Smithing has always been the domain of devils. In fact it's one of the key differences between them and their crude demon cousins. It's a testament to the acuity of devilkind, and a stick to the Man upstairs.
When primitive humans wondered into Hell seeking to learn the devils' craft, they were given a deal. Their souls in exchange for smithing. Of course they accepted, and of course they got the raw deal. Sure the devils taught them, but they didn't teach them everything, and in the end they got fresh souls while the flesh-apes only got a few iron tools and weapons.
This charade continued for centuries until some humans realized they were getting stiffed and bargained for a renegotiation of terms. Most of them got their souls eaten, but there was a few who came out with the better half of the deal. Those people are known as Forge Wizards.
Perk: You gain +1 Attack or Defense when using weapons or armor that you've made yourself respectively. You start with a Devil Hammer.
When primitive humans wondered into Hell seeking to learn the devils' craft, they were given a deal. Their souls in exchange for smithing. Of course they accepted, and of course they got the raw deal. Sure the devils taught them, but they didn't teach them everything, and in the end they got fresh souls while the flesh-apes only got a few iron tools and weapons.
This charade continued for centuries until some humans realized they were getting stiffed and bargained for a renegotiation of terms. Most of them got their souls eaten, but there was a few who came out with the better half of the deal. Those people are known as Forge Wizards.
by William Blake |
Perk: You gain +1 Attack or Defense when using weapons or armor that you've made yourself respectively. You start with a Devil Hammer.
Drawback: 10% of treasure that you discover gets donated to devilkind. Hey man a deal's a deal.
A devil hammer can be used as a weapon that deals d6+1 damage. It also cuts smithing times down from 1 month to 2 weeks.
A devil hammer can be used as a weapon that deals d6+1 damage. It also cuts smithing times down from 1 month to 2 weeks.
Cantrips:
1. You can recall your devil hammer to your hand.
2. You can etch your symbol on a metal object.
3. You can make your eyes glow with cosmetic fire.
1. You can recall your devil hammer to your hand.
2. You can etch your symbol on a metal object.
3. You can make your eyes glow with cosmetic fire.
Spell List
1. Burning Hands
R: 20' cone
T: area
D: 0
You touch your thumbs together and sheets of flame explode from your fingertips, dealing [sum] damage, Save vs Dex halves, and setting flammable objects alight.
A classic. Pretty powerful at close range, hence the save. Otherwise totally useful for setting crowds or rooms on fire.
A classic. Pretty powerful at close range, hence the save. Otherwise totally useful for setting crowds or rooms on fire.
2. Bargain
R: 50'
T: one creature
D: 0
You can instantly swap one object your holding in your hand with an object the targeted creature is holding in its hand. If you invested 3 dice or more you can swap objects on your target's persons instead (backpack, pockets, boots, stomach, etc); you have to have seen the object or know where it's located.
Steal the doom sword from the evil lich or get the keys out of the guard's stomach.
3. Weld
R: Touch
T: [dice]+1 objects or creatures
D: permanent
You meld the targeted creatures or object together. If the targets are creatures they get a Save, but only one needs to fail their Save to be considered meld together. This spell can be reversed to undo its own effects.
A potentially powerful spell against creatures, but the touch range means the wizard has to put themselves in harms way. Otherwise gives them an opportunity to make some unique items.You meld the targeted creatures or object together. If the targets are creatures they get a Save, but only one needs to fail their Save to be considered meld together. This spell can be reversed to undo its own effects.
4. Gauntlets of Mephistopheles
R: 20'
T: one creature
T: one creature
D: [sum] attacks
Giant gauntlets of black metal envelop the targeted creature's fists. They gain +1 Defense and their unarmed attacks deal 1d6 fire damage and set flammable object alight.
Giant gauntlets of black metal envelop the targeted creature's fists. They gain +1 Defense and their unarmed attacks deal 1d6 fire damage and set flammable object alight.
Give the Fighter flaming fists of fury.
5. Whirling Hammer Toss
R: 60'
T: one hammer
D: 0
You spin the targeted hammer in your hand with supernatural speed before throwing it. The hammer carries you and up to [sum] creatures and objects with it Thor style.
Most of the Forge Wizard's spells are touch spells, so having a spell to close the gap is a big convenience.
6. Summon Lemures
R: 30'
T: one surface
D: 0
You summon [sum]+[dice] Lemures that obey your command.
Lemures are basically the trash of Hell. Devils don't mind sending them to you. In fact you're doing them a favor by giving them a place to dump all of their garbage.
You summon [sum]+[dice] Lemures that obey your command.
Lemures are basically the trash of Hell. Devils don't mind sending them to you. In fact you're doing them a favor by giving them a place to dump all of their garbage.
7. Secret Forge
R: Touch
T: one surface
D: varies
An iron door materializes on the targeted surface. This takes 30 minutes. Behind the door is a 20' room furnished with furnace, forge, bellows, and all of the other tools necessary to run a smithy. The room lasts for 2 hours, doubling in duration for each die invested. At the end of the duration all creatures inside are ejected.
Taken from Arnold's Door Wizard. Gives the Forge Wizard a port-o-forge for smithing on the go. Also gives the party a safe place to crash when their deep down in the deep dark.
8. Statue
R: 0
T: Self
D: [dice]*10 minutes
You turn into a metal statue. You can switch in and out of statue-form in a single round.
Potentially useful for stealth missions, or as an impromptu battering ram.
9. Transmute Metal to Fire
R: 80'
T: one metal object
D: permanent
You change the targeted metal object into searing fire. The object maintains its mass and shape but scorches for 1d4 fire damage for each [dice] invested.
Taken from the Sword Wizard. It didn't really make sense for that school, but it's perfect for this one.
R: Space
T: one meteor
D: 0
You grab a meteor from the sky and bring it crashing towards earth.
If it's night, the sky illuminates as if it were daylight for [dice]*2 hours.
Nocturnal creatures will return to their layers, and diurnal animals will stir as their sleep cycle is interrupted.
All creatures with [dice]*2 HD or less that realize you were responsible Save vs Fear or take a morale check, or flee/bow down to you.
The meteor lands 1d100 miles away in a random direction. If you invested 3 dice or more the meteor utterly obliterates anything d10 miles away from the impact zone, and deals [sum] damage to everything else in a d100 miles radius.
Taken from Vaginas are Magic. Apparently Tutankhamen was buried with a dagger forged from iron that belonged to a meteor.
12. Bone Armor
R: 20'
T: one creature
D: Concentration
The targeted creature gets covered in bone armor. The bone armor has a 12+[dice] Defense and absorbs [dice]*2 damage from non-bludgeoning attacks. The wearer also gains telepathy with the Forge Wizard.
You change the targeted metal object into searing fire. The object maintains its mass and shape but scorches for 1d4 fire damage for each [dice] invested.
Taken from the Sword Wizard. It didn't really make sense for that school, but it's perfect for this one.
10. Bonefire
R: Touch
T: one corpse
D: 10 minutes
The targeted corpse burns with a gentle ethereal fire, and after 10 minutes all that's left is ash. This ash can be rubbed on an object to enchant it with [dice] properties that belonged to the corpse when it was alive. If the corpse was a wizard's, you can imbue their prepared spells into objects instead and they will function as scrolls. The ash's properties and its enchantments last until sunrise.
Apparently in olden times blacksmiths would put bones in their forge because it produced purer steel. This started a trend of putting in animal and human bones to infuse them with their power.
Emblem Spells
11. MeteorApparently in olden times blacksmiths would put bones in their forge because it produced purer steel. This started a trend of putting in animal and human bones to infuse them with their power.
Emblem Spells
R: Space
T: one meteor
D: 0
You grab a meteor from the sky and bring it crashing towards earth.
If it's night, the sky illuminates as if it were daylight for [dice]*2 hours.
Nocturnal creatures will return to their layers, and diurnal animals will stir as their sleep cycle is interrupted.
All creatures with [dice]*2 HD or less that realize you were responsible Save vs Fear or take a morale check, or flee/bow down to you.
The meteor lands 1d100 miles away in a random direction. If you invested 3 dice or more the meteor utterly obliterates anything d10 miles away from the impact zone, and deals [sum] damage to everything else in a d100 miles radius.
Taken from Vaginas are Magic. Apparently Tutankhamen was buried with a dagger forged from iron that belonged to a meteor.
12. Bone Armor
R: 20'
T: one creature
D: Concentration
The targeted creature gets covered in bone armor. The bone armor has a 12+[dice] Defense and absorbs [dice]*2 damage from non-bludgeoning attacks. The wearer also gains telepathy with the Forge Wizard.
Taken from Arnold's Bone Devil. Pretty much turns the target to a lean mean boning machine.
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 with a -4 penalty. Permanent if you fail.
4. Blinding smoke billows from your lungs, filling a 10' cubic area.
5. Your cerebrospinal fluid boils. Unconscious for 1d6+2 Rounds.
6. Save vs Fear against fire for 24 hours.
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 with a -4 penalty. Permanent if you fail.
4. Blinding smoke billows from your lungs, filling a 10' cubic area.
5. Your cerebrospinal fluid boils. Unconscious for 1d6+2 Rounds.
6. Save vs Fear against fire for 24 hours.
Dooms
1. Devils shatter your leg bones. Your movement rate per round is reduced to a 10' crawl.
2. Chains clinch your heart, the black smoke of Hell fills your lungs, fire burns your hair to cinders, and devil kisses grow lumps of flesh all over your body. Your CON and CHA is halved.
3. Your head falls off and sprouts a maggot-like appendage. A devil possesses your body in the form of a flaming skull, Ghost Rider style, and becomes an NPC hellbent on spreading as much sin and destruction as possible. You're a soulworm that has lost all of your wizarding capabilities until you get your body back.
You can circumvent your Dooms by traveling to Hell and stealing the horseshoe of a Nightmare that belongs to an archdevil and wearing it around your neck.
I love this wizard, it captures the cool mystical practice surrounding smithing well. My one critique is that the emblem spells don't fit the rest of the class as much. With Meteor I would change the name to "Sky Hammer" or "Apocalypse Hammer" or something else suitably thematic. Bone Armour seems completely unrelated, I'd make it something directly relating to forging, like the ability to make great works with some supernatural properties. Maybe the secret of creating a super metal like adimentium or mythril. Or a gonzo option would be to have Transmute Fire to Metal.
ReplyDeleteFire to Metal is SICK. As is the other way around? Throw something gnarly and hard to kill in a bonfire, click your fingers and thump.
DeleteYeah admittedly they are a little out of place. Initially I had the idea for a Transmute X to Metal spell as one of the emblems. So the forge wizard would have Transmute X to Metal plus Transmute Metal to Fire. Essentially their flesh to stone, stone to mud combo
DeleteThis is an awesome class! I'm just curious about if you have any rules or guidelines on crafting?
ReplyDelete