Tell me about famous wizards in your world!

Well, for the most part, a lot of my stuff is in development. The sorcerous BBEG for my game is (for the most part) listed here, I believe, under Rogue's Gallery (maybe House Rules, though).

Also, I've borrowed a lot of my character names--it's a bit on an in-joke on my part, and unless the other players are familar w/ what I've read/played, then they might not catch on.

So far, what I have in the notable wizard category is:

Irial the Archmage: a NG dwarven wizard/loremaster/archmage. The most powerful wizard IMC. Wears a white robe of the archmagi, possesses one of the very few & far-between items known as a staff of the magi, & is a friendly advisor to the king of Zosareth.

Thesek: a NE lich (male human) sorcerer/fighter/spellsword/archmage. Based on the variant Skeletor artwork by Claudio Pozas. He's the premier villain, once thought slain, but returned from the ages to wreak havoc on the world built by the heroes who originally defeated him. So far he's the only epic character that I've created (he is the BBEG, after all), and he often has many of his agents do the dirty work. In short, this guy's responsible for:
  • Creating the races of hobgoblins, bugbears, psychic blue goblins (called kobolds IMC), ogre magi, derro (called troglodytes IMC), athach, ettins, minotaurs, spriggans, & mongrelfolk.
  • Creating monsters such as displacer beasts, girallons, gorgons, hippogriffs, owlbears, winter wolves, worgs, warbeasts, chimeras, morkoths, half-golems, spellstitched undead, taurics, death dogs, dragonnels, new breeds of dragons, and the tarrasque.
  • Nearly wiping out the elves with an orc army (and, in the process, almost wiping out the orcs as well).
  • Bringing about the existence of gnomes (IMC, gnomes are half-halfling, half-dwarf; he was responsible for decimating a dwarf culture & a halfling culture which, in order to survive, combined into 1 culture & intermarried; a few generations later, & you have gnomes).
  • Helped bring about the social changes and fate of the human culture that ultimately became the yuan-ti.
  • Was the first to contact the weird, alien creatures known as illithids.
  • Sharted the war that helped shape the campaign world.

This guy is far from done, as well. He has a few notable servants in his employ, such as the half-orc druid Raorr, the elf ranger/assassin known as Bayne, the corrupt Marsk family, the goblinoid Armies of the Hexaskelion, the obscure "lost" cult of yuan-ti, and even the infamous fighter known only as Warduke (hey, I just had to use him after he showed up in Dungeon).

Mariel the Sorceress: a CG half-elf sorceress, and member of the Arcanist's Guild. Very helpful toward adventurers in need of advice and guidance.

Radigast: a NG half-orc druid/wizard. Acts as advisor, mentor, and sometime employer for the PCs. Armed with a magical spear, wears robes & garb of various shades of brown, and always accompnied by his wolf animal companion and raven familiar.

Andwise: a NG halfling wizard. Looks & acts pretty much like a commoner, but is certainly much more than that. Has a tabby tailless (Manx) cat familiar.

The Five: A group of 5 notable wu jen. Sometimes they work together, while other times they oppose one another. They are:
  • Gwenda the White, the metal wu jen
  • Sunil the Blue, the water wu jen
  • Odran the Green, the wood wu jen
  • Rowan the Red, the fire wu jen
  • Jetta the Black, the earth wu jen

I more or less was inspired by Magic: the Gathering for this concept. I'm tempted to make them all Evil-aligned, and link them to an appropriately-hued chromatic dragon.


That's pretty much it so far--I'm sure I'll develop more as time goes by. I haven't developed that many since I've been working on other notable NPCs as well--like the aasimar high priest of the good church; the tiefling high priest of the evil church; a feytouched archdruid; a notable wandering githzerai monk; the king of the realm; etc. They're fun concepts, for the most part. Something new mixed with something familiar, with a bit of in-joke sprinked in.
 

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There are a number of noteworthy famous wizards imc, both pc and npc.

Estelias is an extraordinarily powerful grey elven enchantress. She is one of the architects of the political structure of Tirchond, which is a grey elven and dwarven island that staunchly maintains a studious neutrality in world affairs (although other powers sometimes occupy it and whatnot). She is of legendary beauty (whenever a pc meets her for the first time, I invariably describe her as 'the most beautiful woman you've ever seen'), and uses this to facilitate her enchantments. She is well known for being of incredible intellect, and has faked her death to throw assassins off of her trail more than once. I credit Estelias with dire charm and a number of homebrewed spells I use (including Estelias' body, Estelias' wine, Estelias' extreme sanction, Estelias' eternal compulsion and others). She is also known as a prodigious maker of magic items and was the head of the enchantment school at the Silver College of Tirchond for years. (In earlier editions of the game, the term 'enchantment' might well refer to creating magic items with no connection to the school of Enchantment/Charm, and she was mighty in both areas.)

Marius the Chronomancer is a master of the forces of time. He lairs in the Citadel of Eternity. Though he is very active politically, Marius is most famous- or perhaps infamous- in magical circles for the Simulacrum Wars. In 3.0, when you could apply Empower Spell to a spell multiple times, and when simulacrum had a variable effect, Marius created simulacra that were more than 100% as powerful as him. They weren't under his control, but at first they hid this from him, tricking him into showing other mighty wizards and sorcerers how to do the same. This has ultimately led to a number of interesting situations in the game world, and is building slowly towards even more interesting situations. Some of these multi-empowered simulacra have embarked upon a campaign of liberation, using a spell that they have developed to free constructs from the control of their creators.

Orbius Visionary, a cohort of one of the epic pcs in my high-level game. Orbius has broadened the scrying capabilities of his party an amazing amount. He has developed tons of spells- discern strengths and weaknesses, Orbius' mobile scry, Orbius' projected scry, and more- and several feats, including Bestow Spell (turn a personal-range spell into a touch spell), Mass Spell (touch targeted spell instead targets 1/level creatures), and maybe another one. Very effective- he's a divine oracle/wizard/archmage, and he always has his spidey sense up (foresight), which means he knows ahead of time if something bad's going to happen.

The Delphin, wizard-ruler of the Delphinate. The Delphin's true identity is hidden behind an artifact called the mask of the Delphin, but he or she is always an extremely powerful wizard (never a sorcerer). The current Delphin is responsible for the creation of the first Warforged in my game world.

Malford the Magnificent, God-King of Dorhaus (though his rulership over much of the continent is disputed). Malford is a pc- the only survivor from the first game of my 600+ session campaign. He's taking levels in the Ascendant prc (a 20-level epic class that lets you ascend to deityhood). He has created many spells, including Malford's hell on earth, Malford's group invisibility, Malford's sticks to squirrels, Malford's tailor, Malford's inconspicuousness, Malford's doppelgangment and more. He's also created a secret group called the Nyx that serves as his spy force and has its own prestige class.

Arion the Archmage, a very powerful wizard who drinks to excess and fires off high-level spells rather capriciously. It can be very frightening to be in the same establishment as Arion when he's in his cups. Once when he offered someone another drink and they declined, he replied with "I wish you would." Arion has a staff of the magi, of which he is (rightfully) very proud. Arion is a specialist in force- in 2e, under PO:S&M rules he was a force mage. Now that I have Complete Arcane, I'll prolly rewrite him to include levels in argent savant. He has written several spells, including Arion's force shape, which is now simply known as force shape in most quarters. He is also the author of one of the epic spells I've developed imc (Arion's forcefiends). Most likely he is the first argent savant and it shall be his knowledge trickling out that allows others to take up the prc.

There may be more, but that covers the main ones alive at this point... I don't want to go into the ghastly group of Dzaram and his crew (Delilah and Nydroth).
 


The Magister
Also called The High Alchemist, The Lightbinder and by most simply Teacher, Sensei, etc

Widely accepted to be the most powerful magic user known the Magister is the founder, headmaster and protector of the place of learning and study called the Wandering Academia. It would be expected, that much is known about such an august figure, but not even his name is known. Indeed, The Magister never speaks about himself, his past, his plans or even his name, except to the rare persons he confides in (and those don't speak about him either), which is why he is only ever called by his titles. Despite this mysterious (some would say suspect) behaviour he is a man of exceptional wisdom and learning as well as kindness. He personally teaches alchemy and sorcery to students of strong convictions and great talent and can also be considered an expert on most other subjects, though he politely defers to the principals of each faculty.
Though he is considered the greatest practitioner of the Path of Light, few have ever seen him work sorcery and none have succeeded in magically espying the magnitude of his power. Nonetheless his reputation alone protects his school from most aggressors. Among students there're often told stories, in which the Magister casts legions of demons in shackles of light or burns them to ash, but those closer to him know them for fairy tales.
Perhaps an indication to the reason of this remarkable reluctance to make use of his powers can be found in his manner of teaching. For his students he selects only those with the highest of moral standards and the strength of will to withstand the corruption that threatens those of great might. Maybe he seeks to avoid the temptation that lies in the exercise of power?

The Wandering Academy
All sciences, arts and disciplines known to men are taught here (and probably a few more), but you'd better bring a lot of time. You see, the Academy does indeed wander. It might stay near an anciant burial site for years, while the archeological faculty delves into the mysteries of past cultures. Then one morning the tents and wagons are gone, heading towards the next station of the academy's perpetual migration. These stays may be as brief as a few weeks and as long as several decades, but they always are a significant event for the surrounding settlements. With the change of location the subjects taught and researched at the academy vary as well - while the ruins of a long-forgotten civilization are investigated, magicians, archeologists and anthropologists will flock to the academy and swell the ranks of teachers and students; when the academy treks through the wilderness of the untouched jungle, biologists and druids will compose much of the school's population. Indeed only a few subjects such as alchemy, sorcery and languages are taught at all times as few people stay with the academy for longer than a few months.
This seemingly chaotic arrangement has its merits, though. There's never a lack of fresh enthusiasm and revolutionary theories as it plagues the settled down universities, where teachers rest on past accomplishments and the ethnic and philosophic homogeniety prevents breakthroughs. The insight into many different subjects gained by study in many fields also helps the researchers see 'the big picture'. Generally, if you are in need of an answer, you can find it here, no matter how obscure. It just may take a while until it is researched of the only person knowing it enrolls at the academy.

(I really should make a full write-up on this ;))

Sirrash of Tolomar
A cunning and ruthless sorcerer of the Path of Sand serving as advisor to the sultan of the Grand Tolom Sultanate (which consists of a number of more-or-less independant city-states, go figure) at the fringes of and within the great deserts of Rukmar. His home is a luxurious abode a few days south of Tolomar, surrounded by infertile desert, but he spends much of his time meddling in the politics of the cities, especially the capital Tolomar. Sirrash is not above taking students as long as they don't endanger his preeminence (and are willing to pay alot and not necessarily in gold) and is the author of several much-respected treatises about the workings of magic. While he displays a facade of magnanimity and grandeur to the public, Sirrash has adopted the way of the sandviper for himself: Never let them see your true face until you strike. First. And from behind. Many a competitor has travelled with caravans, that were hit by sandstorms and suddenly wandering dunes, never to be seen again ...
 


Fazoul

This is a wizard who was recently killed in my campaign, but I'll post here for anyone's use.

Fazoul, The Traveller
Male Human Ftr2/Rog3/Wiz14: CR 19;
Neutral Good; Medium Humanoid;
HD 2d10+3d6+14d4; hp 62
Init +2; Spd 30
AC 17 (FF 15, Touch 12)
Atk +11/+6/+1 base melee, +13/+8/+3 base ranged; Grapple +11;
+14/+9/+4 Melee (Rapier, Masterwork 1d6/crit 18-20/x2);
+14/+9/+4 Ranged (Shortbow, composite, Masterwork 1d6/crit 20/x3);
Fighter Features: Bonus Feat (2), Proficiency: Tower Shield; Rogue Features: Sneak Attack +2d6, Traps, Evasion, Trap Sense +1; Wizard Features: Scribe Scroll, Summon Familiar, Spells, Spellbooks, Bonus Feat (2);
Saves: Fort +8, Ref +9, Will +11
Abilities: STR 10, DEX 14, CON 10, INT 20, WIS 12, CHA 10
Skills:
Balance +10, Bluff +7, Concentration +18, Diplomacy +2, Disguise +9, Forgery +11, Handle Animal +11, Intimidate +12, Jump +2, Knowledge (Arcana) +15, Knowledge (The Planes) +22, Move Silently +5, Ride +13, Spellcraft +22, Tumble +10.
Feats: Armor Proficiency: heavy, Brew Potion, Extend Spell, Armor Proficiency: medium, Tower Shield Proficiency, Simple Weapon Proficiency, Shield Proficiency, Weapon Finesse, Precise Shot, Scribe Scroll, Armor Proficiency: light, Combat Expertise, Point Blank Shot.

Wizard Spells Known (4+1/6+1/5+1/5+1/5+1/4+1/3+1/2+1): 0- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue ; 1-Endure Elements, Hold Portal, Identify, Mage Armor, Mount, Protection from Evil, Shield, Tenser`s Floating Disk; 2-Fog Cloud, Glitterdust, Misdirection, Web; 3-Phantom Steed, Sepia Snake Sigil, Sleet Storm, Stinking Cloud; 4-Dimension Door, Evard`s Black Tentacles, Leomund`s Secure Shelter, Minor Creation; 5-Cloudkill, Major Creation, Mordenkainen`s Faithful Hound, Teleport; 6-Acid Fog, Planar Binding, Summon Monster VI, Wall of Iron; 7-Drawmij`s Instant Summons, Phase Door, Plane Shift, Teleport Object.

Wizard Spells Prepared (4+1/6+1/5+1/5+1/5+1/4+1/3+1/2+1): 0- Acid Splash (s), Arcane Mark, Detect Magic (x3) ; 1- (x2)Endure Elements, Mage Armor, Mount (s), Protection from Evil, Shield, Tenser`s Floating Disk ; 2-Fog Cloud, Glitterdust, Misdirection (x2), Web (s), Web ; 3-Phantom Steed (s), Phantom Steed, Sepia Snake Sigil, Sleet Storm (x2), Stinking Cloud ; 4-Dimension Door (s), Dimension Door, Evard`s Black Tentacles (x2), Leomund`s Secure Shelter, Minor Creation ; 5-Cloudkill, Major Creation, Teleport (s), Teleport (x2) ; 6-Acid Fog, Summon Monster VI, Wall of Iron (s), Wall of Iron ; 7-Plane Shift (s), Plane Shift, Teleport Object.

Weapons: Rapier, Masterwork; Shortbow, composite, Masterwork. Armor: +2 Studded leather. (Spell Failure 15%).

Fazoul began his life as a young soldier, as most men in his village did. He went off to fight for the local lord. He was a capable fighter, but neither strong nor very virile. He was smart and quick on his feet. Where other's would try to simply overpower their foe, Fazoul would find a different way to defeat nearly every foe. It wasn't long before he decided that being a soldier though wasn't for him. After witnessing his good friend Ronald, who also joined the local militia with him, die on the field of battle Fazoul began to question why he was fighting for a lord he didn't really believe in. He left the army disillusioned and bitter. He turned his hand to crime, where his quick wits and quicker hand provided him the skills he needed to become slightly infamous in those years. He became known in most circles as simply Faz.

It was during this period working on the plains and using his brains to plot elaborate heists and robberies of the traveling merchants that he was to meet the man who would change him from Faz to Fazoul the Traveller.

His band stopped a merchant by the name of Gorstag and began to rob him of all his possessions. It was during this robbery that they were stopped by a wizard known as Malthus. Malthus slew most of the bandit party with a few fireballs. Faz was knocked clear by a fireball, and lay burnt and dying on the grass. Malthus came to finish him off, but after examining the young man, saw something in him that stayed his hand. He saw great promise in this burnt young brigand. Malthus took the young Faz under his wing.

It was during these years that Malthus trained Faz in the arts of magic. Faz became especially enamored with travel, both about the material plane and then with inter dimensional travel. It was this fascination with extra planes that would once again cause the loss of something Faz held dear.

Faz while experimenting with a new planar device he was creating, a great key that would open up the many planes to him and would later be well known throughout the multiverse, accidentally opened up a portal to a dark and twisting realm. The creature that came through, a shadowy beast known as Zalzaffa, swept into Malthus’s tower. He bypassed the younger Fazoul, and went on to strike down Malthus.

Fazoul spent the next two decades hunting the creature down. The thing swept across the material plane, causing havoc wherever it went. Fazoul tracked it and tried to fix what damage it had wrought. He left his mark on coins with many of them saying should they need him later to seek him out.

When he was done, he decided that the material plane had little left to offer him. He had made a lot of promises though in his search for Zalzaffa, both to those that he had helped and those that had helped him. He created a small village known only as Fable, where he built a hero’s guild to help any who came that bore a coin with his mark. He then said farewell to them, and took to wandering the planes.

Fazoul’s men, known only as Fazoul’s Fellows, continue to help any who come forward with his mark. Fazoul himself travels the planes exploring and doing other things that captivate him, spending little time on the material plane unless called back by the dwarven leader of his guild, Khondar, to deal with some issue beyond their control.

The most notable item of Fazoul’s now is his powerful dimensional key. It is said to open any door, and allow travel to any realm. Many creatures in the multiverse would want to get their hands on it, but he keeps it near him at all times. It is tuned to a great gate that resides in his one tower on the material plane. That tower sits at the center of the village he left behind, and is also guarded by the hero guild he created so long ago. Near the gate sits a silver bell that chimes when the key is tuned to the gate, signaling Fazoul’s return home. The bell can also be rung here, which will chime in the key, signaling Fazoul that he is need by his men back on the material plane. It is not uncommen though for a year or two to pass before he arrives when summoned.
 
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