Wizard School: Wizard of the White Hand

Roughly seventy-five years ago, there was war in Upper Thaumerica, and the armies of Eastron and the Lake Countries marched against those of the Southlands. The most dramatic and enduring consequence of that war, at least as some reckon these things, was that the Wizards of the Red Hand were broken utterly, and their order, their lore, and their power was divided among two successor organizations.

The Wizards of the White Hand trace their scholastic lineage from those who, when war came, sided with the Second Grand Alliance and chose to forever sunder the Red Handed Order. Their power is in the body, to heal it and to injure it, and they can target their spells from a great distance. However, between themselves and their counterparts, the Wizards of the Black Hand, it is they who may be the most restricted: they cannot eat meat, except it be carrion, nor accept gifts, nor ride mounts.

Perk: You may touch a person in order to establish a link with them. As long as this person is within 10 miles per Wizard Level, you can target them with any spell that has a range of touch. You can only have one link at a time, but may dispel your preexisting link with a thought.

Drawback: You cannot make use of a thinking being’s body or labor in any way without consent and compensation (you may eat meat, but only if you scavenge from a body that has died of natural causes). You must wear a white circle, on your robes or your belt or otherwise marked visibly on your body.

Cantrips

  1. Press your hands together and count as Strength +10 against being pushed, shoved, or moved.
  2. Spend 10 minutes running your hands over your clothes to remove any stains or dirt.
  3. If an attack would reduce you from full HP to 0 HP or less, then you may spend all your remaining MD (minimum 1 MD) to survive it with 1 HP.

White Hand Spell List

  1. Cure Wounds
  2. Detect Magic
  3. Protection from [Element]
  4. Magic Missile
  5. Light
  6. Vigor
  7. Mighty Thews
  8. Olfactory Revelation
  9. Inflict Pain
  10. Necrography
  11. Vivigraphy
  12. White Hand

Mishaps

1Until a dawn and a dusk have passed (in any order), your MD only return on a 1-2.
2Take 1d6 damage.
3Random mutation for 1d6 rounds, then Save vs Mutation. Permanent if you fail.
4Blind for 1d6 rounds.
5Deaf for 1d6 rounds.
6Spell targets you (if harmful) or enemy (if beneficial) or fizzles (if neutral).

Dooms

1You fade from existence for a day, leaving only your shadow behind.
2You fade from existence for 3 days, leaving only your shadow behind. Your shadow roams without you.
3You permanently fade, leaving a ravenous shadow behind.

Cure Wounds

R: touch T: creature D: Instant

Target creature heals [sum] HP. It costs 2 HP to remove 1 Fatal Wound.

This spell cannot restore lost limbs, remove injuries, or cure diseases.

Detect Magic

R: 60′ T: Objects/creatures D: [Dice] turns

Magical objects and creatures within 60′ are known to you.

Protection from [Element]

R: touch T: [dice]x[dice] targets D: 10 minutes or 8 hours

When you cast this spell, choose an element (e.g. cold, fire). Reduce all damage of the chosen type by 4 points for the next 10 minutes.

Alternatively, the spell protects its targets from the negative effects of the chosen element (e.g. arctic chill, desert heat) for the next 8 hours.

Magic Missile

R: 200′ T: creature D: 0

Target takes [sum] + [dice] damage, no Save. As a Wizard of the White Hand,
your spell is a coruscating bolt of white light or a glowing fist.

Light

R: touch T: object or creature D: [dice]x2 hours

Object illuminates as a torch, with a radius of 20’+[dice]x10’.

Alternatively, you can make a to-hit roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently blinded.

You can chose the colour of the light. If you invest 4 [dice] or more this light has all the qualities of natural sunlight. Alternatively, if you invest 4 [dice] or more the light can be purest octarine, although it will only last for 1 round. Octarine light is extremely dangerous.

Vigor

R: touch T: creature D: 24 hours

Touched creature has its maximum HP increased by 2 x [dice]. This additional HP is added as Grit, not Flesh.

Alternatively, target creature can skip one rest without penalty or immediately get a new Save against fatigue or magical sleep.

Mighty Thews

R: touch T: creature D: [dice] hours

Touched target treats their Strength as one point higher when calculating weapon damage.

Olfactory Revelation

R: 0 T: self D: [dice] minutes

You gain an unbelievable sense of smell. Functions like darkvision up to 60’. Doesn’t allow you to identify things you haven’t smelled before.

Inflict Pain

R: Touch T: creature D: 0

Target takes [sum]+[dice] psychic damage. Save negates. Only works on things that feel pain. Cannot inflict Fatal Wounds or deal more than 1 damage to Flesh per use.

Necrography

Touch T: corpse D: 10 minutes

Touched corpse is compelled to answer [dice] questions. This is the flesh body answering, not the mind. The body will answer honestly, but flesh bodies technically see/hear/experience everything the living body does, but they only remember things that involve food, sex, pain, adrenaline responses, and stuff like that.

Usually the corpse will talk using it’s normal mouth, but it may also communicate the response in other ways. It’s always understandable, although sometimes a bit cryptic.

Vivigraphy

R: touch T: creature D: 10 minutes

Touched living creature is compelled to answer [dice] questions. This is the flesh body answering, not the mind. The body will answer honestly, but flesh bodies technically see/hear/experience everything the living body does, but they only remember things that involve food, sex, pain, adrenaline responses, and stuff like that. Usually the body will talk using it’s normal mouth, but it may also communicate the response in other ways, like spelling out answers in freckles.

It’s always understandable, although sometimes a bit cryptic.

White Hand

R: 0 T: self D: [sum] rounds

One of your hands becomes as hard and durable as steel. It doesn’t become any heavier and deals no extra damage, but it is completely impervious to damage. You can even use it to parry sword blows. It grants +1 to Defense. It can pick up anything, manipulate fire, stir acid, etc.

You can cast this on each of your hands.

Credit

White Hand Wizards were developed by Arnold K. and further developed by Skerples. I haven’t changed much. 90% of it is how Skerples wrote it up, just tidied up so that everything I use is in one place.

1 thought on “Wizard School: Wizard of the White Hand

  1. Pingback: GLOG Class: Wizard | WMB Saltworks

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