Difference between revisions of "Wizard (FiD)"

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{{FiD}}{{FiD-Powers}}
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Wizards study magical powers with a methodical and analytical mindset, blending mystical traditions with disciplined research and experimentation. Their knowledge is meticulously recorded in tomes and libraries.
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Wizards approach magic with a methodical, analytical mindset, blending mystical traditions with disciplined research and experimentation. Their knowledge is meticulously recorded in tomes and libraries, forming a magical framework that is versatile, reliable, and endlessly expandable.
This is a powerful power framework, both competent and flexible.
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Wizardry is eclectic.
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Wizardry is eclectic; among its methods are such diverse elements as
Their methods include alchemy,  
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alchemy,
astrology,  
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astrology,
 
esotericism,
 
esotericism,
geomancy,  
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geomancy,
herbalism,  
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herbalism,
lithomancy,  
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lithomancy,
mysticism,  
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mysticism,
numerology,  
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numerology,
pyramidology
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pyramidology,
rune lore,  
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rune lore,
sigils,  
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sigils,
and the like.
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and a nice embroidered robe.
Some of these may be the center of magical traditions of their own besides their use in wizardry.
 
They call their powers spells, and each such spell is cast using its own exact procedure refined by generations of wizards.
 
  
=== Trauma Condition—Spellbook ===
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Your spells require symbolic tools: either material components (powders, herbs, bones, inks, curios) or visible symbols marked on your kit.
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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Embroidered scarves, robes, and hats are popular ways to do this, as are tattoos and body paint.
The more powerful the power and the further the reach, the louder and wider this needs to be.
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Eastern wizards use ofuda, strips of paper with calligraphic script.
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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These items are inexpensive and easily replaced between scores, but if you lose them during a score you must improvise or scavenge replacements — even scrawling symbols on pebbles will do.
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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This penalty increases by 1d on each score until the spellbook is recovered or rewritten.  
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Your spellbook holds the structures, sigils, and patterns that center your magic. Without it, your workings remain unstable and mentally draining until you restore it.
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'''Touchstones''':
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Willow Rosenberg (''Buffy the Vampire Slayer'' TV 1997–2003),
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Harry Potter (''Harry Potter and the Philosopher’s Stone'' 2001),
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Merlin (''Merlin'' TV 2008–2012),
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Prospera (''The Tempest'' 2010).
 +
 
 +
=== Trauma Condition — Spellbook ===
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Wizardry demands precision and a book to record your spells. Your workings rely on exact words, gestures, and symbols, which tend to draw attention.  
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If your spellbook is lost or destroyed, you cannot recover Stress again until you complete an 8-segment Study project to recreate it.
  
 
=== Special Abilities ===
 
=== Special Abilities ===
# '''Arcane Ward:''' You may expend your '''special armor''' to reduce harm from powers or to push yourself when using powers.
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# '''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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==== Book Casting ====
# '''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.
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With your spellbook in hand, you can spend a few minutes reading loudly from it to use any power, rolling Study instead of the Action that the power would normally use.
# '''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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# '''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.
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==== Casual Blaster ====
# '''Ritualist:''' You can Study an occult [[Rituals (FiD)|Ritual]] (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery and research Procedures for new rituals. You begin with one Procedure already learned. See p 222.
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When you use a power to make an attack that is '''Fine and/or Potent''', you can choose to remove these qualities.  
# '''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. 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.
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If you do so,  reduce the category of the power, Apex → Master → Advanced → Basic.
# '''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]].
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This reduces the risk of stress and the number of dice needed to use the power.
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==== Enchanter ====
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When you invent or [[#Crafting (FiD)|Craft]] [[Alchemy (FiD)|Alchemicals]], [[Armaments (FiD)|Armaments]], and [[Magic Items (FiD)|Magic Items]], take +1d to your roll. You can invent new Designs and Formulas. You begin with one Design or Formula already known.
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==== Ritualist ====
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You gain +1d on actions to perform, research, and resist consequences of using [[Rituals (FiD)|Rituals]]. You can research Procedures for new rituals. You know by heart the arcane Procedure to perform one [[Rituals (FiD)|Ritual]] up to Complexity 6.
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==== Studious ====
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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 weakness. On a '''On a 6/critical''', you uncover a preparable method (material, sigil, or tactic) that grants Potency against the target.
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==== Ward ====
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You make an area anathema to creatures associated with a specific [[Powers_(FiD)#Forms|Form]] of Power decided when you create the ward.  
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Spend a minute and select a [[Powers_(FiD)#Forms|Form]] to create a ward in an an area based on your tier (p. 221).
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A ward is obvious and reduces the effective Tier of creatures tied to that Form by 1 for an hour after entering it or when acting against anyone within it.
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You can create connected wards to cover more ground and overlapping wards to protect against multiple different [[Powers_(FiD)#Forms|Forms]] in the same area.
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==== Wizard Words ====
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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, choose between improving Position or increasing Effect. On a critical success, improve both Position and Effect. This stacks with Set Up actions others do.
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==== Additional Playbook ====
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Select another playbook. You gain immediate access to its Inventory and XP conditions.
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From now on, you can choose its Special Abilities.
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You can take this special ability multiple times, each time selecting a new playbook.  
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''Prerequisite'': To select a playbook, you need an action rating of one in each of its starting actions.''
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==== Powers ====
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You can learn these powers, expending a Special Ability for each.
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You cannot select powers marked <span style="text-decoration: line-through;background-color:red">red</span>.
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[[Abyss Powers (FiD)|Abyss]],
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[[Air Powers (FiD)|Air]],  
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<span style="text-decoration: line-through;background-color:red">[[Animal Powers (FiD)|Animal]]</span>,  
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[[Barrier Powers (FiD)|Barrier]],  
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[[Darkness Powers (FiD)|Darkness]],  
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[[Death Powers (FiD)|Death]],  
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[[Earth Powers (FiD)|Earth]],  
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[[Electricity Powers (FiD)|Electricity]],  
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[[Fire Powers (FiD)|Fire]],  
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[[Ice Powers (FiD)|Ice]],  
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[[Flux Powers (FiD)|Flux]],  
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[[Illusion Powers (FiD)|Illusion]],  
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[[Kinesis Powers (FiD)|Kinesis]],  
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<span style="text-decoration: line-through;background-color:red">[[Life Powers (FiD)|Life]]</span>,  
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[[Light Powers (FiD)|Light]],  
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[[Metal Powers (FiD)|Metal]],  
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[[Mind Powers (FiD)|Mind]],  
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[[Order Powers (FiD)|Order]],  
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<span style="text-decoration: line-through;background-color:red">[[Plant Powers (FiD)|Plant]]</span>,  
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[[Space Powers (FiD)|Space]],  
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[[Time Powers (FiD)|Time]],  
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and [[Water Powers (FiD)|Water]].
  
 
=== Arcane Associates ===
 
=== Arcane Associates ===
: ˄ ˅ Laramir, a mentor.
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: ˄ ˅ Laramir, a mentor.
: ˄ ˅ Quillon, an artisan of books.
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: ˄ ˅ Quillon, an artisan of books.
: ˄ ˅ Rilmo, a librarian.
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: ˄ ˅ Rilmo, a librarian.
: ˄ ˅ Solric, an esoteric specialist.
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: ˄ ˅ Solric, an esoteric specialist.
 
: ˄ ˅ Xeltrin, a wizard.
 
: ˄ ˅ Xeltrin, a wizard.
  
 
=== Inventory ===
 
=== Inventory ===
: Familiar pet cohort, p96.
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: Familiar.
: , , Scroll.
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: , , Scroll.
: ☐-☐ Spellbook.
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: ☐ Spellbook.
: ☐-☐ Staff.
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: ☐ Wizard’s Staff.
: ◯ Thinking cap.
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: ◯ Wand.
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'''Familiar''' ☑: An animal, tiny monster, or object that is [[Mind_Powers_(FiD)|Intelligent]] and capable of speech. This is an expert (pet) (p. 96) that primarily carries messages and offers companionship. If lost, it can be replaced with a downtime action. '''Playbook.'''
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'''Scroll''' ☑: Allows a single use of a power from a [[Powers (FiD)#Forma|Power Form]] available to your playbook that you do not already know. '''Playbook.'''
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'''Spellbook''' ☐: Required for some Special Abilities and to regain Stress (see Trauma Condition—Spellbook). '''Playbook.'''
  
* '''Pet''' : An animal, tiny monster, or item that is [[Mind_Powers_(FiD)|Intelligent]] and can talk but is not especially capable.
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'''Wizard’s Staff''' : An arcane rod or staff that  allows the wielder to draw glowing lines on any surface or even in the air, usually to create wards or as a part of a ritual. Improves the casting of spells, you can spend 2 Stress to turn a failure into an opposed success when using powers
* '''Scroll''' ☐: Allows a single use of a power available to your playbook but not known to you. '''Playbook'''.
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It also functions as a [[Armaments_(FiD)#Heavy_Melee_Weapons|Potent Emergency Heavy Weapon]]. '''Playbook.'''
* '''Spellbook''' ☐-☐: Allows you to use powers with Study instead of whatever action the task normally uses, but requires several minutes for each use. Losing your spellbook is disastrous, see Trauma Condition—Spellbook. '''Playbook'''
 
* '''Staff''' ☐-☐: Increases the time and reduces the stress cost of using powers you know by one. Also an emergency heavy weapon. '''Playbook'''
 
* '''Thinking Cap''' ◯: A pointed hat iconic for wizards and representing intellect and study. Allows you to use Study instead of any Insight or Resolve action. One use per score. '''Playbook'''
 
* '''Wand''' ◯: It allows the wielder to draw glowing lines on any surface or even in the air, usually to create wards or as a part of a ritual. Improves the casting of spells, you can burn out the wand in order to turn a failure into an opposed success when using powers you know. '''Playbook'''
 
  
 
=== XP ===
 
=== XP ===
* ''Every time you roll a desperate action, mark xp in that action's attribute.
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* ''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
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* ''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:'' 
an attribute) or 2 xp if that item occurred multiple times.
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* You addressed a challenge using powers or lore.
* You addressed a challenge using powers or lore.
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* You expressed your beliefs, drives, heritage, or background.
* 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 ===
 
=== 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.
 
: 4 points by choice, no higher than 2 in any one.

Latest revision as of 01:18, 26 November 2025

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
Powers (FiD)Fox in the Dark logo

Wizards approach magic with a methodical, analytical mindset, blending mystical traditions with disciplined research and experimentation. Their knowledge is meticulously recorded in tomes and libraries, forming a magical framework that is versatile, reliable, and endlessly expandable.

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

Your spells require symbolic tools: either material components (powders, herbs, bones, inks, curios) or visible symbols marked on your kit. Embroidered scarves, robes, and hats are popular ways to do this, as are tattoos and body paint. Eastern wizards use ofuda, strips of paper with calligraphic script. These items are inexpensive and easily replaced between scores, but if you lose them during a score you must improvise or scavenge replacements — even scrawling symbols on pebbles will do.

Your spellbook holds the structures, sigils, and patterns that center your magic. Without it, your workings remain unstable and mentally draining until you restore it.

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

Trauma Condition — Spellbook

Wizardry demands precision and a book to record your spells. Your workings rely on exact words, gestures, and symbols, which tend to draw attention. If your spellbook is lost or destroyed, you cannot recover Stress again until you complete an 8-segment Study project to recreate it.

Special Abilities

Book Casting

With your spellbook in hand, you can spend a few minutes reading loudly from it to use any power, rolling Study instead of the Action that the power would normally use.

Casual Blaster

When you use a power to make an attack that is Fine and/or Potent, you can choose to remove these qualities. If you do so, reduce the category of the power, Apex → Master → Advanced → Basic. This reduces the risk of stress and the number of dice needed to use the power.

Enchanter

When you invent or Craft Alchemicals, Armaments, and Magic Items, take +1d to your roll. You can invent new Designs and Formulas. You begin with one Design or Formula already known.

Ritualist

You gain +1d on actions to perform, research, and resist consequences of using Rituals. You can research Procedures for new rituals. You know by heart the arcane Procedure to perform one Ritual up to Complexity 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 weakness. On a On a 6/critical, you uncover a preparable method (material, sigil, or tactic) that grants Potency against the target.

Ward

You make an area anathema to creatures associated with a specific Form of Power decided when you create the ward. Spend a minute and select a Form to create a ward in an an area based on your tier (p. 221). A ward is obvious and reduces the effective Tier of creatures tied to that Form by 1 for an hour after entering it or when acting against anyone within it. You can create connected wards to cover more ground and overlapping wards to protect against multiple different Forms in the same area.

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, choose between improving Position or increasing Effect. On a critical success, improve both Position and Effect. This stacks with Set Up actions others do.

Additional Playbook

Select another playbook. You gain immediate access to its Inventory and XP conditions. From now on, you can choose its Special Abilities. You can take this special ability multiple times, each time selecting a new playbook. Prerequisite: To select a playbook, you need an action rating of one in each of its starting actions.

Powers

You can learn these powers, expending a Special Ability for each. You cannot select powers marked red.

Abyss, 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.
☑, ☑, ☑ Scroll.
☐ Spellbook.
☐ Wizard’s Staff.

Familiar ☑: An animal, tiny monster, or object that is Intelligent and capable of speech. This is an expert (pet) (p. 96) that primarily carries messages and offers companionship. If lost, it can be replaced with a downtime action. Playbook.

Scroll ☑: Allows a single use of a power from a Power Form available to your playbook that you do not already know. Playbook.

Spellbook ☐: Required for some Special Abilities and to regain Stress (see Trauma Condition—Spellbook). Playbook.

Wizard’s Staff ☐: An arcane rod or staff that allows the wielder to draw glowing lines on any surface or even in the air, usually to create wards or as a part of a ritual. Improves the casting of spells, you can spend 2 Stress to turn a failure into an opposed success when using powers 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.