The Hair Wizard (Inspired by 80’s music)
The Hair Wizard is a bizarre off-shoot of arcane study. These wizards are gregarious, loud, and unnecessarily showy. The way they dress is often thrown into question; their hair is long, and combed to be big and full. Their clothes range from pants and jackets that are made of tight black leather, lined with studs, wearing vests without a shirt underneath, to brightly colored outfits that are of strange designs (IE. pants with billowing legs, but are tapered to skinny ankle fit, jackets with massive shoulder pads, shirts with prismatic colored shapes printed, and strange off-color ties, etc.). Hair wizards often put on excessive amounts of make-up, using a wide array of clashing colors and strange lines.
When pressed as to where a Hair Wizard receives their power, they enigmatically reply, “Through the power of ROCK.” Many assume that this is a secret deity that this strange cult of wizards worship and revere.
Headbang– Once per day a wizard can headbang while chanting and recover the use of one spell they have already cast. The spell that can be recovered must be equal to half or less than your max spell level (minimum of level 1).
Recovering Spells: A Hair Wizard doesn’t recover spells by sleeping and relaxing. They recover spells by partying, living a decadent Devil May Care Lifestyle; booze, drugs, pretty girls and/or handsome guys hanging off their arms. Life is good!
If a Hair Wizard is boring and lives life in the mundane they only regain half of each spell level that they can cast (rounded down).
Example: Jessie Jessie Flash, the Hair Wizard, and his group slept in a dungeon- getting MUCH needed sleep. However Flash didn’t get to be fabulous and shine that night so he only recovered half his spell allotment. Normally he would regain 4 level 1 spells, 3 level 2 spells, and 1 level 3 spell. In the morning he can only cast 2 level 1 and 1 level 2 spells.
Hair Wizards are NOT subtle casters of the arcane arts. They are vibrant, epic casters! Go flashy, or go home! When a Hair Wizard casts a spell illusionary small fireworks pop, fizz, whiz, and crackle around them; small gouts of flame burst from the ground; steam and fog rolls across the ground, and streamers of confetti or oddly-colored and shaped paper falls from the ceiling. None of this has a mechanical effect, except it makes the Hair Wizard look epic and flashy.
The Shoulder Rub
Once per day, a Hair Wizard is able to stand back to back with a comrade-in-arms and while casting a spell move back and forth in a slow rhythmic rocking motion with their shoulder blades touching. This increases Hair Wizard’s caster level by 1 for that spell.
NOTE: Weapons and armor restrictions, saves, and level progression the same as Wizard.
Spell List by Level
1st Level Spells
A Kind of Magic (link)
Cult of Personality (link)
Duration: 1 hour
The touched target becomes enhanced by the glamour that is Rock! When making Charisma-based rolls, the target rolls 2d20 and takes the higher of the two.
Dream Warriors (link)
Range: 25’ +5’ every two levels
Duration: 1 round/level
The Hair Wizard is able to summon a spectral level 1 warrior to aid them in combat. At 5th level a Hair Wizard is able to summon two level 1 warriors, at 10th level, a Hair Wizard can summon three level 1 warriors or 1 level 2 warrior. At 15th level, a Hair Wizard can summon four level 1 warriors, 2 level 2 warriors, or 1 level 4 warrior.
I Love it Loud (link)
Range: Special- see text
The Hair Wizard summons a wave of thunderous force that hits all targets in a 15’ cone, emanating from them. Any target in the area must succeed a Constitution-based save or become deafened for 2d4 rounds, take 2d6 damage, and be thrown back 1d10’. If the target succeeds the saving throw they suffer half damage, aren’t deafened or pushed back.
More Than Words (link)
As Charm person
Range: 30’ radius
Duration 1 round/level
You increase your movement speed to 80’/rnd when running away from enemies. It’s fabulous to fight, but sometimes it’s even more flashy to run away and
The Flame (link)
The Message (link)
Wild Side (link)
Cause person to fly into a rage as per the Barbarian ability.
2nd Level Spells
Give Me The Night (link)
I Wanna Be Somebody (link)
As Alter Self
Pour Some Sugar On Me (link)
Range: See description
Duration: 1/rnd a level.
The caster’s body becomes coated in a glaze of delicious sugar. Any creature within 15’ must succeed a Wisdom-based saving throw or become entranced and come over and start licking the Hair Wizard’s skin. These targets will not fight, argue or break away while they are able to lick the wizard and taste the sugar. Targets of 4HD or more are not affected by this spell.
The Flame (link)– Concert Edition
Walking on Thin Ice (link)
The ground in a 30 foot radius becomes weakened and cracks and crumbles if more than 75 pounds are put on it. The terrain becomes difficult, reducing movement speed by 50%. If this spell is cast on actual ice, it instantly breaks and targets in the affected area plummet into the frigid waters.
3rd Level Spells
Bad Medicine (link)
The Hair Wizard’s touch is able to corrupt food and water. Even holy water and healing potions are turned into fetid, stinking water. Food rots and molds instantly.
Dr. Feelgood (link)
The Hair Wizard is able to channel the power of Rock and heal a target. The Hair Wizard heals 1d6 points of damage every two Hair Wizard levels.
Nobody’s Fool (link)
Duration: 1 hour/level
The touched target becomes immune to all illusion effects and spells for the duration.
Rip It Up (link)
Range: 5’ radius up to 25’ away.
This spell causes all paper to become aged, ripped up and shredded. A wizard’s spell book can be affected by this spell. The book receives a saving throw (roll 1d20 and have the PC call high or low). If the save fails, 1d4 spells (choose randomly) are destroyed by this spell. Magical books are not affected by this spell.
Under Pressure (link)
Range: 25’ line
Duration: 1 hour/level
The Hair Wizard is able to increase the weight of a number of items equal to their level by 75%. If a target is wearing the items, they can be crushed by the weight (suffering 1d4, 1d6, 1d8, or 1d10 per round- depends on weight of the item).
We Aren’t Gonna Take It (link)
Duration: 1d4 rounds
The Hair Wizard repels any item that is cast in their direction (including missile and melee attacks). The item is cast 2d10 feet in a random direction. If the item is held in a person’s hand, they must succeed a Strength check to maintain their grip on the item.
4th Level Spells
… And Justice For All (link)
Range: 30’ radius
Duration: 1d4 rounds
The Hair Wizard is able to channel the righteousness of the Rock! Any ally in a 30’ radius is fueled by the vengeance of Rock! If a target makes an attack on an enhanced ally, that ally can make an immediate free attack with a +20 to their roll. This effect lasts for the duration.
Atomic Dog (link)
Range: See below
The Hair Wizard summons an eerie glowing dog that runs into an area (up to 1000’ from the Hair Wizard) and explodes (as Fireball, but increase the area to 40’ radius). The explosion leaves high background radiation in a 300’ radius area for 100 years. Any target in this area takes 1 point of permanent Constitution damage (no save) per round as radiation sickness.
Don’t Close Your Eyes (link)
The epicness of the Hair Wizard fills the mind of the afflicted, making it so it is nearly impossible for them to sleep. Each night the target must succeed at a Wisdom-based save (-2 to the roll) to be able to sleep. If they fail, they are too pumped up by thoughts of the Hair Wizard and their awesome flash to sleep. The target suffers all the effects of fatigue and exhaustion.
Every Rose Has Its Thorn (link)
As Thorn Body
Home Sweet Home (link)
As Secure Shelter.
In the Air Tonight (link)
As Gaseous Form
In Your Eyes (link)
See through targets eyes that you have met. Functions like Scrying spell.
As Poison spell.
Raining Blood (link)
Range: Cast up to 100’ away, 40’ radius
Blood pours from an open wound in the sky. Any target in the area is blinded for 1d4 rounds (no save), the ground is coated in thick, slick blood, reducing movement speed by 75% for 1 hour, until the blood dries, and the targets must make a Constitution-based save or be affected as if by the Contagion spell.
5th Level Spells
Been Around the World (link)
Dude Looks Like a Lady (link)
The Hair Wizard is able to transform a male into a female permanently. The target is able to make a one time Constitution-based save to resist this effect.
Metal Health (Bang Your Head) (link)
Range: 50 line
Duration: 1 round every two Hair Wizard levels
The Hair Wizard channels the healing power of Rock into a target within a 50’ line (this can be self as well). The target is instantly cured of one poison or disease as well as any fear effects. If the target headbangs and nothing else, they regain 1d6+3 HP every two rounds. Once the target stops headbanging, the power of Rock leaves them.
Push It (link)
Shout at the Devil (link)
Range: 25’ +5’ every two levels
Duration: 1 round/level
The Hair Wizard is able to summon a devil or demon to aid them. This can be four 1HD demons, three 2 HD, two 3 HD or 1 4HD demon(s).
6th Level Spells
Blister in the Sun (link)
Duration: 2 rounds/level
The Hair Wizard curses someone with an affliction that makes them sensitive to sunlight. The afflicted person suffers 2d6 points of damage per round while in direct sunlight, 1d6 points of damage per round if in indirect sunlight. If a target is in direct sunlight for more than 5 rounds, they are utterly destroyed.
Kiss Me Deadly (link)
Range: Target kissed
The Hair Wizard kisses a target. Spell functions as Disintegrate.
Master of Puppets (link)
Somebody Save Me (link)
Duration: 2 rounds +1 round/level
The Hair Wizard points at a target, and through the power of Rock, compels them to jump in front of oncoming attacks. Any attack that hits the Hair Wizard automatically hits the chosen target instead. If the target dies during the duration, they stay floating creepily in the air as if suspended by metal cables, rocking back and forth on a stage until the duration is over.
7th Level Spells
Nobody Move, Nobody Get Hurt (link)
Range: 100’ away, 50’ radius
Duration: 1 round every two levels
All enemies in a 50’ radius must make a Wisdom-based save or become cursed with pain. If the target moves or attacks they suffer 1d6 per wizard level in damage.
Poison- the epic version (link)
As Poison Breath.
Rock You Like a Hurricane (link)
Welcome to the Jungle (link)
8th Level Spells
Angel of Death (link)
The Hair Wizard summons an angel from the great beyond to bring back a fallen friend. This works as Resurrection.
Don’t You Forget About Me (link)
Range: 300 ft
Duration: See below
The Hair Wizard becomes an obsession of the afflicted target. The target is unable to get the Hair Wizard out of their mind, suffering -2 to all actions. They never will forget the Hair Wizard and will seek them out often. The target receives an initial Wisdom-based save to avoid this effect. After they have become ensnared, they receive a save each week (suffering -2 to their roll) to break the effect.
Seek and Destroy (link)
This spell allows the Hair Wizard to cast any spell at a target anywhere in the world. The Hair Wizard must know the target and have a rough idea of their location to use this. This can be a beneficial or harmful spell.
9th Level Spells
Cities in Dust (link)
Range: 3 mile radius
Duration: 4d6 hours
This epic ballad takes and hour to cast, but once completed the Hair Wizard summon a massive dust storm to blanket a town or city. The dust blinds any who are in it, reducing vision to 3’. Every minute in the storm a target must succeed a Constitution-based save or suffer 1 point of Constitution damage (temporary) due to suffocating. Rivers in the area become mucky and sludgy for 1d3 days and steams take 2d6 days to recover. There is a 40% chance that any crop in the area will be choked out and killed because of the storm.
Purple Rain (link)
Range: 500’ away, 500’ radius
Duration: See below
The Hair Wizard reaches into the depths of Rock and causes purple rain to fall from the sky. The rain dyes everything purple (which slowly fades over 2d12 months and can cause madness. All targets in the area must make a Wisdom-based save or have either their Intelligence, Wisdom, or Charisma scores reduced to 0 (temporarily)- Hair Wizard’s choice as to what stat is drained when the spell is cast. This spell has brought entire cities to their knees. Afflicted targets regain 1 lost Ability point per day after the first 24 hours. If the target succeeds their saving throw, they only lose 1d4 ability points in the afflicted stat. Casting this spell takes three days of solid concentration.
Ride the Lightning (link)
Strings of Life (link)
Range: Touched target
The Hair Wizard uses the power of Rock to attach their life essence to another creature. So long as the creature lives, so does the Hair Wizard. If a Hair Wizard is killed, destroyed, etc. they will rise up after 1d3 days with full HP. Even if the Hair Wizard’s body is destroyed, they will come back. This spell takes 24 hours to cast. If the linked target is killed or dies, the Hair Wizard suffers 5d10 damage immediately and cannot cast this spell again for six months.