66 Wizards (5e)

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(A setting in itself, something you can drop into your own setting, or just a repository of weird and wonderful wizards and their cohorts, 66 wizards details the powerful members of an arcane order who have been laid low by alien terrors and those who stand against them. Full wizard entries can be found below and use the Archmage NPC profile as their base – modified by the 66 Wizards features and the wizards individuality).

Two hundred years ago, the Supreme Guild of Arch-mages fell to a coalition of Elder Evils from beyond space and time. Their star-spawn larvae latched onto each of the order's 66 members. The location of each arch-mage and their activities affected the form that the symbiont being took once the mage had been subsumed. Known as the Week of Woe, each mage was tracked down and attacked by vicious alien life-forms, whose ultimate aim was to gain control of the order so that their newly conquered agents could lay the ground for a full-on invasion. The Elder Evils' plan worked better than even they thought possible, although enough loose ends were left to create problems for their ultimate plan to this day – some of the wizards escaped, using a technique that the invaders did not know the order possessed. The use of mortal vessels. For the Supreme Guild of Arch-mages contained only the most powerful users of magic, some wizards were not human to begin with, whilst others had conquered time without the need to transition into lichdom.

The arch-mages could transfer their consciousness, accumulated knowledge and life experiences into 'mortal vessels' – objects and humanoids to hand, crafted constructs, clones, or simulacrums, thus cheating death. It was this power that allowed some wizards to escape the attack, with the most unexpected uses escaping notice better than the standard. However, the Elder Evils' work was complete enough that it has tainted the world ever since. Fifty nine members of the order were overcome and became accomplices to the scheme, whilst four wizards retained all of their original faculties in strange mortal vessels and fought back, and three more were able to control the symbionts that had assaulted them enough to keep control of themselves and help the resistance efforts were they could.

The monstrous mages fell easily to the symbionts, as did those of dark morals, but those with grounded roots to the world and those of a more altruistic bent fought hard once the threat became known. Some were able to escape – at horrible cost to themselves, whilst others fell under the yoke of the alien powers; reluctant pawns in a cosmic game. Some say that a kernel of good remains to those that bowed the head reluctantly and that a persistent inquisitor may release them, if they are put to the question.

One thing is known for sure, the Supreme Guild of Arch-mages is now a relic from a haunted past, whose members are continent spanning despots and tyrants. For although the star-spawns' plans for a full invasion have not come to fruition, they draw sufficient sustenance from the chaos and mayhem the Supreme Order now sows to make the energies they expend on sustaining the 66 worthwhile. Perhaps one day they may have their invasion.

The 66 wizards are distinct from all other spell-casters in their powers and abilities, however, since their ouster they have become hostile to other spell-casters and hunt them down when they can, once they become a threat. Each of the wizards has their own story which informs their symbiont form and actions, although most have lost their sense of self under the alien yoke.
 
66 Wizards Features

Each wizard has its own distinct features and powers informed by the circumstances of its fall or escape. Individual wizard entries contain details of where these features differ from the standard found below.

Magic Resistance – The wizard has advantage on saving throws made against spells or spell-like abilities.

Resistances – The Symbionts inhabiting their bodies grant the wizards resistance against Cold and Psychic damage.

Wizard's Health – Each wizard has the Tough feat (based on their spellcasting level) and regenerates 1 hit point at the start of each of its turns (10 hit points a minute). Limbs may be re-attached if held to the stump for one minute. Decapitation prompts the Mortal Vessels ability (see below). Wizards without a flesh and blood body do not have this feature unless noted in their entry.

Lasting Malevolence – Each wizard with a corporeal body has stopped ageing and is immune to ageing effects.

Mortal Vessels – Those wizards that have fallen to the Symbionts have lost this ability. The seven who escaped have not. At the point of death, the wizard can use the Magic Jar spell to inhabit another vessel, which is not always a conventional body. It is a DC 18 Charisma saving throw for an intelligent being to resist being possessed. If the new vessel is a prepared clone, construct, or simulacrum, there is no range restriction to the use of this power.

Symbiont Powers – These vary from wizard to wizard and are detailed in the wizard entries. This may include lair and/or legendary actions. Escaped wizards generally have powers determined by their circumstances, rather than being granted by a dominant symbiont.

Spellcasting – Each wizard is a powerful spell-caster. Its spellcasting level, spell attack bonus and list of available spells vary from wizard to wizard.
 
A thumb-nail description of one of the escaped arch-mages and a few names from the list of 66 wizards.

Reverend Half-moon, the Pitiless Claw

Moved his mortal vessel into the body of a Werewolf when he was attacked by the star-spawn and escaped, resulting in being able to control the symbiont for all but 3 days a month, when the moon is full and the wolf and symbiont rise. When not under the influence of the symbiont, Reverend Half-moon sometimes aids resistance efforts against the order he was previously a member of. A magical tattoo on his cheek traces the phase of the moon for all to see, presuming they know who this hirsute stranger is. When not in control of the symbiont, his name is cursed as he rampages across the countryside in a fury of rage.

Cravos, the Door Ajar

Lady Fireblood, the Sulphurous Spew

Splinterhoff, Marshall of the Battalion of Rust
 
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Scortch, the Armour Animate

When he was attacked, Scortch transferred his mortal vessel to his Helmed Horror guardian, laying low until the symbionts left his tower empty handed. Appearing as an armoured knight with an enclosed helm that never opens (except when his resident Gremlins Bert and Nobbs need to eat or answer a call of nature), his voice echoes eerily from within. The Gremlins that call the armour home have made the interior of the helmed horror homely, with stuffed cushions blunting most of the metal protrusions inside. Scortch is the most active of the escaped mages, actively campaigning against his former compatriots. He is now rumoured to travel with a Master Thief named Penhalligon, and his apprentice, a naïve youth learning the way of the bounty hunter. They make a strange adventuring group that the PCs may bump into should they gain some notoriety as hunters of the 66 wizards.
 
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