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Overview

About This Game

Shadow of the Weird Wizard is a game of high adventure, where you play heroes going on quests and helping people, in the wake of the Weird Wizard disappearance.

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07/13/2024

Detailed Description

The Weird Wizard just appeared one day, a thousand years ago. There were many rumors who the the Weird Wizard was, some claiming, he was even a fallen God. Either way, The Weird Wizard established the east as his dominion. With times, everything could be blamed on the Weird Wizard, even if it wasn't true and no nations was powerful enough to challenge the Weird Wizard.

Most people lived in the Borderlands, fleeing from the Old Country in the west and not daring to oppose the Weird Wizard in the east.

Then one day, he just left. The disappearance of the Weird Wizard has opened new opportunities with people exploring the New Lands in the East that nobody was able to set foot and explore these new lands where mountains reach into space apparently.

Now its time for bold heroes to help communities and give them a fighting chance in the borderlands and maybe one day, go explore the New Lands.

Shadow of the Weird Wizard is a rather simple d20 system, using d20 and d6 and is the evolution of the Shadow of the Demon Lord system with some quality of life improvement. It is a gray fantasy, fighting against corruption, sickness and despair. You are heroes trying to help people and make the world a better place.

You level up after the group complete a quest. It is really that simple, max level is 10 and you will be able to choose an expert path and a master path in your journey and cementing your character in the setting while doing so.

If you don't have the book, no worries, its easy enough to make a character without the book and will assist.

  1. What's new in this game
  2. Hi, I'm interested if the game is still going to happen. I have the rules.
  3. It's unfortunate but guessing with the lack of interest at least for now, will probably take down this project.
  4. Normally I would totally join any game that looks SotDL, as I like the system a lot, but time is totally wrong for me right now and I cannot commit to any game in the following months. 😭
  5. There are way too many spells and can't list them all that's for sure. Each tradition has spells which are in different tiers (Novice, Expert, Master) but like I said for now...it doesn't matter since you cannot pick spells at level 1 on the priest, only the mage starts with spells. Each tradition you can think of them as domains/magic schools and most have particular quirks. Each tradition has talents as well, when you discover a tradition you get a talent. You can do it the same tradition multiple times, each time you get another talent. In the thread, I list the major gods of the Borderland and each mention a tradition(s) they are associated with. In short here the list of the traditions:
  6. Ok my bad. I'll keep the ability scores that I made. The traditions are located where? And spell list? Or would it be anything sort of?
  7. Harpy: Harpy are native to the New Lands, so they are recent arrival to the Borderlands. Harpies have terrorized people for centuries, since many communities tend to be xenophobic. Just like many people found in the New Lands, Harpies are a mix of animal traits, with wings and the lower body of a hawk. Rest of the body could pass for human, with sharp facial features and feathers instead of hair. Details Size: 1, Speed: 5 (Fly) Bonus Languages: Harpy Senses: Keen Vision Natural Weapons: A harpy can use their talons together as a single natural weapon that deals 1d6 damage and has the Nimble trait. Jann: The Jann comes from the Four Kingdoms, an autocracy on the other side of the world but many overtime have settled in the borderlands and don't talk much about their homeland. The Janni while shown interest in various faith haven't really converted to any gods. They prefer to master the elements. Janni appears human same range as height or weight, with blue skin that becomes lighter as they age. They all have white hair and blue on blue eyes. The Janni language is melodic and shares no roots with any other languages, so seems alien to many other people. Details Size: 1, Speed: 5 Bonus Languages: Janni Elemental Affinity (Magical): If the jann lack the confused, controlled, stunned, and unconscious afflictions, they can use this trait at the start of their turn to gain affinity to Air, Earth, Fire, or Water. The effect lasts until they end the effect, use this trait again, or become confused, controlled, stunned, or unconscious. • Air Affinity: The air moves around the jann constantly to create light wind in a Size 5 space centered on them. They increase their Speed by 2 and gain the Strider trait. Whenever they get a critical success, they can choose one creature or object within 5 yards. The target makes a Strength roll. On a failure, the jann pushes the target up to 5 yards. • Earth Affinity: Dirt and stone crawl up from the ground to encase the jann’s body. The jann increases their natural Defense by 3 and Health by 5. Whenever they get a critical success, they can choose one creature or object within 5 yards. A target creature makes an Agility roll. On a failure, the creature falls prone. A target object takes 1d6 damage. • Fire Affinity: Flames envelop the jann but do no harm to them or their possessions. Their attacks with melee weapons deal an extra 1d6 damage from the flames. Whenever the jann gets a critical success, they can choose one creature or object within 5 yards. The target makes an Agility roll. On a failure, the target takes 1d6 damage.. • Water Affinity: Water spreads across the jann’s bodyuntil they become fully enveloped. They can breathethe water as if it were air. They gain the Slippery trait. Whenever they get a critical success, they can choose one creature or unsecured object within 5 yards of you. A target creature makes a Strength roll. On a failure or if you target an object, you pull it up to 5 yards. Daeva: Oraldian was a mighty civilization that had mastered the arts and science, producing great wonders that some could even dream of. They attempted to become immortal and the gods didn't want it to happen. So they flooded their civilization under the ocean. In anticipation for their upcoming end, they migrated their souls into crystals. Ages went by as the crystals scattered across the world and now humans find those crystals and are given a choice to free the spirit inside and at the same time fuse with them. Humans who get those crystal basically look human with a small faint luminous crystal embedded in their foreheads. When a daeva comes out of the body, it is just a light taking on a physical form. Size: 1, Speed: 5 Bonus Languages: Archaic Symbiotic Aid: A daeva can use this trait in combat when they make an attribute roll to add 10 to the result. Once they use this trait, they lose access to it for 1 minute. Divine Doom: The daeva makes luck rolls with 1 bane. Luminous Symbiote: The daeva releases the luminous symbiote with whom they share a body. Target one Size 1 empty space within reach. The luminous symbiote appears in that space and remains apart until it moves into the daeva’s body or the symbiote becomes incapacitated, which ends the separation regardless of the distance between them. While separated in this way, the daeva is weakened, but loses access to the Divine Doom trait. The symbiote uses the rules that appear below. It takes its turns when the daeva does. If the daeva becomes incapacitated while separated, the symbiote becomes weakened. If the daeva dies, the symbiote dissipates and is lost forever, while the daeva’s own soul becomes destroyed and effects that would restore them to life fail. Once the daeva uses this trait, they lose access to it for 1 minute after its effects end. The Luminous Symbiote has a profile/stat, a lot of immunities and high stats too. For now since its already a lot of information will address it later if you decide to pick Daeva. For Profession: Aristocratic: Dilettante. You were a patron to artists, poets, and musicians; you gave funds to anyone who impressed you. You have a work of art created by one of those under your patronage that could be worth as much as 1 gp. For the Novice Path: Going to assume you mostly meant to roll for Priest training, since I see you went with customizing your attribute (either you roll for the starting attributes score or customize it, but not both) But if you were curious, the Priest Starting attribute scores roll result: Strength 13, Agility 10, Intellect 9, Will 11 Divine Calling: You have been ordained in your faith, having completed your training at a temple, monastery, or some other holy place. Priest Level 1 As a priest you can serve one god, multiple gods, or no god at all instead representing some kind of a belief or systems of ethics/morals. Natural Defense: 9 Health: 14 Languages: Common and one other language (Archaic, Hand Signs, Kingdom, Sylvan and many other tongues, noteworthy that Kingdom still survives with the aristocracy and Archaic is currently used by the Church of the High One and also this language is common to learn about ancient histories and lore) Traditions: Two Prayer (Magical): You can use a reaction when you or a creature within 5 yards of you makes an attribute roll to speak aloud a prayer that grants 1 boon to the roll. After you use this talent, you lose access to it (luck ends). Holy Symbol (Magical): You have a symbol of your faith, spiritual beliefs, or ethical system. If you lose this symbol, you can fashion a new one after you rest. The symbol has a number of charges equal to your level. Once per round, you can expend 1 charge from the symbol each time you use it to invoke one of the following effects. You replenish expended charges after you rest. • Holy Smite: When your roll to attack results in a success, you can deal an extra 3d6 damage. • Holy Healing: You can use an action to enable yourself or one ally within 5 yards to heal 3d6 damage. • Holy Denunciation: You can use an action to present your holy symbol to one creature that can see you, hear you, and is within 10 yards. Make a Will roll against the target’s Will. You roll with 1 boon if you know the target is a demon, faerie, fiend, spirit, or undead. On a success, the target becomes held(luck ends). You start with 2 traditions discovered, you can look at the major gods of the Borderlands if you plan to follow a god or multiple gods to see which tradition fits best. Each tradition discovered allow you to pick a talent. The Priest doesn't start with spells but you will get spells at level 2. If you plan to make up your own set of beliefs, well there are many traditions, pretty much anything you can think of (Illusions, Pyromancy, Necromancy etc...), essentially if you have a concept in mind let me know.
  8. Rolled there. The three ancestry are the ones I'm interested in
  9. You pick an Ancestry: 1. Harpy: A harpy mixing hawk animal features and humans. Got talons as natural weapons. 2. Janni: Magical people from the four kingdoms, humans with white hair, can change their affinity to the elements gaining different ability whenever they want. 3. Daeva: Essentially an ancient civilization tried to become immortal and didn't succeed now people can find those crystals and embed them in their foreheads. This allows them to summon the luminous being inside. Professions: Rolled 2 D20: Equipment: set of normal clothes. Dagger a backpack, waterskin, provisions, 5 torches, a tinderbox. Leather armor, Shortbow with a quiver of 20 arrows PERSONAL EFFECTS: You have whatever personal effects that make sense for your character. Examples include a pair of gloves, a comb, or an extra pair of underclothes, or a memento. Such items have little to no game effect. Novice Path: Choice: Priest of Choice 2 d20 2 d6 Each path gives you quick starting attribute scores just roll 1d6 to pick one of them. Also path serves as all encompassing for your skills, like all rogues know how to sneak around/break into vaults, etc... You can also roll another 1d6 to represent your training, if you want some quick ideas to get you started or just come up with your own reason/story for the training Strength: 9 (-1) Agility: 11 (+1) Intellect: 11 Will: 12 (+1) (-1) You can increase a score 1 and reduce a different score by 1, you can do that twice. 12 11 10 10 finishing touch like a backstory for your character and why you decided to become an adventurer is pretty much all that is needed.
  10. For the leather armor, it adds +1 to your defense, so a total of 14 (your natural defense 10+3 from your ancestry and +1 from the leather armor since your defense is above 12) For the dagger, it does 1d6 damage and has the following traits: Light (add one fewer die on bonus damage die doesn't come into play for now), Nimble and Thrown 5 (can be thrown 5 yards). For the shortbow, it does 2d6 damage, and has the following traits: Ammunition (Arrow), Light, Range 20 (can shoot a target up to 20 yards). Attribute modifier are simply your score -10: so with 13, your modifier to the roll is 1d20+3 for ranged attack rolls or nimble melee weapons. As a fighter you also get to add a boon to it, so +1d6 on top of it. Damage is indeed damage taken. Health and Damage are separate. Your goal is still to take less damage than your Health but will explain as we play. Bonus damage die becomes available at level 2 for fighter, so for now don't worry about it.
  11. Sounds good, I'll do that swapping for Agility thing. What do I need to know about leather armor, daggers, and shortbows? Or the Bonus Damage thing under Defense on the character sheet? I assume the Damage spot is for damage she has taken? I'll make more of a background later, when it isn't so late.
  12. Attributes: Strength 13 Agility 10 Intellect 10 Will 10 Note: Agility is used for Ranged weapon, so you could if you want to Swap Strength 13 to Agility 13 and keep Strength at 10 for now, as a fighter you don't have to worry about strength or agility requirements for armor or weapons. Battle Training: You learned everything about fighting from the battlefield. You’ve seen enough combat to know how to survive. Fighter at level 1: Natural Defense: 10 Health: 16 Languages: Common Combat Training: You ignore the requirements for wearing armor and using weapons. You roll to attack with 1 boon. When you get a critical success on a roll to attack, you can roll the damage an additional time and use the highest total. Combat Recovery: You can use an action, or a reaction when you are harmed, to heal half your damage total and impose 1 bane on rolls to attack you until the start of your next turn. You can use this talent once. At level 5, you can use it twice. You regain the uses of this talent after you rest.
  13. Ok, sounds good. I'll go with Fighter, then, and pick the leather armor, shortbow combo equipment. Rolling the d6 for stats, and d6 for training.
  14. Your profession result: Academic: Folklorist. You study the local legends, superstitions, and customs of your community and of neighboring lands. As part of your research, you also learned a bit about the faeries. You know Sylvan in addition to your other languages. The bane would apply indeed but you could simply use a weapon with the nimble trait which allows you to use Agility instead of Strength like daggers, Short sword etc...but note that fighter even at level 1 get 1 boon with any weapon that they use (so the bane would be negated) even if you want to use a weapon without the nimble trait. Granted with a nimble weapon using agility, you will simply get a boon instead of negating the bane.
  15. For profession, I would like to try to roll. The choice of Novice Path might depend on what she ends up with for a profession, so I'll wait to make that choice until I find out what she did for a living, other than adventure. And, well, equipment likewise probably depends on Novice Path, so same deal. Quick question, though, the Bane for Strength rolls, does that apply to attacks? Like, if she picks Fighter, specifically.
  16. Name: Ruby Level: 1 Ancestry: Dragonet Ancestry TraitsNatural Defense: +3 Size: 1/2, Speed: 5 (Fly) Slight Form: A dragonet makes Strength rolls with 1 bane and they grant 1 boon on rolls against their Strength. Fragile Flier: The dragonet loses the Fly trait while injured. Prehensile Tail: A dragonet can use their tail as an additional arm. They can use it to interact with objects, carry objects of Size 1/4 or smaller, and wield off-hand weapons. Fire Breath: The dragonet can use this trait when they attack. In addition to the effects of the attack, the dragonet targets one creature or object within 5 yards.The target makes an Agility roll. On a failure, the target takes 1d6 damage. Once the dragonet uses this trait, they lose access to it (luck ends). Speed: 5 (Fly) Size: 1/2 Professions: Folklorist Languages: Sylvan, Common Attributes: Strength 10 Agility 13 Intellect 10 Will 10 Health: 16/16 Damage: 0 Defense: 13 Bonus Damage: Novice Path: Fighter Novice Talents Combat Training: You ignore the requirements for wearing armor and using weapons. You roll to attack with 1 boon. When you get a critical success on a roll to attack, you can roll the damage an additional time and use the highest total. Combat Recovery: You can use an action, or a reaction when you are harmed, to heal half your damage total and impose 1 bane on rolls to attack you until the start of your next turn. You can use this talent once. At level 5, you can use it twice. You regain the uses of this talent after you rest. Traditions, Talents & Spells Content Weapons: Dagger, Shortbow, Fire Breath Armor & Shield: Leather Armor, Natural Defense +3 Equipment: quiver of 20 arrows a set of normal clothes. backpack, waterskin, provisions, 5 torches, and a tinderbox. Personal Effects Background & Descriptions: You learned everything about fighting from the battlefield. You’ve seen enough combat to know how to survive. Allies, Acquaintances & Relevant Notes:
  17. Sure let me give a quick summary for all of them: Archon: Serapth/Angel who have displeased the High One, metallic androgynous angel (without wings). Some hope that working at redemption they can become a full angel again, while others embrace their fall totally. Cambion: kinda like tiefling, devil looking individuals. Changeling: are 3 to 4 ft tall fairy that can take the appearance of people they observe. Clockwork: Human sized Constructs made by the Weird Wizard and the means of creating them is gone with him. Daeva: Essentially an ancient civilization tried to become immortal and didn't succeed now people can find those crystals and embed them in their foreheads. This allows them to summon the luminous being inside. Dhampir: Human tainted with vampirism, appear humans unless they don't feed blood for months. Dragonet: Basically claim kinship with dragons but have been living with humans of Erth for so long that they are a common sight, can be found in courts, or even performing on stage in some theatres. They are up to 3 ft tall dragon of any color. Dragonet details Natural Defense: +3 Size: 1/2, Speed: 5 (Fly) Slight Form: A dragonet makes Strength rolls with 1 bane and they grant 1 boon on rolls against their Strength. Fragile Flier: The dragonet loses the Fly trait while injured. Prehensile Tail: A dragonet can use their tail as an additional arm. They can use it to interact with objects, carry objects of Size 1/4 or smaller, and wield off-hand weapons. Fire Breath: The dragonet can use this trait when they attack. In addition to the effects of the attack, the dragonet targets one creature or object within 5 yards.The target makes an Agility roll. On a failure, the target takes 1d6 damage. Once the dragonet uses this trait, they lose access to it (luck ends). Dwarf: Need no introduction really Elves: Have some weirder potential appearance but beyond that, still elves like elves can have bunny ears, legs of a cat etc...some can still look like also the classic elf types. Most people have never seen an elf, as they retreated in their magic kingdoms and people know they exist. Faun: kinda look like satyrs, created to be guardians of the wild by the Wise Woman. All animals are friendly to them by default. Goblins: They are goblins but related to dark faeries. Hafling: Look like weirder halfling, three fingers + a thumb on each hand, four toes on each foot and large pointed ears without lobes. They can reroll basically every minute any attribute roll and very good at climbing. Haren: bipedal rabbit people, good senses, run fast and jump high. Harpy: A harpy mixing hawk animal features and humans. Got talons as natural weapons. Hobgoblin: are house goblins/house fairies little people up to 3 ft tall with different looks, very good at hiding themselves and do house chores in exchange for small gifts in the house. Janni: Magical people from the four kingdoms, humans with white hair, can change their affinity to the elements gaining different ability whenever they want. Naga: Serpent people with humanoid body, serpentine tail instead of legs and serpent heads but some experiments have made some look almost human. Pollywog: Humanoid Frog-People Revenant: people giving a second chance at life by the Lord Death, but overtime they keep decaying. Revenant are common enough that some industry exist to help them stave off the worst effects. They are pale, hair becomes brittle and most likely fall out, lips drawing back to reveal teeth. Sphinx: Human sized sphinx with leonine body, where many people believed they were bigger due to various interpretation/sculpture. Can walk on all four or upright. Spriggan: Created by Grandfather Tree, human sized but instead of flesh and blood, think bark, can plant themselves and look like ordinary tree twice their size. Sprite: 2 feet tall faerie that decided to stay in the mortal world. Can communicate with animals and transform into small animals like birds, butterfly etc... Triton: Blue Fish person basically with piscine faces and globular eyes. Think abe from Hellboy. Woodwose: Big looking brute monsters, are actually very peaceful. 7 to 9 ft tall, 500 pounds, they tend to scare people. Thick, coarse fur covers their bodies, being reddish brown, gray, or black. Curling horns, reminiscent of those found on rams, grow out from the sides of their heads and end in sharp points. They have broad hands and feet, with spatulate digits that end in darkened nails.
  18. The races seem like the only non-intuitive thing in your character creation. Dwarf, human, elf, goblin I get. But the others, I don’t know. Like, I think I know what a centaur or harpy or sprite or sphinx is, I have ideas about clockwork and spriggan and naga, but what is a woodwose or a haren or a pollywog? Is it possible to add like a sentence about what they are or look like or something for each of the available races? I am mostly intrigued by the little dragon guys, though, so will probably apply with one of those. Just curious about what everything is. Like, I would have thought dragonets were more like Dragonborn, than like three foot long dragons. Or dragon fly people, so bugmen. Or something.
  19. In general, at the basic, I find it more fun. Plus from what I can see in advertisement everybody already plays D&D, so went for another system. I used to play Shadow of the Demon Lord so Shadow of the Weird Wizard combined what I liked from Shadow of the Demon Lord and mixed it with sword and sorcery like pathfinder/D&D in a way that I enjoy. Also they changed/fixed a few things compared to Shadow of the Demon Lord. Dice are just d20 and xd6, nothing else. The ridiculous amount of combination between Novice Path + Expert Path and Master Path also is intriguing. There is no requirement for expert and Master paths beyond just reaching the right level 3 and 7 and choosing your path. Each path giving significant advantages at each level, no empty levels. Of course, it would be nice, if the choice matches your character personal journey and desires. Leveling is fast, 1 quest, 1 level up and there is a max of 10 levels. While I think adventure paths and the likes are interesting as far as I can tell, at pbp pace it basically almost never reach the end of the big promises. They have an options for getting more stuff past level 10 but for now, I think for this campaign will focus on reaching level 10 and completing a personal quest or two per character and call it a day.
  20. At a glance, this system seems a lot like D&D. What made you choose this system over D&D? What was the primary factor? Are there any additional little factors that contributed to your decision?
  21. Some of the ancestries look more humans than others. Like Dragonets definitely don't look humans at all and they are like up to 3 feet long and look like little dragons. While Dhampirs look humans most of the time, if you go months without feeding on blood, you do become pale and unhealthy looking. I can't exactly list everything but if there is something you are interested or have questions about, can help with that.
  22. Are you able to be the races but still look more human
  23. Quick concept examples with Laios' Party with expert path to show what paths they might follow: Laios Ancestry: Human Profession: Folklorist Novice Path: Fighter Expert Path: Commander Marcille Ancestry: Elf Profession: Occultist Novice Path: Mage Expert Path: Wizard Chilchuck Ancestry: Halfling Profession: Burglar Novice Path: Rogue Expert Path: Thief Senshi Ancestry: Dwarf Profession: Cook Novice Path: Fighter Expert Path: Ranger
  24. Yes centaurs are playable! The ancestries listed are all the playable ones. Ogres and Orcs for example are not listed, because they aren't playable in this Orcs are more like a curse/affliction. Centaur Ancestry: Starting Health: +4 Size: 2, Speed: 6 (Mount) Languages: Centaur Natural Weapons: A centaur can use their hooves as a single natural melee weapon. Attacks with their hooves deal 2d6 damage. Traits: Gallop: When the centaur runs, they quadruple their Speed instead of tripling it. Well there is actually a Cultist profession, if you would prefer: Cultist. You belonged to a small religion that operated on the fringes of your community. Your cult might have had good intentions or could honor some monstrous power. You have a symbol or badge of your faith.
  25. ..And... Centaurs are playable, right? I was thinking of maybe a nomad or an occultist who isn't exactly part of some Kooky Cult that was worshipping Evil the Giant Serpent but possibly the last of a herd who learned such things in order to quell wicked/unruly spirits that just happens to involve keeping a sharp sword handy. (Though is there a shaman background? Maybe that works better?) But with her people gone, as well as the wizard, she's just sort of wandered into this whole scene, trying to find new purpose in her life.
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