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OSR: Jazz Wizard

  • seeroftheabyss
  • 1 day ago
  • 8 min read

This is a sub-class for my Wizard class.

“In all those stories about people who sold their souls to the devil, I never quite understood why the devil was the bad guy, or why it was okay to screw him out of his soul. They got what they wanted: fame, money, love, whatever—though usually it turned out not to be what they really wanted or expected. Was that the devil's fault? I never thought so. Like John Wayne said, "Life's tough. It's even tougher when you're stupid.” - James Anderson, the Never-Open Desert Diner


Jazz Wizards, also known as Bebop Magicians, Soul Shamans, Smooth Conjurers, and Swing Witches, are musicians who harness the power of music, along with a little actual magic, weaving them together into tunes that soothe the soul and change the world.


Reputation:


Jazz Musicians represent that thing that all moral guardians hate- change and disruption. They come with a new creed of good tunes and good times, practicing magic in ways it was never intended to be used. Even other Wizards regard them as mavericks, using High Art for something as meaningless as song!


It does not matter to them whether or not the Jazz Wizard can produce wondrous works of music and magic and what this could mean for High Art, they are not to be trusted. Rebels and rapscallions, all!


Culture:


Jazz Wizards have no central organization, nor do they originate from a single school of thought. Rather they are all scattered individuals, all different in their appearances, styles and spectacles, yet all hiding the same secret sin. They did not come by their power, sometimes not even their talent, legitimately.


Rather, they were acquired through a bargain with some powerful being, most commonly a Demon or other sinister Outsider. In exchange, each one of them lives with the looming knowledge that one day, their patron will come to collect his due.


So until that fateful day, live, laugh, drink and dance! Keep the music going until the ship vanishes beneath the waves!

from here, artist unknown
from here, artist unknown

Power: If you play music for someone, they must succeed a morale check to take an action that would harm you or continue doing so. On a failed check, they find themselves unwilling to hurt someone so talented. They might not help you, but they'll certainly stop hurting you.


Drawback: Authority figures, moral guardians and busy-bodies consider you a blight on the community, a bad influence on the kids and a general no-good rapscallion. You will never be given the benefit of the doubt by these folk and will always be judged, watched and poorly thought of by them. Make them mad enough and they'll try to run you out of town, or at least make you uncomfortable enough that you leave on your own.


Jazz Wizard spell-list:


Common Spells:


1d12

1- A kiss in the Dark

2- April Showers

3- Combustication

4- Dancing in the Dark

5- Dream a little Dream of Me

6- I ain't got Nobody

7- I'll Build a Stairway to Paradise

8- It's only a Paper Moon

9- Rhapsody in Blue

10- Soul of Things

11- Sweet Georgia Brown

12- Two Black Crows


Rare Spells:


1d3

13- Me and My Shadow

14- Parade of the Wooden Soldiers

15- Star Dust


Legendary Spells:


Blue Train


Soul Station

Spells:


A Kiss in the Dark

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R: 30' T: self D: [dice] minutes


Creates a semi-corporeal illusion of the Wizard. The Wizard can move and see through this illusion, and the illusion can touch and manipulate objects. However, the illusion cannot damage anything and if it takes any damage, it pops like a bubble and disappears into a cloud of multi-colored smoke.


April Showers

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R: 50' T: [dice]*10' circle D: [dice] rounds


Creates a rain of any liquid you desire in a circle [dice]*10' on the ground. The shower lasts dice rounds. This cannot produce any acid strong enough to harm someone.


Combustication

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R: 50' T: all X within range D: [dice] rounds


You designate an action, type of person, or concept. For [dice] rounds, anyone respectively, carrying out that action, being that type of person, or engaging with that concept within range lights on fire, taking 1d6 damage a round. These flames can be extinguished as normal fire. This spell does not differentiate between friendly and non-friendlies.


Dancing in the Dark

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R: 30' T: [dice] creatures D: [dice] rounds


For [dice] rounds, [dice] creatures get a bonus equal to +[dice] to any damage rolls they make, as long as they are attacking another creature affected by the spell.


Dream a Little Dream of Me

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R: 30' T: [dice] sleeping creatures D: one action


This spell can only be cast on sleeping creatures. When cast, [dice] sleeping creatures have a dream about whatever the Wizard wants them to. If you invest four or more dice in this spell, then you can cast this spell on anyone, even if you are not near them, as long as you know their name and they are sleeping.


I ain't got Nobody

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R: self T: self D: one action


If you are alone, this teleports a person to your side. This is just the nearest person. If you invest three or more dice into this spell, you can choose the person who comes to you.


I'll build a Stairway to Paradise

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R: 30' T: self D: one action


Creates an escape route from danger. Can help you escape an enemy, social faux pas, or more esoteric dangers.


It's only a Paper Moon

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R: [dice]*10' T: object or creature D: one action


Teleports any object or person up to [dice]*10' away and replaces them with a paper model. The paper model is clearly not them, though at a distance this might be hard to tell at first.


Rhapsody in Blue

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R: 30' T: all within range D: one action


All within range regain [sum] FS. All bad moods within are dispelled. Additionally, if someone is under a temporary mental effect such as Charm, Fear, this spell grants them a new save.


Soul of Things

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R: 30' T: object D: [dice] minutes


You imbue one non-living object within range with sentience. This object is friendly with you, though it is not compelled to obey you. But the object will be well disposed toward you, unless you prove yourself dangerous. The object can now move and speak. For combat purposes, it has HD equal to [dice] and AC equal to [sum], and makes attacks at 1d6+[dice].

If you invest four or more dice into this spell, you can instead choose to make the spell's duration permanent.


Sweet Georgia Brown

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R: 30' T: the space in front of you D: one action


Creates [dice] gallons of sauce. Anything that this sauce is applied becomes irresistable. Strong willed beings can resist, but any weak-willed beings must make a Save minus [dice] in order to avoid eating it. If applied to a living being, carnivorous or cannibal monsters subtract 2*[dice] from their Save.

Rare Spells:


Me and My Shadow

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


The Wizard casts this spell on their shadow. Their shadow then animates, falling under their control. The Wizard can then take a bonus action for each round the Shadow is animated to use it to make an action. The Shadow can manipulate the shadows of other people and objects by touching them, and any changes made to their shadows change the object they are connected to.


The shadow can also attack, doing 1d6+[dice] damage on a hit to someone's shadow. However, while this spell is active, the Wizard's shadow is also vulnerable to taking damage from other shadows. Finally, this spell does not work in pitch darkness. You need light for a shadow to exist.


Parade of the Wooden Soldiers

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R: 10' T: piece of wood D: [dice] hours


This spell targets a piece of wood. When cast, it produces up to [sum] wooden golems (Wizard's choice). The golems each have HP equal to [sum] divided as the Wizard chooses among them. All Golems must have at least 1 HP.


The Golems are fearless, obey any order given to them by the Wizard, and are loyal to the Wizard until their death. They continue to function for [dice] hours or until destroyed. If four or more dice are invested to catch this spell, the golems do not have a limited lifespan, and will last until destroyed.


Star Dust

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R: 30' T: creature or object D: one action


One creature within range must save. If the creature has more HD than [dice], it adds the difference to its save. If it has 3x more HD than [dice], it automatically passes. A creature may also choose to fail its save, if it wishes to. Objects do not get a save unless they are magical, in which case use the save of the owner.


On a failed save, the targeted creature or object turns to dust and is destroyed. On a successful save, a creature or object takes 2[dice] damage.

Chaos:


Triggered whenever you roll doubles on your Mana Dice. The Spell still goes through, but you get an additional effect. Additionally, whenever you roll on the Chaos Table, you get 1d2 Doom Points.


1d6

1- You lose a magic die

2- For 1d10 minutes, you cannot speak. All sounds that come out of your mouth are just musical sounds

3- You suddenly become massively intoxicated. Lasts 10 minutes, then you sober up.

4- Your spellbook becomes incomprehensible. You must transfer your spells into a new one before you can change your loadout of spells.

5- All the liquid on your person turns to 1d4 (1= Water; 2= Gasoline; 3= chlorine gas; 4= water, but its actually poisoned.)

6- For the next 1d10 minutes, everything you do is accompanied by appropriate music. Sneaking around is accompanied by suspenseful music, fights are accompanied by dramatic music and etc.


Corruption:


Occurs when you roll Triples. When a Roll triggers Corruption, roll on the Chaos Table. If you roll Corruption, the Spell fails. Additionally, when you roll on the Corruption Table, you get 1d4 Doom Points.


1d6

1- One of your possessions suddenly disappears, and is replaced by the nearest musical instrument. Miles away, someone is probably very surprised that instead of their guitar/saxophone/fiddle, they now have a magic weapon/spellbook/vital quest item.

2- Everyone within 30' must save or become intoxicated.

3- Everyone within 50' temporarily loses their ability to speak. Instead of words, musical sounds come out of their mouth. This state of affairs last for 1d10 minutes.

4- Suddenly, all X within 30' catch fire. This fire is non-magical, and acts as normal fire. What is X? 1d6 (1= People attacking; 2= People who are lying; 3= bachelors; 4= unwed women; 5= people not of your race; 6= sluts)

5- You are suddenly confronted by a traveling musician. The musician wants to challenge you to a contest. And maybe, if you're feeling brave, you can wager over the contest. Would you like a fiddle of Gold, perhaps? The musician won't force you to accept a challenge, but expect fortune to turn against you if you do.

6- All liquid within 100' turns to 1d4 (1= liquor; 2= blood; 3= oil; 4= Sweet Georgia Brown barbeque sauce, with the effects of the spell.


Doom of the Jazz Wizard:


When you suffer Chaos or Corruption, you gain Doom Points.

At 10 Doom Points, you invoke the Doom of Fools.

At 20 Doom Points, you invoke the Doom of Kings.

At 30 Doom Points, you invoke the Ultimate Doom.


Doom of Fools: Your Patron shows up. It's time to pay up. You need one person to send with him. This person need not be willing, but they must be alive, and a three-souled being. If you cannot find a person quickly (within a minute or two) or don't have one already prepared, then he will take you. The person who is taken turns to dust and dies. Before your patron departs, he will have instructions for next time.


Doom of Kings: As above, but this time, your patron left you instructions. He wants someone special this time. A virgin, a priest, a child, a famous person, etc. When he shows up, you either need that person with you, or have permission indicating that they agreed to come with you/your Patron. If you do that, he will take the person and leave. That person turns to dust.


The Ultimate Doom: This time, he's not accepting any substitutions. He shows up, and if he touches you, you turn to dust.


This Doom can be avoided by defeating your Patron in a duel or by taking your soul back.


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