101 things you'll find in a wizard's lab


Advice

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122. Yourself. You were the wizard all along!

The Exchange

123. A pink and purple striped cat curled up near the fireplace. It gives you a big grin, and slowly fades away, leaving the grin behind.


124. A piece of paper with Explosive Runes.

/cevah

Grand Lodge

125. Clones in large test tubes of the rest of the PCs. Each has a mannequin next to it with a copy of every piece of equipment the corresponding PC has.

Dark Archive

126. A perfectly labelled representation of the entire parties genitalia, upon touch they wriggle violently and some seem... unclean.

127. A tiny gnome in a jar that continually attempts to get the attention of the party by dancing the flamenco.

128. A stump covered in blood, with arcane writing on it that glows eerily red. If read magically, "This is the stump of no return, this is the stump where all men burn, this is the stump where you'll lay your head, this is the stump where you end up dead." Then a Will save ensues.

129. A plain brown armoire that seems to hold inside of it a coat for every occasion, if entered it acts as a Portal spell to a strange white land where a light glows faintly on top of a metal pole...

130. A floating lounge chair covered in red velvet, it slowly drifts around the room seemingly followed by a feisty melody obviously meant to seduce lady wizards. Though if you look up as it soars over you, there is a halfling stuck to the bottom of it with blank eyes that is obviously playing the music.

131. A spatter of blood on the floor and everything else in a 20' radius, looking to the left of the bloody mess a chipmunk's tail is stuck to the wall with crusty red residue.

132. A cat; not a familiar, just a cat. Wizards with bound items get lonely.


133. Another adventuring party. They have an appointment to get some magic items crafted.


134. The wizard's daughter asking him pretty please to cast Mending on her broken wooden rainbow unicorn.

135. The wizard's son asking him to please please please to cast Mending on the lamp he just broke.

136. The wizard's wife stand there tapping her foot waiting for the lamp to be mended and for the wizard to have a talk with his son.


137. A wizard driven mad by his own experimenting

Dark Archive

138. A mirror that, when looked into, shows your image... with some kind of monster sneaking up behind you, ready to strike. It is an illusion, and you see nothing behind you when you turn around.

139. Another mirror, next to the first, that summons the monster in question directly behind you when you look into it.


140. Cookies


141. A pompous windbag of a cat named Chester.

Sczarni

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142. A strange library


143: A Wood Golem made out of a bookcase, books included.


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144. The wizard's landlord, come to collect the overdue rent. You didn't think the wizard actually owned this tower, did you?


145. A 10' radius marked off section of the floor. Inside are several boxes, barrels, racks, containing various items. This section is under the effect of a 10' radius emanation of antimagic, per the Antimagic Field spell. This is the wizard's hazardous items quarantine area.

146. One of the items is a tapestry, rolled up on it's hanging pole & stored by sticking the pole/roll combination in an open topped barrel. If unrolled & hung, it shows an abyssal scene, of a floating castle among red-lit clouds & bleak crags.

If taken outside the field, the tapestry acts as a portal to the spot pictured (somewhere in one of the abyssal planes). Somewhere inside the castle is a similar tapestry that acts as the return portal - but only if the original tapestry is placed in a specific set of brackets mounted on one wall just outside the field. If either tapestry's placement doesn't match the viewpoint for the scene on the other tapestry, then the magic does not work.

(Concept from a fantasy book - the title of which I cannot recall. Any suggestions on attribution/credit appreciated.)

147. Another item in the field is an extremely intelligent bag of devouring named Cecil (INT 20, 7 wizard class levels). Cecil will awaken upon being removed from the field, but stay quiet, hoping to be discarded as an empty bag, or be mistaken as a bag of holding. If he finds himself alone with a single person, he will make extravagant claims about what wonders he holds and will attempt to get the person to put both arms & head within his bag-mouth (then attempt to swallow them).


146 attribution: With A Single Spell, by Lawrence Watt-Evans.


148 An enormous collection of cheap and trashy romance novels in a variety of forms and languages. The only real connection one can extract is that each involves a magic using character in a main role.

Upon actual reading of several of the books will their real purpose be realized: Each book is a tutorial on how to learn a particular spell! One must read the misspelled words, substituted for very similar words, and follow components in accompanying text. learning the spell this way is effectively taking a 20.

The size of the library is up to the GM, but my players found over 200 books in at least ten languages, several no longer in use, with a quantity of overlapping spells. For example, these involved several languages with differing version of prestidigitation or its earlier spells from previous editions. This included a Rube Goldberg kitchen set up to fry an egg, provided by a player to flesh out the list. See the opening titles of Elementary for a current example. Another player included a book with a number of Dwarven Crafting Chanties that yield +2 bonus to non-magical folk using all three components for each skill.

My 'clue'? the first book they examine was titled: 'A Spell Learnt' by one Procter Joneth, Instructor of the Primary Foundations of Science and Learning (a mythical teacher, surely all these books are fakes!). All it really dealt with was how to clear one's mind and focus on drawing control of magical energies into your control, even if you have no talent for magic (You rely on all three components to gain access to magic).

I hadn't planned it, but the players a few dozen additions at the next game, including a booby trapped version of invisibility, with the victim learning a version that acted as an Undead summoning beacon. That was fun!

Shadow Lodge

149. A cabinet protected by a simple mechanical trap that sprays a foul-smelling dye on interlopers. It's surprisingly effective against thieves expecting magical defenses.

150. An elaborate machine that emits steam or drips a dark liquid at irregular intervals. Upon investigation the liquid appears to be coffee - very strong coffee.

151. An issue of Wizard's Weekly containing a magically self-updating list of things every wizard should have in their lab.


152. A spellbook!

Scarab Sages

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153. A near-lifetime's worth of fevered notes, work journals, bizarre magical schematics, and excerpts from other wizards' spellbooks, all dedicated to the subject of enchanted legwear and the mystery of why nobody has ever managed to create any.


154. A frog. His beady little black eyes stare into the depths of your soul.

155. A toad with wild looking eyes and emitting a strange buzzing sound stares at you, you can't look away and then you can't seem to rememb...

Scarab Sages

156. An animated tea set.

157. Several strange boxes on various surfaces throughout the laboratory. If someone nearby needs or is looking for some small item, a human hand pops out of one of the boxes, presents the missing item, then returns to its box without sound or explanation.

158. A portrait with the inscription "Dad" - it looks something like this.


159. A magical book held down in a tub of ice water by a large rock. The title is partially visible, The Magic Book of Tantric

160. An orangutan gathering up loose books, shaking his head and mumbling something that sounds like Oook periodically


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161: A plain brown armoire that has been enchanted as +5 armor of invulnerability.

Scarab Sages

162: A plain brown armoire that is in fact a perverted apprentice who has just learned how to shapeshift and is using the power to surreptitiously collect the undergarments of the opposite sex.


163. A sword hanging by a thread from the ceiling, point down over a chair.

164. A sign points to this chair saying "Please take a seat, the wizard will be with you momentarily."


165. A small, black cauldron filled with curious, grey-green liquid quietly bubbling and steaming over the fire. Investigation doesn't yield conclusive evidence as to whether this was the intended product, or the result of experimenting gone awry...

Sczarni

166. An assortment of crystals and stones, ranging in size from pebble to fist-sized, of various colors and shapes. Some seem to be glowing under their own power, others are abnormally hot or cold to the touch, and a few have surfaces covered in what appears to be carved runes. A large display of labeled cubbyholes appears to identify each specimen, but the display has been knocked over and most of the stones are on the floor.

Grand Lodge

167. On causal examination, you find everything listed here and more. However, once you examine anything closely, you realize the entire place has been a large illusion.

Once discovered, the illusion dissolves and you find yourself in a large cave, a lightly snoring tarrasque in front of you.

A magic mouth appears and says in the wizard's voice, "What? You thought that dump was my home? Fool!" Which promptly wakes the tarrasque.

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