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The Wizard of Oz, Illusionist Sovereign of Emerald Dreams

Wizard of Oz
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  • Alias: The Great and Terrible Oz, Oz the Great, The Man Behind the Curtain, Oscar Zoroaster Phadrig Isaac Norman Henkel Emmannuel Ambroise Diggs
  • Gender: Male
  • Race: Human (Mortal)
  • Occupation: Illusionist, Ruler of the Emerald City, Tinkerer, Circus Balloonist (former)
  • Religion: None (though viewed as divine by Oz’s citizens)
  • Allies: Dorothy Gale, Scarecrow, Tin Woodman, Cowardly Lion, Glinda the Good, Citizens of the Emerald City, His own illusions and machines
  • Enemies: Wicked Witch of the West, Wicked Witch of the East, Those who seek the truth, Self-doubt and imposter syndrome
  • Abode / Base of operations: The Emerald City’s Throne Room, behind the Curtain of Illusions
  • Nationality: American (Omaha, Nebraska)
  • Languages: Common (Ozian dialect), English, Possibly some mechanical/constructed languages
  • Alignment: Chaotic Neutral
  • Affiliation(s): The Emerald City, Ozian Governance, Symbolic figurehead of belief and spectacle
  • Significant others: None known; possibly had a past life or lost love before Oz

In the mist-veiled realms beyond the Wastes of Whimsy lies the Emerald City, a dazzling citadel said to shimmer with impossible light. At its heart presides the Wizard of Oz, a figure of myth, mystery, and magnificent deceit. Though revered as a mighty sorcerer by the denizens of the land, the Wizard is, in truth, no spell-slinging archmage but a cunning mortal—an accidental traveler from a faraway world who stumbled into power on the winds of a magical storm.

Legends claim he arrived in a floating chariot (some say a balloon, others a divine orb), and was mistaken for a god by the primitive peoples of Oz. Rather than deny it, he seized the moment, constructing elaborate illusions, enchanted devices, and grand pageantry to maintain his throne. Over the years, his legend grew: a being who can grant any wish, solve any riddle, and banish any evil—if you dare face him.

But the truth is subtler. The Wizard grants no real magic, only insight, courage, and hope cloaked in theater. Still, many say this very belief in his power reshapes the world—perhaps the greatest magic of all.


Role in Myth and History

The Wizard of Oz is known as a kingmaker, a dreamweaver, and a guardian of Emerald Law. Tales spread of travelers who sought him for gifts of the mind, heart, and soul—and left forever changed. Some scholars argue he is an archetype: a symbol that appears across planes whenever people need to believe in something greater. Others whisper that he is a god who forgot he was divine.

The Emerald City, under his rule, became a center of surreal diplomacy—a place where lions speak, straw men philosophize, and porcelain kingdoms are only a day’s walk away. His rule is indirect, mostly theatrical, but his influence permeates every enchanted brick.


Motivations & Personality

The Wizard is driven by a deep fear of being exposed and a simultaneous desire to matter. He believes in the transformative power of belief and showmanship, using spectacle to inspire rather than dominate. Kind-hearted yet manipulative, charismatic but cowardly, he straddles the line between fraud and folk hero. His ultimate goal is to find a way home—or to finally accept Oz as his own.

In conversation, he is disarming and clever, full of riddles and charm. He rarely reveals his true form, preferring to appear as shifting illusions tailored to each viewer’s expectations.


Influence on the World

The Wizard of Oz, Illusionist Sovereign of Emerald Dreams
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Despite lacking real magic, the Wizard warps reality through perception. Where he rules, belief can become truth. Entire factions rise and fall at the suggestion of his approval, and oracles debate his cryptic proclamations as prophecies. Heroes leave his court changed, as if his illusions unlocked truths hidden deep within themselves.

Some say the Wizard is the last defense against darker powers in Oz—chaotic witches, clockwork tyrants, or even dreaming gods beneath the Munchkin Hills.


Appearance

The true Wizard is an aging human with twinkling gray eyes, a neatly trimmed beard, and a long green coat stitched with golden thread—equal parts carnival ringmaster and weary wanderer. His hands are stained with ink and grease from his machines. Around his neck, he wears a locket containing a map of his long-lost world.

But few ever see this man.

Instead, most encounter the Legend: a towering disembodied head wreathed in emerald flame, a colossal beast of smoke, or an angelic figure of pure light. These illusions are projected from hidden mechanisms and magic-infused mirrors, crafted over years to maintain the illusion of omnipotence.


  • Wizard of Oz, 5e
  • Wizard of Oz, Pathfinder
Wizard of Oz
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Medium Humanoid (Illusionist), Chaotic Neutral


Armor Class 17 (Illusionary Defenses, Magical Protection)
Hit Points 180 (20d8 + 80)
Speed 30 ft.


STRDEXCONINTWISCHA
14 (+2)18 (+4)18 (+4)24 (+7)20 (+5)22 (+6)

Saving Throws

Dex +10, Wis +11, Cha +14

Skills

Deception +14, Insight +11, Persuasion +14, Arcana +13

Damage Resistances

Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Senses

Darkvision 120 ft., Passive Perception 15

Languages

Common, Elvish, Draconic, Sylvan

Challenge

CR 16 (15,000 XP)


TRAITS

Legendary Actions (3/Turn)

The Wizard of Oz can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Wizard of Oz regains spent legendary actions at the start of his turn.

  • Illusory Movement: The Wizard of Oz can move up to 30 feet without provoking opportunity attacks.
  • Casting Illusion (Costs 2 Actions): The Wizard casts mirror image, disguise self, or major image.
  • Flashing Light (Costs 3 Actions): The Wizard creates a flash of blinding light in a 30-foot radius. Each creature in that area must succeed on a DC 22 Constitution saving throw or be blinded for 1 minute.

Illusory Presence

Any creature that starts its turn within 30 feet of the Wizard of Oz must make a DC 18 Wisdom saving throw or become charmed for 1 minute. While charmed, a creature cannot willingly act against the Wizard or his desires. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

The Power of Belief

The Wizard of Oz can manipulate reality with illusions. Once per short rest, he can spend 1 minute speaking to a creature within 60 feet. The creature must succeed on a DC 22 Charisma saving throw or be compelled to believe a false truth—such as thinking they have a special magical item, superhuman strength, or that the Wizard can grant them a wish. The belief is so convincing that it can cause a creature to act as if it were true, but once the illusion is broken (such as by being damaged or receiving contradictory evidence), the belief fades and the creature is immune to the effect for 24 hours.

Master of Illusions

The Wizard of Oz’s illusions are more powerful than normal. His spells that create illusions have their saving throw DCs increased by 2, and creatures have disadvantage on Intelligence (Investigation) checks to discern his illusions.


ACTIONS

Multiattack

The Wizard of Oz makes three attacks with his Illusory Hand or casts a spell.

Illusory Hand

Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 4) force damage.

Spellcasting

The Wizard of Oz is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He has the following spells prepared:

Cantrips (at will): thaumaturgy, prestidigitation, mage hand, minor illusion, light

1st level (4 slots): disguise self, mage armor, charm person, sleep

2nd level (3 slots): mirror image, suggestion, invisibility, hold person

3rd level (3 slots): counterspell, fear, major image, hypnotic pattern

4th level (3 slots): greater invisibility, phantasmal killer, confusion

5th level (2 slots): dominate person, telekinesis, modify memory

6th level (2 slots): true seeing, mass suggestion

7th level (2 slots): plane shift, teleport, forcecage

8th level (1 slot): mind blank, power word stun

9th level (1 slot): wish, time stop

Frightening Illusion (Recharge 5–6)

The Wizard creates a terrifying, illusory monster or scene within a 60-foot radius of him. All creatures in the area must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, a creature believes that the illusion is real. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


REACTIONS

Illusionary Escape

When the Wizard of Oz is hit by an attack, he can use his reaction to create an illusion of himself elsewhere. The attacker must make a DC 22 Intelligence saving throw or miss. The Wizard can only use this reaction once per turn.


LAIR ACTIONS (If in the Emerald City or his lair)

On initiative count 20 (losing initiative ties), the Wizard of Oz can take a lair action to cause one of the following effects:

  • Mirage of the City: The Wizard creates a mirage of the Emerald City that confuses enemies. All creatures within 60 feet of him must make a DC 20 Wisdom saving throw or become disoriented, having disadvantage on all attack rolls and ability checks until the start of the Wizard’s next turn.
  • Wards of Illusion: The Wizard causes the walls to shift into confusing labyrinths of glass, leaving illusions of doors and passages. All creatures within 60 feet of him must succeed on a DC 18 Intelligence saving throw or become trapped within an illusionary maze until they escape, taking 3d6 psychic damage every round they remain inside.
  • False Reality: The Wizard forces all creatures within 30 feet of him to make a DC 22 Charisma saving throw or be affected by a disguise self spell for 1 minute, seeing themselves as powerful and confident, though unable to act on their false belief.

TACTICS

  • Manipulation of Belief: The Wizard’s primary weapon is his ability to control belief. He will often target the most influential or dangerous enemies first, attempting to convince them that they possess a power or ability they don’t actually have. This causes confusion and opens opportunities for him to control the battlefield.
  • Illusions for Defense: He uses illusions strategically to hide, confuse, and disorient his enemies. His use of mirror image, greater invisibility, and disguise self allows him to maintain his elusive nature, while his fear and hypnotic pattern incapacitate opponents.
  • Escape and Evade: When cornered, the Wizard will flee, utilizing plane shift or teleport to escape, often leaving behind illusions that distract or mislead pursuers. His ultimate goal is to remain in control of his story and avoid direct confrontation unless he is sure of his victory.

LEGENDARY ACTIONS

  • Illusory Movement: The Wizard moves up to 30 feet without provoking opportunity attacks.
  • Casting Illusion (Costs 2 Actions): The Wizard casts one illusion spell of level 3 or lower, such as mirror image or major image.
  • Flashing Light (Costs 3 Actions): The Wizard creates a burst of radiant energy in a 30-foot radius. Creatures must succeed on a DC 22 Constitution saving throw or be blinded for 1 minute.

Description:
The Wizard of Oz is a master illusionist, charming and beguiling his audience with the most spectacular tricks and performances. His illusions manipulate the very fabric of reality, making his enemies question everything they see. He is a king of spectacle, but at his core, he is an ordinary man desperately trying to maintain a myth of power and grandeur.

Wizard of Oz

CR 13
Male Human (Illusionist) 15
NE Medium humanoid (human)


Init +5; Senses Perception +15


DEFENSE

  • AC 24, touch 18, flat-footed 19 (+5 Dex, +6 armor, +3 shield)
  • HP 120 (15d6+75)
  • Fort +10, Ref +14, Will +15

OFFENSE

  • Speed 30 ft.
  • Melee Unarmed Strike +8 (1d3+2 nonlethal)
  • Spell-Like Abilities (CL 15th):
    • 1/dayGreater Dispel Magic, Power Word Stun, Plane Shift
  • Spells Prepared (CL 15th):
    • (8th) Power Word Stun, Mind Blank
    • (7th) Plane Shift, Teleport, Forcecage
    • (6th) Greater Invisibility, True Seeing, Mass Suggestion
    • (5th) Dominate Person, Telekinesis
    • (4th) Phantasmal Killer, Confusion
    • (3rd) Dispel Magic, Counterspell, Hypnotic Pattern
    • (2nd) Mirror Image, Invisibility, Hold Person
    • (1st) Mage Armor, Magic Missile, Charm Person
    • (0) Prestidigitation, Mage Hand, Light, Detect Magic

STATISTICS

  • Str 14, Dex 16, Con 16, Int 24, Wis 18, Cha 20
  • Base Atk +7; CMB +9; CMD 24
  • Feats: Spell Focus (Illusion), Greater Spell Focus (Illusion), Combat Casting, Toughness, Iron Will, Leadership
  • Skills: Bluff +19, Diplomacy +18, Intimidate +16, Knowledge (Arcana) +22, Perception +15, Spellcraft +22
  • Languages: Common, Draconic, Elvish, Sylvan

SPECIAL ABILITIES

  • Illusion Mastery (Ex): The Wizard of Oz can cast illusion spells with greater ease. The saving throw DC for his illusion spells is increased by 2, and creatures within 30 feet of him have disadvantage on Will saves to disbelieve his illusions.
  • Master of Deception (Ex): Once per day, the Wizard of Oz can use his mastery of deception to create a false image or persona that is so convincing it can fool even powerful magic. This functions as disguise self or alter self but lasts for 24 hours. The illusion can mimic any form, including different races and genders.
  • Legendary Illusionist (Su): The Wizard can manipulate the minds of others with his illusions. As a standard action, he can force all creatures within 60 feet to make a DC 22 Will save or be compelled to believe in a false reality (such as thinking they have a magical power, item, or ability). The illusion lasts for 1 hour or until the creature is harmed.
  • Illusory Presence (Ex): The Wizard exudes an aura of magical allure. Creatures within 30 feet of him must succeed on a DC 22 Will save or be charmed for 1 minute. While charmed, the creature cannot willingly act against the Wizard.

ECOLOGY

  • Environment: Any, often in grand cities or isolated towers
  • Organization: Solitary
  • Treasure: Standard

TACTICS
The Wizard of Oz uses his illusions and manipulative powers to deceive and control his enemies. He will often start combat by casting Greater Invisibility on himself, followed by Phantasmal Killer or Hypnotic Pattern to confuse and frighten his foes. He will use his Illusory Presence to charm key targets and disorient his enemies, avoiding direct combat and relying on his magical abilities to control the flow of battle.

If pressed, he will use his Plane Shift or Teleport spells to escape, but he is not above using Dominate Person or Power Word Stun to neutralize particularly dangerous foes.


LEGENDARY ACTIONS
The Wizard of Oz can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Wizard of Oz regains spent legendary actions at the start of his turn.

  • Cast Spell (Costs 2 Actions): The Wizard casts a spell of 4th level or lower.
  • Illusory Movement (Costs 1 Action): The Wizard can move up to 30 feet without provoking an attack of opportunity.
  • Flashing Light (Costs 3 Actions): The Wizard releases a burst of radiant energy in a 30-foot radius. Creatures within range must succeed on a DC 22 Reflex save or be blinded for 1 minute.

DESCRIPTION
The Wizard of Oz is a master illusionist and manipulator, relying on his wit, charm, and illusions rather than any true magical power. Though he hides behind a theatrical mask of grandeur, he is ultimately an ordinary man who has created a myth around himself. His ability to warp reality through illusion is so potent that it can influence not just the senses but the very beliefs of those who encounter him.

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