Difference between revisions of "Wizardry (FiD)"

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{{FiD}}{{FiD-Powers}}
 
{{FiD}}{{FiD-Powers}}
Wizards study magic powers with a philosophical, sometimes even scientific mindset and record their lore 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.
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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
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=== Trauma Condition—Spellbook ===
A wizard must speak out loud and gesture to use powers.
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A wizard must speak out loud and gesture to use powers, and often use material components related to the spell or its target.
 
The more powerful the power and the further the reach, the louder and wider this needs to be.
 
The more powerful the power and the further the reach, the louder and wider this needs 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 a study project to create a new spellbook.  
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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 long term Study project to recreate the spellbook.  
If you can't use your spellbook when preparing for a score add 2 dice to the stress cost and die requirements of all powers. So a basic power now requires 2 dice and costs 5 stress, an advanced power requires 4 dice and costs 7 stress, and so on.
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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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This penalty increases by 1d on each score until the spellbook is recovered or rewritten.  
  
'''Special Abilities'''<br>
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=== Special Abilities ===
In addition to the listed powers, you have access to these 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.
 +
# '''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.
 +
# '''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.
 +
# '''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.
 +
# '''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.
 +
# '''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]].
  
* '''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 and die requirement of the power use is each reduced by one.
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=== Arcane Associates ===
* '''Crafty Creator''' Add increased effect to all tinker action rolls relating to powers. For you tinker is always an appropriate aspect to use when working on a long term power projects, and you get +1d on downtime Tinker rolls.
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: ˄ ˅ Laramir, a mentor.
* '''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. The consequences are generally slight, but might make you misinformed or cocksure.
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: ˄ ˅ Quillon, an artisan of books.
 +
: ˄ ˅ Rilmo, a librarian.
 +
: ˄ ˅ Solric, an esoteric specialist.
 +
: ˄ ˅ Xeltrin, a wizard.
  
'''Powers
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=== Inventory ===
[[Air Powers (FiD)|Air]],
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: ◯ Familiar pet cohort.
<span style="text-decoration: line-through;background-color:red">[[Animal Powers (FiD)|Animal]]</span>,
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: , , ☐ Scroll.
[[Barrier Powers (FiD)|Barrier]],
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: ☐☐ Spellbook.
[[Darkness Powers (FiD)|Darkness]],
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: ☐☐ Staff.
[[Death Powers (FiD)|Death]],
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: ◯ Thinking cap.
[[Earth Powers (FiD)|Earth]],
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: ◯ Wand.
[[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]],
 
[[Water Powers (FiD)|Water]].
 
  
'''Intelligent Friends and Rivals
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* '''Pet''' ◯: An animal, tiny monster, or item that is [[Mind_Powers_(FiD)|Intelligent]] and can talk but is not especially capable. See p96.
: ˄ ˅ Rawlin, bookbinder and copyist
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* '''Scroll''' ☐: Allows a single use of a power available to your playbook but not known to you. '''Playbook'''.
: ˄ ˅ Xigatin, wizard
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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'''
: ˄ ˅ Trollico, specialist in one esotheric method
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* '''Staff''' ☐☐: Increases the time to use powers and reduces the stress cost of using powers you know by one. Also a potent emergency heavy weapon. '''Emergency, Potent, Playbook'''
: ˄ ˅ Lavatir, haughty master of wizardry
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* '''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'''
: ˄ ˅ Telmo, librarian
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* '''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. '''Playbook'''
  
'''Items
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=== XP ===
: ☐-☐ Staff (or similar large item like a tome or big crustal ball) that increases the effect of powers by 1.
 
: ☐, ☐, ☐ Pouch containing materials that can reduce the stress cost of a power by two
 
: ☐, ☐, ☐ Scroll that allows one use of a power on the list of wizard powers that you do not know
 
: ☐, ☐ Pointy hat that acts as armor for insight and resolve.
 
: ☐ Crystal ball that gives +1d on action rolls for study and survey when using powers.
 
 
 
'''XP
 
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
* ''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
 
At the end of each session, for each item below, mark 1 xp (in your playbook or
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* 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 ===
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: Hunt 1
 
: Study 2
 
: Study 2
: Tinker 1
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: 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 15:04, 3 November 2024

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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. 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

A wizard must speak out loud and gesture to use powers, and often use material components related to the spell or its target. The more powerful the power and the further the reach, the louder and wider this needs 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 long term Study project to recreate the spellbook. 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. This penalty increases by 1d on each score until the spellbook is recovered or rewritten.

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. 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.
  5. 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.
  6. Ritualist: 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 and research Procedures for new rituals. You begin with one Procedure already learned. See p 222.
  7. 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.
  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.
◯ Thinking cap.
◯ Wand.
  • Pet ◯: An animal, tiny monster, or item that is Intelligent and can talk but is not especially capable. See p96.
  • 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 ☐☐: Increases the time to use powers and reduces the stress cost of using powers you know by one. Also a potent emergency heavy weapon. Emergency, Potent, 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. 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.