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.
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This magical framework is both versatile and reliable.
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.
 
They call their powers spells or rotes, and each such spells is cast using its own exact procedure refined by generations of wizards.
 
  
'''Trauma Condition—Spellbook
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Wizardry is eclectic; amongst our methods are such diverse elements as: 
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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alchemy, 
The more powerful the power and the further the reach, the louder and wider this needs to be.
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astrology, 
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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esotericism, 
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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geomancy, 
This penalty increases by 1d on each score until the spellbook is recovered or rewritten.  
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herbalism, 
 +
lithomancy,
 +
mysticism,
 +
numerology,
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pyramidology,
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rune lore,
 +
sigils,
 +
and a nice embroidered robe.
  
'''Special Abilities'''
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'''Touchstones'''
# '''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.
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Prospera (''The Tempest'' 2010 film adaptation),   
# '''Arcane Ward:''' You may expend your '''special armor''' to reduce harm from powers or to push yourself when using powers.
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Willow Rosenberg (''Buffy the Vampire Slayer (TV Series)'' 1997–2003)
# '''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.
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Harry Potter (''Harry Potter and the Philosopher's Stone'' 2001),
# '''Magic Ward:''' You know how to sanctify an area with arcane substances and methods so it is anathema  to undead, angels, or devils (your choice). This takes a minute and you can do it again to ward a larger area or against multiple powers.
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Merlin (''BBC’s Merlin (TV Series)'', 2008–2012).
# '''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.
 
# '''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.
 
# '''Serene Focus:''' During a score, when in a controlled position your action rolls gain increased effect. Once per action, if you did not trade position for effect, you may push yourself to improve your position, either from desperate to risky, or from risky to controlled.
 
# '''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]].
 
  
'''Arcane Associates
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=== Trauma Condition—Spellbook ===
: ˄ ˅ Laramir, mentor.
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As a wizard, your magic demands precision. The volume and breadth of your words and gestures determine the power and reach of your spells, but they can draw unwanted attention.
: ˄ ˅ Quillon, artisan of books.
 
: ˄ ˅ Rilmo, librarian.
 
: ˄ ˅ Solric, esoteric specialist.
 
: ˄ ˅ Xeltrin, wizard.
 
  
'''Items
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Each spell requires a material focus, such as bat guano, dried spiders, or other symbolic items, carried in pouches, belts, or vests. Alternatively, you may substitute visible symbolic representations for material components.
: ■ Familiar pet cohort, p96.
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These symbols may be embroidered onto your clothing, requiring voluminous garments such as robes or pointed hats.
: ☐, , ☐ 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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If lost, these objects are easily recovered between scores, but they can also be improvised by finding materials or drawing the symbols.
: ☐-☐ Spellbook that reduces the stress cost of using powers you know by one. Losing it is disastrous.
 
: ☐-☐ 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
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Wizard powers are recorded in spellbooks. These tomes embody your gathered knowledge and magical identity. Risking it on a score increases the danger. Losing your spellbook prevents Stress recovery until you complete an 8-clock long-term Study project to recreate it.
* ''Every time you roll a desperate action, mark xp in that action's attribute.
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At the end of each session, for each item below, mark 1 xp (in your playbook or
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=== Special Abilities ===
an attribute) or 2 xp if that item occurred multiple times.
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# '''Arcane Ward:''' You may expend your Special Armor to either reduce harm from powers or push yourself while using powers.
* You addressed a challenge using powers or lore.
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# '''Casual Blaster:''' When you use a power to make an attack with fine or potent qualities, you can opt to remove one or both. For each quality you choose ''not'' to use, the stress cost of the power use is reduced by one.
* You expressed your beliefs, drives, heritage, or background.
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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.
 +
# '''Ritualist:'''  You gain +1d on actions to perform [[Rituals (FiD)|Rituals]] or research rituals. You can research Procedures for new rituals, see p 222.You know the arcane Procedure to perform one specific [[Rituals (FiD)|Ritual]].
 +
# '''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.
 +
# '''Ward:''' Create a ward that reduces the effective tier of creatures linked to a specific [[Powers_(FiD)#Forms|Form of Power]] within an area. Creating a ward takes about a minute and affects an area based on your tier (p. 221). Multiple wards for different [[Powers_(FiD)#Forms|Forms]] can overlap.
 +
# '''Wizard 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.
 +
# '''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 ===
 +
: ˄ ˅ Laramir, a mentor. 
 +
: ˄ ˅ Quillon, an artisan of books. 
 +
: ˄ ˅ Rilmo, a librarian. 
 +
: ˄ ˅ Solric, an esoteric specialist. 
 +
: ˄ ˅ Xeltrin, a wizard.
 +
 
 +
=== Inventory ===
 +
: ◯ Familiar Cohort. 
 +
: ☐, ☐, ☐ Scroll. 
 +
: ☐ Spellbook. 
 +
: ☐☐ Wizard's Staff.
 +
 
 +
* '''Familiar''' ◯: An animal, tiny monster, or item that is [[Mind_Powers_(FiD)|Intelligent]] and can talk. This is an expert (pet) (p. 96) that primarily provides companionship. If lost, it can be replaced between scores using methods suited to its form. '''Playbook.'''
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* '''Scroll''' ☐: Allows a single use of a power of a [[Powers (FiD)#Forma|Power Form]] available to your playbook that you do not know. '''Playbook.'''
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* '''Spellbook''' ☐: Use powers with Study instead of whatever action the task normally uses, but requires minutes for each use. Losing your spellbook prevents recovery until addressed (see Trauma Condition—Spellbook). '''Playbook.'''
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* '''Wizard's Staff''' ☐☐: An arcane rod or staff that reduces the stress cost of using [[Powers (FiD)#Forma|Powers of known Forms]] by one. This does not apply to unfamiliar [[Powers (FiD)#Forma|Forms]], such as those accessed from scrolls. It also functions as a [[Armaments_(FiD)#Heavy_Melee_Weapons|Potent Emergency Heavy Weapon]]. '''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) for each item below, 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.
 
* You struggled with issues from your vice or traumas during the session.
  
'''Starting Actions
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=== Starting Actions ===
: Hunt 1
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: Hunt 1
: Study 2
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: Study 2
: 4 points by choice, no higher than 2 in any one
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: 4 points by choice, no higher than 2 in any one.

Latest revision as of 09:37, 14 February 2025

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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 magical framework is both versatile and reliable.

Wizardry is eclectic; amongst our methods are such diverse elements as: alchemy, astrology, esotericism, geomancy, herbalism, lithomancy, mysticism, numerology, pyramidology, rune lore, sigils, and a nice embroidered robe.

Touchstones: Prospera (The Tempest 2010 film adaptation), Willow Rosenberg (Buffy the Vampire Slayer (TV Series) 1997–2003), Harry Potter (Harry Potter and the Philosopher's Stone 2001), Merlin (BBC’s Merlin (TV Series), 2008–2012).

Trauma Condition—Spellbook

As a wizard, your magic demands precision. The volume and breadth of your words and gestures determine the power and reach of your spells, but they can draw unwanted attention.

Each spell requires a material focus, such as bat guano, dried spiders, or other symbolic items, carried in pouches, belts, or vests. Alternatively, you may substitute visible symbolic representations for material components. These symbols may be embroidered onto your clothing, requiring voluminous garments such as robes or pointed hats. If lost, these objects are easily recovered between scores, but they can also be improvised by finding materials or drawing the symbols.

Wizard powers are recorded in spellbooks. These tomes embody your gathered knowledge and magical identity. Risking it on a score increases the danger. Losing your spellbook prevents Stress recovery until you complete an 8-clock long-term Study project to recreate it.

Special Abilities

  1. Arcane Ward: You may expend your Special Armor to either reduce harm from powers or push yourself while using powers.
  2. Casual Blaster: When you use a power to make an attack with fine or potent qualities, you can opt to remove one or both. 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. Ritualist: You gain +1d on actions to perform Rituals or research rituals. You can research Procedures for new rituals, see p 222.You know the arcane Procedure to perform one specific Ritual.
  5. 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.
  6. Ward: Create a ward that reduces the effective tier of creatures linked to a specific Form of Power within an area. Creating a ward takes about a minute and affects an area based on your tier (p. 221). Multiple wards for different Forms can overlap.
  7. Wizard 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 Cohort.
☐, ☐, ☐ Scroll.
☐ Spellbook.
☐☐ Wizard's Staff.
  • Familiar ◯: An animal, tiny monster, or item that is Intelligent and can talk. This is an expert (pet) (p. 96) that primarily provides companionship. If lost, it can be replaced between scores using methods suited to its form. Playbook.
  • Scroll ☐: Allows a single use of a power of a Power Form available to your playbook that you do not know. Playbook.
  • Spellbook ☐: Use powers with Study instead of whatever action the task normally uses, but requires minutes for each use. Losing your spellbook prevents recovery until addressed (see Trauma Condition—Spellbook). Playbook.
  • Wizard's Staff ☐☐: An arcane rod or staff that reduces the stress cost of using Powers of known Forms by one. This does not apply to unfamiliar Forms, such as those accessed from scrolls. It also functions as a Potent Emergency Heavy Weapon. 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) for each item below, 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.