Wizard Grizard

The game require a table withstrange-looking boxes with finnels protuding from them at an angle, and a bmall buck on the floor opposite to the table, 20 ft. away.   The devices on the table are called wizard gizzards. Teacher from the Academy of magic use them to help student-mages practice their aim with magical rays. When a character strikes the top of a wizard gizzard, it shoots a sphere made of Magic out of its attached funnel. The sphere dissipates whenever it touches anything—a ray, a creature, or a hard surface, for example.   These minor magic items have a short life span, and as they age, they begin to emit loud clucking noises when they shoot their spheres. Students joke that the spheres begin to look like gizzards, hence their name. Every term, students collect cast-off wizard gizzards that have grown too unpredictable for classroom use and then use the wizard gizzards in the game of the same name.   The rules are simple: lob a sphere from the wizard gizzard and have the sphere land inside the bucket on the floor. The game takes 1 minute to play, and the character who lands the most spheres in the bucket during that minute wins the game. To determine how many spheres a character lands in the bucket, have the character make a Dexterity (Arcana) check and divide the total by 3 (round down). If two or more characters land the same number of spheres in the bucket, have those characters repeat the check during a tiebreaker round. Continue to run tiebreaker rounds until one character wins.   Encourage a Participant. If a character shouts encouragement to a participant, that participant has advantage on their Dexterity (Arcana) check.   Heckle a Participant. If a character jeers at a participant, that participant has disadvantage on their Dexterity (Arcana) check.


Cover image: Farewell by Greg Rutkowski

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