Lair
Servants (1d3 types)
Hooks
1
Liar. The wizard spreads malice through convincing unfortunates of things that are not true.  (Charm Person, Fool’s Gold, Forget, Magic Mouth, ESP,  Suggestion, Tongues, Hypnotism, Misdirection, False Seeing)
At the top of an extremely tall tree in a crude tree house – a platform and bivouac. The wizard is able to climb up and down trees, and leap between them, with unnatural grace and strength.
Moths. Can scatter powder in their air from their wings as they fly, to cause the effects of a sleep, slow or stinking cloud spell. The wizard releases the moths from his clothing and they scatter their powder over an area of a 12 yard sphere within 100 yards of the wizard's location. The wizard has three moth swarms, each with the different spell-effect type and each of which moves at 90.
The wizard has targeted a prominent NPC in a nearby Emishi village for his malice.
2
Trickster. The wizard spreads malice through illusions and phantasms to terrify, confuse, or upset the unwary. (Audible Glamer, Change Self, Ventriloquism, Phantasmal Force, Improved Phantasmal Force, Mirror Image, Hallucinatory Terrain, Spectral Force, Confusion, Maze)
On a tiny island in a lake, just barely big enough for a clump of trees partially concealing his hut. The wizard can swim unnaturally quickly (at 180) and breathe underwater.
Woodpeckers. 1d3+1 in number. Together they can forego making an action to use their hammering on a tree to summon aid (as per the Animal Summoning II spell) once per day. They must all act in unison to do this.
The wizard wants a rare magical item (pick or create one, or roll randomly on the Magic Treasure List) and will help anyone who gets it for him.
3
Thief. The wizard simply steals things – items with the most sentimental value being best of all. (Pass Without Trace, Find Traps, Detect Magic, Jump, Invisibility, Knock, Feign Death, Dig, Blink, Dimension Door, Clairvoyance)
The wizard has no lair and roams about nomadically – he does not sleep and wears all his possessions. He cannot be tracked and will only be encountered randomly – unless he chooses to be found. 
Snakes. If the wizard is encountered outdoors, and is endangered, snakes strike. This happens once: anyone the wizard perceives as a threat within 50 yards, up to a total of 8 people, is targeted. Each must save vs poison or be paralysed and suffer hallucinations for 1d3 days.
The wizard was recently foiled in his plans by a local prominent NPC and will help anyone who brings that person to him dead or (preferably) alive.
4
Murderer. Quite simply, the wizard enjoys taking life. (Hold Person, Poison, Cause Serious Wounds, Cause Critical Wounds, Finger of Death)
In a deep cave in a cliff face, covered in hanging ivy. The wizard can see perfectly in the dark and is never surprised in his lair.
Owls. Familiars which bestow the wizard ‘s enemies with misfortune. There are three owls. The first may cast Feeblemind once per day. The second may cast Emotion once per day. The third may cast Confusion once per day.
The wizard has a rival nearby and the two are locked in war.
5
Seducer. The wizard seduces women (or men) to break hearts, disrupt family harmony, and humiliate cuckolds. (Charm Person, Suggestion, Command, Change Self, ESP, Friends, Hypnotism, False Seeing)
In a hollow underneath a huge moss-covered boulder, accessible only through a crack in the top. The wizard can shrink or enlarge himself three times per day.
Sparrows. A flock of tiny fluttering feathered sprites who, when acting together, form into a swirling swarm of razor-sharp wings that tear through flesh, bone and even steel. This acts as the equivalent of a Blade Barrier spell.
The wizard wants escorts to take him up a mountain, to an island off the coast, or another place that is difficult to access, in order to perform a ritual of some kind.
6
Enslaver. The wizard enjoys holding power over others and forcing them to obey his commands. (Charm Person, Suggestion, Command, Mass Suggestion, Hold Person, Paralysation, ESP)
In a cave behind a 20-metre tall waterfall with sheer cliffs on either side. The wizard can spider climb at will.
Monkey. A calm, sage-like simian with malevolent eyes who provides the wizard with a link to the world of the gods and spirits. He can cast one spell once a day from each of the cleric and druid spell lists up to 5th level.
The wizard senses the presence of the PCs as “strangers” and targets them.
7
Tormentor. The wizard derives satisfaction from the infliction of pain which does not kill. (Hold Person, Cause Light Wounds, Cause Serious Wounds, Shocking Grasp, Burning Hands, Scare)
On a hill top above an almost-sheer slope of scree; the wizard is as sure-of-foot as a goat and moves perfectly silently; he always surprises opponents except on a 1 in 10.
Cicadas. These hum, buzz, whir and chitter across a radius of 30’, causing deafness, producing silence throughout the radius, and causing debilitating headaches which paralyse on a failed save for the duration of the song. The song is continuous but the cicadas must break for one round in every 6.
The wizard is in the midst of a struggle for territory with an animal spirit.
8
Spoiler. The wizard’s pleasure comes from destroying that which is beautiful or creative, or simply causing the innocent to despair. (Bestow Curse, Putrefy Food & Drink, Cause Disease, Cause Blindness, Produce Flame, Insect Plague, Disintegrate, Transmute Rock to Mud)
In a village, Yamato fort, or other settled place. The wizard can disguise himself perfectly and lives hiding in plain sight. He can wear other disguises to resemble almost anyone he meets.
Flies. A swarm of 3d10 iridescent green flies which explode with blue flame on striking one of the wizard’s enemies. This destroys the fly and does 2d8 damage, as well as igniting any flammable material within 1 yard. The fly must successfully roll to hit (as a 1 HD monster). The wizard can summon new flies once per month.
The wizard is in love with a nearby Emishi woman, but he wants her love to be genuinely reciprocal.

6 comments:

  1. Very useful and practical descriptions! Here are things that will be used in play.

    ReplyDelete
    Replies
    1. Thanks. That's the aim with all of this!

      Delete
  2. Witch hunters or slightly more benign sorcerers or shaman could be enlisted to help unmask the vile warlock. Or just a witch hunt with many accusations, mania and torture....
    In pre-contact Tlingit society, this was a big job of the shaman, to find the sorcerers who were plaguing the villages, clans and personages of Aoutheat Alaska.

    ReplyDelete
    Replies
    1. Yes - shamans are in the book too.

      Delete