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Oz (PL12) - Exaccus (gold)

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Power Level: 12 (180/193PP)
Trade-Offs: Attack/Damage Varies; -2 Defense +2 Toughness
Unspent Power Points: 13

In Brief: A Wandering Wizard Washed up on the dimensional Shores by a Transdimensional Tornado

Residence: Small Cottage on the Outskirts of emerald city
Base of Operations: Earth Prime

Theme: The Anomaly

Catchphrase: Various Wizard Swears

Alternate Identity:  Oswald Zappelius
Identity: O.Z.
Birthplace: The Emerald City (Earth A-Eldrich-1 “Oz”)
Occupation: "Retired"
Affiliations: Wood clan Cryptids
Family: Astra (Pet Cloud Sheep)


Age: 52 
Apparent Age: 52 
Gender: Male
Ethnicity: Caucasian
Height: 5’8”
Weight: 384 lbs
Eyes: Green
Hair: Black


Power Descriptions: making use of powerful osmian magic Oswald’s spells are spectacular to behold, kaleidoscopic in nature to the point of near garishness as he chants mystically and makes arcane gestures to direct the energies at his disposal with the practised hand of a master


History: If one were to ask Oswald about his life back home he would claim to be a simple wizard who rose to greatness and after leaving his work to his apprentice left to travel the worlds of the cosmic coil, this is not entirely true; He is indeed a wizard from the dimension known as Oz (almost identical to the world depicted by L. Frank Baum) he is infact that worlds former master mage and after being defeated in a succession duel by his former apprentice was exiled from his home reality to prevent an imbalance of power between the Cardinal Archmages of the Arcanocracy (his objection to that method of government was also a factor in his banishment)

Allowed just enough time to gather his personal belongings and to prepare his pet cloud sheep (Astra) for travel his aethernautic balloon was torn from its course by a cosmic Eddie (unbeknownst to him by the fairly recent terminus invasion) crash landing in what appeared to be a tornado veined with kaleidoscopic lightning.

He has since found his feet and using his extreme proficiency with transmutation magic purchased himself an idyllic Cottage and enough land for Astra to quite happily wander around

He has since come into contact with and arranged to work with the wood clan of cryptids around the emerald cities in exchange for small favours and the use of a dwelling within the city proper.


Personality & Motivation:
Though he has accepted that he is no longer the master mage of his home dimension and has never been one for earth prime he still feels that it is his responsibility as an Wizard to intervene on behalf of the everyman with the more malignant or mystic forces of the universe.

Nothing rouses his ire so much as evil mystics and his usually pleasant demenour vanishes like rain from a forge when confronted by them.


Powers & Tactics: 

An experienced and powerful caster, Oswald is a master of several schools of magic, though he has little talent and little intrest for Necromantic or mindbending spells he bears a tremendous natural talent for transformative spells.

Quite an old and out of shape man, Oswald is aware that he can quickly exhaust himself and so carefully assesses wether it is more prudent to try and overwhelm a foe or carefully conserve his stamina, he will prefer to see to any bystanders before engaging in combat



Outta shape: Oswald is quite out of shape and overweight, a mix of his advancing age and dependence on magic for day to day tasks, it is only chasing his escape artist pet that has allowed him to maintain his rather robust constitution, though he can quickly tire if over exerting himself and is prone to mistakes when strained so.

Wandering Lonely as a Cloud: Astra Is a Magical creature from Oswalds Home dimension, she much like a cloud desires to wander anywhere the wind blows and has a frustrating proclivity for escaping her pens and finding trouble

The circle is complete: Oswalds former apprentice was not of his own choosing but rather provided him by the cardinal council, a young and powerhungry magiocratic noble whom Oswald spent the better part of his tenure reigning in, it deeply troubles him that they now hold such an important position in Oz’s hierarchy and the dimensional landscape, for her part, Edraphine Dispises her old teacher and is most certainly not above using her powers and position to attack and spite him

Wibbly wobbly Mumbo Jumbo: Ozmian Magic is a school that requires gestures and incantations to function properly, if bound and gagged or otherwise deprived of the freedom to move his hands and speak freely Oswald can be denied the use of his powers, less total means my alter the intended effects of his spellcasting

Smoked Out: Oswald has a unique reaction to skin contact with smoke, in that he begins to turn into smoke himself, though this is not instantaneous and removing himself from the area allows him to reconstitute himself it is still an extremely traumatic experience and as such though he is practically fearless he still possesses and instinctual aversion to smoke and fire.


Abilities: 22pp =-2 + 4 + 8 + 8 + 4 + 0


STR: -1 (8)

DEX: +2 (14)

CON: +4 (18)

INT: +4 (18)

WIS: +2 (14)

CHA: +0 (10)


Combat: 16pp= 8+8

Attack: +4

 Melee:+4 Ranged +4

 Wizard of Oz Array:+10

Defense: +10 (+4 base +6 Dodge focus)

 Flatfooted: +2

Grapple:+3 (+4 base attack -1 strength)

Initiative: +12 (+4 Int +8 improved initiative



Saves: 18pp = 4+4+10

Toughness: +4/+14 (+4 Con +10 Forcefield)

Fortitude: +8 (+4 Con +4)

Reflex: +6 (+2 Dex +4)

Will: +12 (+2 Wis +10)


Skills: 16pp (64 ranks)

Concentration 8 (+10)

Craft (artistic) 4 (+8)

Knowledge (arcane Lore) 16 (+20)

Language 4 (Native:English, Auran, Aquan, Ignan, Terran)

Navigate 8 (+12)

Notice 8 (+10)

Pilot 8 (+10)

Sense Motive 8 (+10)


Feats: 18pp

Attack Specialization 3 (Wizard of Oz (Array 30))

Dodge Focus 6

Eidetic Memory



Improved Initiative 2


Speed of Thought

Ultimate Effort (Knowledge: Arcane Lore)

Uncanny Dodge (Hearing)


Powers: 8+ 10 + 72 = 90pp


All powers have the Magic Descriptor


Emerald lensed Pince-Nez Glasses (Device 2) (Hard to lose; 10pp Pool)[8pp]

Enchanted Lenses (Super-Senses 10) (counters concealment: Visual, counters illusion: Visual, counters obscure (all): Visual, detect: Hidden)[10/10pp]


Mystic Barrier (Force Field 10) (+10 Toughness)[10pp]


Wizard of Oz (Array 30) (default power: environmental control; 60pp array, Pfs: Alternate Power 12)[72pp]

  • BE: Environmental Control 20 ("master aethermancer"; Thaumaturgic ; mix-and-match 3, Radius: 12500000 ft.; Extras: Independent, Selective Attack; Flaws: Range (touch))[60/60pp]
  • AE: Blast 14  ("Arcane blast Type 1" DC 29; Extras; Autofire (interval 2, max +5); Pfs: Affects Insubstantial 2 (full power), Homing 4 (10 attempts), Incurable, Indirect 3 (any point, any direction), Precise, Ricochet 4 (4 bounces), Split Attack (2 targets), Variable Descriptor 2 (Broad group - Magic)) [60/60pp]
  • AE: Blast 12 ("Arcane Blast Type 2"; DC 27; Extras: Burst Area (45-600 ft. radius - General), Selective Attack; Pfs: Affects Insubstantial 2 (full power), Incurable, Precise, Progression, Decrease Area 3 (-3 ranks), Progression, Increase Area 3 (area x10), Variable Descriptor 2 (Broad group - magic))[60/60pp]
  • AE: Damage 14 ("Arcane Blast Type 3"; DC 29; Extras: Cone Area (140 ft. cone - Targeted), Autofire (interval 2, max +5), Selective Attack; Pfs: Incurable, Precise, Variable Descriptor 2 (Broad group - Magic))[60/60pp]
  • AE: Create Object 12 ("Conjure Objects"; Thaumaton Constructs Max Size: 12x 1000' cubes, DC 22; Extras: Duration (continuous), Movable (Radius: 60 ft., Strength: 60, Force: 51.2 tons); Pfs: Innate, Precise, Progression, Object Size 7, Subtle (subtle))[60/60pp]
  • AE: Create Object 12  ("Emerald Force fields"; Force Max Size: 12x 1000' cubes, DC 22; Extras: Duration (continuous), Impervious; Pfs: Affects Insubstantial 2 (full power), Precise, Progression, Object Size 7, Selective, Stationary)[60/60pp]
  • AE: Nullify 12 ("Magic Suppression Wave"; thaumaton suppression counters: all powers of (type) - magic, DC 22; Extras: Burst Area (60 ft. radius - General), Effortless, Selective Attack)[60/60pp]
  • AE: Illusion 12 ("Mirage Arcana"; Illusion affects: all sense types, DC 22; Pfs:Precise, Progression, Area 10 (10000 ft. radius), Subtle (subtle))[60/60pp]
  • AE: Teleport 9 ("Portal Generation"  planar 900 ft. as move action, 20000 miles as full action, DC 19; Extras: Accurate, Portal, Range (ranged);Pfs: Easy, Progression 5 (250ft by 250ft portal))[60/60pp]
  • AE: Move Object 12("Tornado Summoning"; Aerothurgic Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons, DC 27; Extras: Cylinder Area (60 ft. radius + height - General), Damaging, Selective Attack)[60/60pp]
  • AE: Transform 10 ("Transfiguring Gaze"; Thaumaturgic transmutation affects: broad > broad - inanimate > inanimate, Transforms: 1000 lbs., DC 20; Extras: Duration (continuous), Range (perception); Flaws: Distracting)[60/60pp]
  • AE: Transform 14 ("Transmuting the transmundane"Thaumaturgic transmutation: affects anything, Transforms: 25000 lbs., DC 24; Extras: Duration (continuous); Flaws: Action (full), Distracting, Range (touch); Pfs: Extended Reach (5 ft.), Innate, Precise, Reversible)[60/60pp]
  • AE: Transform 12 ("Winds of change";Thaumaturgic transmutation: broad > broad - matter > matter, Transforms: 5000 lbs., DC 22; Extras: Burst Area (60 ft. radius - General), Duration (continuous), Selective Attack; Flaws: Action (full), Distracting, Range (touch))[60/60pp]


Totals: Abilities 22 + Skills 16 (64 ranks) + Feats 18 + Powers 90 + Combat 16 + Saves 18 + Drawbacks 0 = 180/193PP







Attack bonus

Arcane blast 1


DC29 Tou (staged)



Arcane Blast 2

120ft (45ft-600ft radius)

DC27 Tou (staged)


DC22 Ref For half

Arcane Blast 3

140ft cone

DC29 Tou (Staged)



Transfiguring Gaze


DC20 Fort


Perception Range

Transmuting the Transmundane

5ft Reach

DC24 Fort



Winds of Change

60ft Radius

DC22 fort


DC22 Ref for half

Magic Suppression Wave

120ft (60ft radius)

DC22 Will


DC22 Ref for half

Mirage Arcana

Perception (10k ft radius)

DC22 Will (to disbelieve)


Perception range

Tornado Summoning

120ft (60ft Radius and height cylinder)

DC27 Tou (Damaging)

Move Object

DC22 Reflex for half


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The Lenses are supposed to be related to the Native American tribe?  If so the spelling is Nez Perce.

And his stuff fits into more classically viewed Hermetic/DnD type magic?

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Nez pince glasses! Though that was mispelled either way and now is fixed.


And yes the idea for his magic was since his world is magically orientated their arts are less subtle and more ostentatiousand focused requiring at least two of the classic components.


Verbal, Somatic, Materials (for the ritualist feat) and Focus. For the most part he gets by on magic words and gestures but troublesome powers can be kaboshed by someone saying "you have no wolfsbane to cast that spell with." Etc.

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Okay, for everything that doesn't contain a variable descriptor, I'd like the Effect, or HOW descriptor.

As everything else is sitting with the Origin/Source/Why descriptor of Magic.

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