OSR: Muscle Magus
This is a sub-class for my Wizard class, click for more details. I had a Muscle Wizard on my previous blog, but it was kind of garbage. After listening to Muscle Magus by Ironmancer, though I got inspired to try again. Also, it's a good song. Go listen to it, along with his other tracks.

Also called Physicalists, Musclemancers and Strength Wizards, Muscle Magi are Mages obsessed with strength, dedicated to becoming the strongest in every possible way.
Reputation:
Muscle Magi are either Outsiders or Outlaws as the Tradition they come from tends to be secretive, violent and often extremely questionable. Muscle Magi often have no problems taking whatever they need, attacking strong people to test themselves and in some cases, violently cannibalizing people to steal their power. The only reason why they aren't all Outlaws is because they are often confused for martial artists practicing a Fist Art instead, which from the outside, can look really similar. After all, there are countless schools of martial arts out there, why couldn't one look like that.
The only place this doesn't really apply is in places where the Muscle Magi have caused a whole bunch of problems or areas that have a large number of Martial Schools. In the latter case, the people will be familiar enough usually to recognize that whatever the Muscle Magus is doing is not a Fist Art, or at least, not a normal one.
Culture:
Muscle Magi do not usually form large Wizarding Orders or have organizations period. As they tend to be egoists obsessed with being the strongest and climbing to the top of the pyramid of strength, they rarely cooperate. In many cases, they fight each other to steal the other's secrets, steal his resources or simply to eliminate a rival. In other cases, they will avoid each other, walking the path of strength in solitude.
In the rare times when they do cooperate, they form Gymnasiums. These organizations are secret and usually based around a stronger Magus, who will select and train a number of young apprentices to become his servants. However, these relationships are often tense and full of mistrust, as the Master will withhold some of his teachings and should he feel his students growing too powerful or beyond his grasp, he may eliminate them to prevent a threat to him.
This is often a wise decision, as many Apprentices do seek to overthrow their master, if only to obtain his secret teachings. In other cases, Masters may pit apprentices against each other, in order to ensure that only the strongest inherit their teachings.
Muscle Magi look down on other Wizards, who they regard as soft-handed scribes who fail to fully utilize the gifts they have. To them, a Wizard is a man who, upon realizing he was a sighted man in a city of the blind, covered one of his eyes. Given this, one might expect they respect the Fighters and the adherents of the Martial Schools. However, this would also be wrong.
Muscle Magi regard such people as foolish strivers, those who seek power but without the means of ever truly grasping it. The fact that these Fist Art users often prove their end typically does not change this perspective, though it can breed a reasonable caution in the heart of most Muscle Magi.

Power: You have great, but not superhuman, strength. You can swap your highest ability score and switch it to STR, should you wish. Additionally you may reroll any STR check or saving throw up to X/Day, where X is your STR modifier. You may not use this ability with any spell, however.
Drawback: You have a dedicated exercise routine that you must stick to should you wish to maintain your glorious physique. To keep your current body you must...
1d4
1- Lift weights at least five days a week, while consuming protein at least twice a day.
2- You must hit a heavy bag (or similarly hard surface) 100 times daily and do as many pull-ups as possible four days a week, while running or swimming the other three days.
3- You must attempt to smash boards with your bare hands, do push-ups over fire, run through waist-deep water, climb a tree while carrying water, make your bed, flip pancakes, spin a coin between your fingers and make a perfect signature every six days a week.
4- Do 1000 push-ups, sit-ups and squats, then go on a 10 km (six mile) run, every single day.
Spell List:
Common Spells:
1d12
1- Assert Dominance
2- Bulking Season
3- Caloria Deficia
4- Cardio Carnage
5- Dynamic Entry
6- Gentlemanly Fisticuffs
7- Glass Jaw
8- Knockout
9- Power Lift
10- Serious Punch
11- Stone Crushing Fist
12- Thunderclap
Rare Spells:
1d3
1- Atomic Wedgie
2- Dragonslayer
3- Temple of Iron
Legendary Spell(s):
Infinite Mass Punch

Assert Dominance
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R: self T: creatures nearby D: [dice] hours
You flex and display your glorious physique. All creatures that can see or hear you must save. On a failed save, those creatures are Charmed or Frightened (caster's choice), unless you have openly portrayed yourself as friendly, helpful or hostile, in which case the relevant option will be selected. Creatures which are larger or physically stronger than you have advantage on this save, while weaker creatures have disadvantage.
Frightened creatures must make a Morale check next round. On a failed check, they run away.
Bulking Season
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R: self T: self D: special
You gain the ability to consume up to X rations, where X is your Wizard level+[dice]. For each ration you consume, you gain 1 Bulk. Each Bulk is a mix of muscle and fat that occupies 1 Inventory Slot. For each Bulk you gain, you do +1 damage on a hit and add +1 to any STR checks or saves.
Your Bulk disappears at a rate of 1 Bulk per day you do something strenuous, such as traveling on foot, adventuring, etc. Not eating for a day also reduces your Bulk by 1.
Caloria Deficia
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R: self T: self D: special
You reduce the amount of food and water in your body, causing you to gain a super-defined physique. This grants you +[dice] to Atk and Def rolls, but you do not add this bonus to any damage dealt. You also can add +[dice] to any CHA checks or saves made during the duration.
You can maintain this physique by taking no lunch breaks/short rests and drinking no alcohol or consuming any other form of calorie-dense item, only eating when you take a long rest. If you do eat more than what is required, drink alcohol or consume calories you go back to your normal physique.
Cardio Carnage
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R: self T: self D: [dice] rounds
You accelerate your movement speed, enabling you to add +[dice] to DEX checks and saves, as well as any spell that is based on movement, for the duration. If you are in combat, add +[dice] to your Atk and Def rolls, though do not add this bonus to any damage dealt.
If cast with 2 [dice], you can dodge arrows, darts and stones from a sling. If cast with 3 [dice], you can dodge bullets or similarly fast projectiles. If cast with 4 or more [dice], you can dodge lightning or other magical projectiles.
Dynamic Entry
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R: 50' T: [dice] creatures D: one action
Targets take -[sum] less falling damage upon impact with the ground or a solid surface. If an affected creature lands on another creature, that creature takes the damage the affected creature would had it fallen normally.
Gentlemanly Fisticuffs
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R: 30' T: all within range D: [sum] rounds
Everyone within range must save. On a failed save, they will discard their weapons and settle things with a bare knuckle boxing match, both sides sending forth a champion to settle the dispute. Their opinions on all other things will remain unchanged, and depending on how much they disliked you, this could be a civilized match or a white knuckle brawl. If someone passes their save, but their allies don't, their allies will try and encourage them to discard their weapons, as it would be unsportsmanlike. However, they will go for their weapons if they believe that their opponents are acting in bad faith.
If you so choose, you can automatically pass your save, and [dice] people can also.
Glass Jaw
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R: 30' T: [dice] creatures D: [dice] rounds
You force [dice] creatures to save. On a failed save, whenever those creatures take bludgeoning damage for the duration, they also take an additional +[dice] bludgeoning damage. On a successful save, those creatures take [dice] psychic damage.
If cast with 3 or more [dice], affected creatures take +2[dice] bludgeoning bonus damage instead.
Knockout
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R: self T: creature D: one action
Make a melee attack against a creature within range. On a hit, that creature must save. On a failed save, the creature is knocked unconscious. On a successful save, the creature takes damage as per normal.
Note this spell only works against creatures that could be knocked unconscious with a blow to the head. If a creature is immune, it automatically passes its' save.
Power Lift
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R: self T: self D: [dice] rounds
For the duration, you may add +[dice] to any STR check or save.
Serious Punch
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R: self T: creature D: one action
You unleash a massive, full-power punch against a creature. Make an Atk roll. On a hit, that creature takes [sum]+[dice] damage.
Stone Crushing Fist
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R: self T: self D: [dice] minutes
Your fists gain the ability to crush rock, smash stone and rip through metal. For the duration, add +[dice] to any STR check made to destroy stone, rock or metal.
If cast with 1 [dice], you can break soft stones like sandstone. If cast with 2 [dice], you can smash harder stones, bricks or softer metals (like bronze or brass). If cast with 3 [dice], you can destroy all non-magical stones and all but the hardest metals, including high-quality steel. If cast with 4 or more [dice], you can literally crush coal into diamonds, as well as dismantling any non-magical stone or metal.
Thunderclap
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R: [dice]*10' T: All creatures/objects within range D: one action
You clap your hands together, generating a powerful shockwave. All creatures within [dice]*10' must save or be thrown backwards [dice]*10'. This causes creatures to take 2[dice] thunder damage and 2[dice] bludgeoning damage upon landing, unless that creature passes a DEX save.
If that creature collides with into another creature or object, that creature instead takes [sum] damage, save for half.

Rare Spells:
Atomic Wedgie
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R: self T: self D: [dice] rounds
For the duration, all successful attacks against a spellcaster do +X damage, where X is the number of spells that caster has prepared.
Note that this spell only applies to mortal spell-casters or those who use mortal methods of casting, not against naturally-magical creatures.
Dragonslayer
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R: self T: self D: one (re)action
You can cast this spell as a reaction to taking fire damage. Subtract [sum] from the damage dealt. Your next attack then does +1/2[sum] bludgeoning damage, as the spell converts heat into pure, high-grade STRENGTH.
Temple of Iron
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R: self T: self D: [dice] rounds
For the duration, all sources of damage that affect your body* (Referee's Discretion applies) do -[dice] less damage.
If cast with 3 or more [dice], these sources do -[sum] less damage.
This means that magic that targets the soul, mind or mana network is unaffected, such as necrotic, radiant and psychic 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 get a cramp. For 1d10 rounds, you have a -[dice] penalty to all Atk rolls.
2- Any time you pick up a weapon, for the next 1d10 minutes, you must pass a save to avoid destroying it. This does not affect magical weapons.
3- Every creature within 30' of you must save. On a failed save, they become frightened of you for 1d10 minutes.
4- You accidentally create a shockwave. All creatures within 30' of you must save or be thrown up to 30' directly backwards (relative to their position). If they collide with anything hard or solid, they take 2d6 damage, save for half.
5- Every stone you touch for the next 1d10 minutes explodes into dust, forcing you and anyone within 15' of you to save or be blinded for 1 minute or until you take an action to wash away the dust.
6- For the next 1d10 minutes, you take +[dice] bludgeoning damage from any source that deals that much damage.
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- You gain 2[dice] inventory slots worth of Bulk. This provides no benefits that the spell ordinarily would. After 10 minutes save, on a failed save, the Bulk remains and must be burned away as per the spell.
2- You lose a massive amount of calories. If you don't eat at least [dice] rations, you have disadvantage on all rolls for the rest of the day. After that, this unnatural deficit eds.
3- For 1d10 minutes, you absorb the power of any fire you touch or get within 10' of. This causes you to be wrapped in harmless, but very bright ethereal fire. Since the fires are burning over your eyes, you are effectively blind for the duration.
4- For the next 1d10 minutes, you take +X bonus damage from any attack made by a non- Magic-User.
5- You must challenge the next enemy you see to a fist fight, no matter how unrealistic or stupid that is. If they accept, you must go through with it. If they refuse, you are off the hook. Until you do so, you have disadvantage on all Atk rolls.
6- For the next 1d10 minutes, if you take any amount of bludgeoning damage, you must save or be knocked unconscious for 1d6 rounds.
The Doom of the Muscle Magus:
When you suffer Chaos or Corruption, you gain Doom Points. When you gain 10, 20 or 30 Doom Points you suffer the Doom of Fools, Doom of Kings and the Ultimate Doom respectively. You can escape this Doom, but only if you go on a quest to save yourself.
Doom of Fools- You lose your amazing strength for 1 hour, it reducing to 8(-1) for the purposes of STR checks and saves. Your fists do only 1d3 damage on a hit. You cannot cast any spells for the duration that would increase your strength or modify your body in any way.
Doom of Kings- As above, except it lasts for 1 day and your STR reduces to 6(-2).
Ultimate Doom- As above, except permanently, and your STR reduces to 3(-3).
You can escape this Doom by gaining an Ageless body that will never degrade or by wrestling a God and winning.






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