Entertainer Wizard School

Spectacle! Drama! Without attention and praise entertainers wither. They imagine their magic as nothing more than their due. A way to help the world realize how unique and extraordinary they truly are rather than that which makes them special. Entertainers are stars.

Not just of their own lives but also of anyone drawn into their orbit.

Many entertainers use their spells to enhance mundane performances like singing, theatre, or dance. Others opt for more exotic fare such as collecting a menagerie, creating unusual constructs or magic items to keep them in the public eye, or crafting dreams for audiences of one. A few even abandon conventional show business in favor of winning adulation in fields like politics or religion. Regardless of the path they choose, entertainers are rarely content unless basking in the admiration of others. They are perfectly willing to take risks to win this favor and they often fear damage to their reputations (or egos) more than their own skins. Their nobler impulses make them heroes who never allow enthusiasm to flag while their worst leave them sick with jealously and loathing for anyone who dares to upstage them.

Restive and looking for excitement, not to mention the limelight, entertainers rarely turn down a chance at adventure. Since they especially relish playing the hero entertainers are more likely to embroil themselves in causes or social movements than members of most other schools. This sometimes drags them into adventures closer to home than dungeon delving or braving the wilderness. Of course, entertainers who do end up fighting monsters in the middle of nowhere take great pains to spread word of their deeds; which often grow in the telling.

School Powers

Entertainers develop magical abilities that allow them to become the center of attention, punish hecklers or other nuisances, and to craft illusions placing them at the heart of dramatic scenes.

Splendid Spotlight (Su)

You can, as a standard action, surround yourself with a magnificent aura of light and sound that persists until you dismiss it as a swift action. You cannot make a Stealth check while bathed in this aura or take similar steps to dim your glory. However, you can make yourself so distracting that you grant any one creature you can see within 30 feet of you a +1 circumstances bonus to AC and saving throws against any attack specifically directed against her.

This bonus increases by an additional +1 for every five wizard levels you possess up to a maximum of +5 at 20th level. At 20th level you can grant this bonus to any number of creatures you choose and not just one. You can only grant this bonus if the attacker can either see or hear both you and the affected creature.

Garbage against Garbage (Sp)

As a standard action you can create and direct a stream of rotten fruit, soiled clothing, and similar disgusting rubbish against any single creature you can see within 30 feet. This foul mess deals 1d6 points of nonlethal damage +1 for every two wizard levels you possess (minimum of 1) and sickens the target for 1 round. However, if she makes a Fortitude saving throw (DC equals 10 + your Intelligence modifier + 1/2 your caster level) she takes only half damage and does not become sickened.

You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

In the Thick of It (Sp)

At 8th level, you can create a complex and interconnected illusion covering an area of up to a 30-foot radius emanation centered anywhere you wish as long as it moves with you. You can craft this illusion to depict virtually any scene you can imagine if you are presented as the most important creature within it. You can portray yourself as a prince surrounded by a retinue of followers, the victim of jeering crowd about to burn you at the stake, a fierce and painted chieftain leading a band of screaming warriors, or anything that comes to mind. While you can use this illusion to alter clothing, hair style, or similar fairly minor details for yourself or others, all actual creatures depicted within the illusion must remain recognizably themselves. You cannot use this illusion to fully conceal creatures, objects, or hazards nor can you change their appearance such that a creature would unknowingly come to harm if interacting with them. You can only create one such illusion each day and you must concentrate on it to keep it functioning and interactive.

However, you can essentially put the illusion on “autopilot” for a total number of rounds equal to half your wizard level without causing it come to an end. During one of these rounds you can take standard actions while still maintaining the illusion. These rounds need not be consecutive. Except as noted above, this otherwise works identically to major image.

Entertainer Spells

Section 15: Copyright Notice

Lost Lore: Divine Hunters Copyright 2015 Frog God Games, LLC; Author John Ling

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