[Index]
Cypher Bestiary
Wizards spend their lives pursuing magical lore, sometimes as an end in itself, other times so they can impose their will on the world.
Adventure Seed: A coterie of wizards staged a coup and declared itself the new rulers.
Health: 12
Damage Inflicted: Moderate wound
Armor: 1
Movement: Short
Modifications: Magical lore as level 6
Combat: The wizard attacks with short-range glowing streaks of force.
A wizard usually also has at least two of the following spells they can cast as their action.
GM Intrusion: The wizard turns the character to stone until the character uses a ten-minute or longer non-rest recovery.
GM Intrusion: The wizard summons a lightning elemental that attacks the character for up to one minute.
A great wizard is level 6, trained in magic lore as level 7; has 22 health, deals moderate wounds with attacks; and knows one or more of the following additional spells:
A mighty wizard is level 8, trained in magical lore as level 9; has 40 health, deals major wounds with attacks; knows one or more level 6 Spells, and one or more of the following additional spells (which they can usually cast only once per day):
Magical scholars, wizards scour arcane texts to learn the secrets of the multiverse. Using incantations and specific gestures, wizards channel that lore into powerful spells. Most people lack the talent to become wizards, as many wizards are quick to point out, claiming they have no time to suffer fools. Care should be taken when negotiating with wizards, as their power makes them potentially dangerous adversaries. But often, the wizard is the one that must be sought to learn a secret, find the right spell, or gain an ally for an upcoming quest where specialized magic is required.
Wizard names tend toward the pretentious. Options include: Syrrix Silverwand, Stmo Leornian, Miresia the Magister, Lord Dessatyso, Barlu of the Yellow College, Evrin the Enchanter, Crow, Ignatius Starcaster, Faust the Chaotic, Isa of the Iron Tower, Kairos, Amara Grimm, Shaythra, Lagos D'lester, Ozima of the White Sands, Glomund Gorthuel, Vadriel, Naug, Aganon, Rath Duskmantle
Many wizards are wizened and carry a staff. What else stands out or is different about a given wizard?
| d10 | Standout Features |
|---|---|
| 1 | Youthful; wears shimmering robes that look like the night sky |
| 2 | Surrounded by ever-present halo of swirling dust |
| 3 | Accompanied by a pig familiar |
| 4 | Clutches a shimmering hourglass instead of a staff |
| 5 | Garments apparently made of living leaves and plants |
| 6 | Wears garments stitched with clicking clockwork devices |
| 7 | Always cloaked in shadow, even in direct sunlight |
| 8 | Wears goggles, bandoliers stuffed with glowing alchemical vials |
| 9 | Cloak made of hundreds of feathers; stuffed kestrel mounted on hat |
| 10 | Accompanied by two ferret familiars that speak with the voices of human children |
Familiar: level 1; wizard can see through familiar's eyes up to a very long range
Adventure Seed: A prized object in the character's possession once belonged to a wizard who now wants it back.