Difference between revisions of "Wizard (FiD)"

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{{FiD}}{{FiD-Powers}}
 
{{FiD}}{{FiD-Powers}}
Wizards study magical powers with a methodical and analytical mindset, often blending mystical traditions with disciplined research and experimentation. Their knowledge is meticulously recorded in tomes and libraries.
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Wizards study magic with a methodical and analytical mindset, blending mystical traditions with disciplined research and experimentation. Their knowledge is meticulously recorded in tomes and libraries.
 
This is a powerful power framework, both competent and flexible.
 
This is a powerful power framework, both competent and flexible.
 
Wizardry is eclectic.
 
Wizardry is eclectic.
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and the like.
 
and the like.
 
Some of these may be the center of magical traditions of their own besides their use in wizardry.
 
Some of these may be the center of magical traditions of their own besides their use in wizardry.
They call their powers spells or rotes, and each such spells is cast using its own exact procedure refined by generations of wizards.
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Wizards call their powers spells, and each such spell is cast using its own exact procedure refined by generations of wizards.
  
 
=== Trauma Condition—Spellbook ===
 
=== Trauma Condition—Spellbook ===
A wizard must speak out loud and gesture to use powers, and often use material components related to the spell or its target.
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As a wizard you must speak out loud and gesture to use powers.
The more powerful the power and the further the reach, the louder and wider this needs to be.
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The more powerful the power and the further the reach, the louder and wider words and gestures need to be.
Their powers are recoded in tomes called spellbooks, and a wizard that can't access their spellbook cannot do long-term projects, except for an 8-clock lon term Study project to create a new spellbook.  
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If you can't use your spellbook when preparing for a score add one die to the requirements of all powers. So a basic power now requires 1 dice, an advanced power requires 3 dice, and so on.
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You also need a material link to each power.
This penalty increases by 1d on each score until the spellbook is recovered or rewritten.  
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These can be tiny objects such as bat guano and dried spiders held in a pouch or many-pocketed belt, robe, or vest.
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Alternatively, links can be embroidered on your clothes.
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Such symbols must be visible to work and require quite a bit of space on the fabrics, wizards using embroidered symbols need to wear voluminous clothes like robes and pointed hats.
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If you don't have a suitable link you suffer a -1d penalty on the use of powers.  
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If lost, these objects are easily recovered between scores.
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Wizard powers are recorded in tomes called spellbooks.  
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If you lose your spellbook you cannot recover Stress.
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You can do an 8-clock long term Study project to recreate a lost spellbook
  
 
=== Special Abilities ===
 
=== Special Abilities ===
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# '''Arcane Ward:''' You may expend your '''special armor''' to reduce harm from powers or to push yourself when using powers.
 
# '''Casual Blaster:''' When you use a power to make an attack that is fine and/or potent, you can opt to remove these qualities. For each quality you choose ''not'' to use, the stress cost  of the power use is reduced by one.
 
# '''Casual Blaster:''' When you use a power to make an attack that is fine and/or potent, you can opt to remove these qualities. For each quality you choose ''not'' to use, the stress cost  of the power use is reduced by one.
# '''Arcane Ward:''' You may expend your '''special armor''' to reduce harm from powers or to push yourself when using powers.
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# '''Enchanter:''' When you invent or craft (p 224) [[Alchemy (FiD)|Alchemy]], [[Armaments (FiD)|Armaments]], and [[Magic Items (FiD)|Magic Items]], take +1d to your roll. You can make new Designs and Formulas. You begin with one Design or Formula already known.
# '''Loremaster:''' You may always use Study for a set up action for yourself, either in the moment or as a flashback. On a partial success, improve position. On a full success, improve position or increase effect. On a critical success, improve position and increase effect.
 
# '''Enchanter:''' When you invent or craft (p 224) [[Alchemy (FiD)|Alchemy]], [[Armaments (FiD)|Armaments]], and [[Magic Items (FiD)|Magic Items]], take +1d to your roll. You can make new Designs and Formulas. You begin with one Design (for Armaments only) or Formula already known.
 
 
# '''Magic Ward:''' You know how to sanctify an area with arcane substances and methods so it is anathema  to creatures associated with one Power of your choice. You do not need to know the selected Power. This takes a minute and you can do it again to ward a larger area or against multiple powers.
 
# '''Magic Ward:''' You know how to sanctify an area with arcane substances and methods so it is anathema  to creatures associated with one Power of your choice. You do not need to know the selected Power. This takes a minute and you can do it again to ward a larger area or against multiple powers.
# '''Ritual:''' You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned. See p 222.
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# '''Ritualist:''' You can use occult [[Rituals (FiD)|Ritual]] to summon a supernatural effect or being. You know the arcane Procedure to perform a specific ritual and can research Procedures for new rituals. See p 222.
# '''Sage:''' When you use Study to gather information about a target, either in the present or in a flashback, you can ask one additional question about their weaknesses or habits. Discover a method to gain potency against such a target that anyone can use, usually a material or rune it is vulnerable to.
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# '''Studious:''' When you use Study to gather information about a target, either in the present or in a flashback, you can ask one additional question about their weaknesses or habits. On a full success you discover a method to gain potency against such a target that anyone can use, usually a material or rune it is vulnerable to.
# '''Powers:''' [[Air Powers (FiD)|Air]], <span style="text-decoration: line-through;background-color:red">[[Animal Powers (FiD)|Animal]]</span>, [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], [[Death Powers (FiD)|Death]], [[Earth Powers (FiD)|Earth]], [[Electricity Powers (FiD)|Electricity]], [[Fire Powers (FiD)|Fire]], [[Ice Powers (FiD)|Ice]], [[Flux Powers (FiD)|Flux]], [[Illusion Powers (FiD)|Illusion]], [[Kinesis Powers (FiD)|Kinesis]], <span style="text-decoration: line-through;background-color:red">[[Life Powers (FiD)|Life]]</span>, [[Light Powers (FiD)|Light]], [[Metal Powers (FiD)|Metal]], [[Mind Powers (FiD)|Mind]], [[Order Powers (FiD)|Order]], [[Plant Powers (FiD)|Plant]], [[Space Powers (FiD)|Space]], [[Time Powers (FiD)|Time]], and [[Water Powers (FiD)|Water]].
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# '''Wizard’s Words:''' You may always use Study for a set up action, either in the moment or as a flashback. On a partial success, improve position. On a full success, improve position or increase effect. On a critical success, improve position and increase effect. This does not prevent others from using set up actions.
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# '''Powers:''' [[Air Powers (FiD)|Air]], <span style="text-decoration: line-through;background-color:red">[[Animal Powers (FiD)|Animal]]</span>, [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], [[Death Powers (FiD)|Death]], [[Earth Powers (FiD)|Earth]], [[Electricity Powers (FiD)|Electricity]], [[Fire Powers (FiD)|Fire]], [[Ice Powers (FiD)|Ice]], [[Flux Powers (FiD)|Flux]], [[Illusion Powers (FiD)|Illusion]], [[Kinesis Powers (FiD)|Kinesis]], <span style="text-decoration: line-through;background-color:red">[[Life Powers (FiD)|Life]]</span>, [[Light Powers (FiD)|Light]], [[Metal Powers (FiD)|Metal]], [[Mind Powers (FiD)|Mind]], [[Order Powers (FiD)|Order]], <span style="text-decoration: line-through;background-color:red">[[Plant Powers (FiD)|Plant]]</span>, [[Space Powers (FiD)|Space]], [[Time Powers (FiD)|Time]], and [[Water Powers (FiD)|Water]].
  
 
=== Arcane Associates ===
 
=== Arcane Associates ===
: ˄ ˅ Laramir, mentor.
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: ˄ ˅ Laramir, a mentor.
: ˄ ˅ Quillon, artisan of books.
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: ˄ ˅ Quillon, an artisan of books.
: ˄ ˅ Rilmo, librarian.
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: ˄ ˅ Rilmo, a librarian.
: ˄ ˅ Solric, esoteric specialist.
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: ˄ ˅ Solric, an esoteric specialist.
: ˄ ˅ Xeltrin, wizard.
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: ˄ ˅ Xeltrin, a wizard.
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=== Inventory ===
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: ◯ Familiar pet cohort.
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: ☐, ☐, ☐ Scroll.
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: ☐ Spellbook.
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: ☐☐ Staff.
  
=== Items ===
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* '''Familiar Pet''' ◯: An animal, tiny monster, or item that is [[Mind_Powers_(FiD)|Intelligent]] and can talk but is not especially capable. See p 96.
: ■ Familiar pet cohort, p96.
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* '''Scroll''' ☐: Allows a single use of a power available to your playbook but not known to you. '''Playbook'''.
: ☐, ☐, ☐ Scroll that allows one use of a power on the list of wizard powers that you do not know. One use each.
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* '''Spellbook''' ☐: Allows you to use powers with Study instead of whatever action the task normally uses, but requires minutes for each use. Losing your spellbook is disastrous, see Trauma Condition—Spellbook. '''Playbook'''
: ☐-☐ Spellbook that reduces the stress cost of using powers you know by one. Losing it is disastrous.
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* '''Staff''' ☐☐: Reduces the stress cost of using powers you know by one. This does not apply to scrolls. Also a potent emergency heavy weapon. '''Emergency, Potent, Playbook'''
: ☐-☐ Staff that increase the outcome of a power. One use.
 
: ☐ Thinking cap that allows you to use Study with powers instead of any other action but only on one roll per score.
 
  
 
=== XP ===
 
=== XP ===

Latest revision as of 18:21, 13 December 2024

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Powers (FiD)Fox in the Dark logo

Wizards study magic with a methodical and analytical mindset, blending mystical traditions with disciplined research and experimentation. Their knowledge is meticulously recorded in tomes and libraries. This is a powerful power framework, both competent and flexible. Wizardry is eclectic. Their methods include alchemy, astrology, esotericism, geomancy, herbalism, lithomancy, mysticism, numerology, pyramidology rune lore, sigils, and the like. Some of these may be the center of magical traditions of their own besides their use in wizardry. Wizards call their powers spells, and each such spell is cast using its own exact procedure refined by generations of wizards.

Trauma Condition—Spellbook

As a wizard you must speak out loud and gesture to use powers. The more powerful the power and the further the reach, the louder and wider words and gestures need to be.

You also need a material link to each power. These can be tiny objects such as bat guano and dried spiders held in a pouch or many-pocketed belt, robe, or vest. Alternatively, links can be embroidered on your clothes. Such symbols must be visible to work and require quite a bit of space on the fabrics, wizards using embroidered symbols need to wear voluminous clothes like robes and pointed hats. If you don't have a suitable link you suffer a -1d penalty on the use of powers. If lost, these objects are easily recovered between scores.

Wizard powers are recorded in tomes called spellbooks. If you lose your spellbook you cannot recover Stress. You can do an 8-clock long term Study project to recreate a lost spellbook

Special Abilities

  1. Arcane Ward: You may expend your special armor to reduce harm from powers or to push yourself when using powers.
  2. Casual Blaster: When you use a power to make an attack that is fine and/or potent, you can opt to remove these qualities. For each quality you choose not to use, the stress cost of the power use is reduced by one.
  3. Enchanter: When you invent or craft (p 224) Alchemy, Armaments, and Magic Items, take +1d to your roll. You can make new Designs and Formulas. You begin with one Design or Formula already known.
  4. Magic Ward: You know how to sanctify an area with arcane substances and methods so it is anathema to creatures associated with one Power of your choice. You do not need to know the selected Power. This takes a minute and you can do it again to ward a larger area or against multiple powers.
  5. Ritualist: You can use occult Ritual to summon a supernatural effect or being. You know the arcane Procedure to perform a specific ritual and can research Procedures for new rituals. See p 222.
  6. Studious: When you use Study to gather information about a target, either in the present or in a flashback, you can ask one additional question about their weaknesses or habits. On a full success you discover a method to gain potency against such a target that anyone can use, usually a material or rune it is vulnerable to.
  7. Wizard’s Words: You may always use Study for a set up action, either in the moment or as a flashback. On a partial success, improve position. On a full success, improve position or increase effect. On a critical success, improve position and increase effect. This does not prevent others from using set up actions.
  8. Powers: Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Arcane Associates

˄ ˅ Laramir, a mentor.
˄ ˅ Quillon, an artisan of books.
˄ ˅ Rilmo, a librarian.
˄ ˅ Solric, an esoteric specialist.
˄ ˅ Xeltrin, a wizard.

Inventory

◯ Familiar pet cohort.
☐, ☐, ☐ Scroll.
☐ Spellbook.
☐☐ Staff.
  • Familiar Pet ◯: An animal, tiny monster, or item that is Intelligent and can talk but is not especially capable. See p 96.
  • Scroll ☐: Allows a single use of a power available to your playbook but not known to you. Playbook.
  • Spellbook ☐: Allows you to use powers with Study instead of whatever action the task normally uses, but requires minutes for each use. Losing your spellbook is disastrous, see Trauma Condition—Spellbook. Playbook
  • Staff ☐☐: Reduces the stress cost of using powers you know by one. This does not apply to scrolls. Also a potent emergency heavy weapon. Emergency, Potent, Playbook

XP

  • Every time you roll a desperate action, mark xp in that action's attribute.

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

  • You addressed a challenge using powers or lore.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Hunt 1
Study 2
4 points by choice, no higher than 2 in any one.