Difference between revisions of "Wizard (FiD)"

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{{FiD}}{{FiD-Powers}}
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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.
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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.
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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, but this is not represented in the rules.
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Your spells require symbolic tools: either material components (powders, herbs, bones, inks, curios) or visible symbols marked on your kit.  
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Embroidered scarves, robes, and hats are popular ways to do this, as are tattoos and body paint.
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Eastern wizards use ofuda, strips of paper with calligraphic script.
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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.
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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.
  
 
'''Touchstones''':
 
'''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).
 +
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=== 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.
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=== Special Abilities ===
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==== Book Casting ====
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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.
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==== Casual Blaster ====
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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.
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If you do so,  reduce the category of the power, Apex → Master → Advanced → Basic.
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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.
  
=== Trauma Condition—Spellbook ===
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==== Wizard Words ====
As a wizard you must speak out loud and gesture to use powers.
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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.
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.
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==== Additional Playbook ====
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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Select another playbook. You gain immediate access to its Inventory and XP conditions.  
Alternatively, links can be embroidered on your clothes.  
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From now on, you can choose its Special Abilities.  
Such symbols require quite a bit of space to store, wizards using embroidered symbols need to wear voluminous clothes like robes and pointed hats.
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You can take this special ability multiple times, each time selecting a new playbook.  
If you don't have a suitable link you suffer a -1d penalty on the use of powers.
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''Prerequisite'': To select a playbook, you need an action rating of one in each of its starting actions.''
If lost, these objects are easily recovered between scores.
 
  
Wizard powers are recorded in tomes called spellbooks.  
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==== Powers ====
If you lose your spellbook you cannot recover Stress.
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You can learn these powers, expending a Special Ability for each.
You can do an 8-clock long term Study project to recreate a lost spellbook
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You cannot select powers marked <span style="text-decoration: line-through;background-color:red">red</span>.
  
=== Special Abilities ===
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[[Abyss Powers (FiD)|Abyss]],  
# '''Arcane Ward:''' You may expend your Special Armor to reduce harm from powers or to push yourself when using powers.
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[[Air Powers (FiD)|Air]],  
# '''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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<span style="text-decoration: line-through;background-color:red">[[Animal Powers (FiD)|Animal]]</span>,  
# '''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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[[Barrier Powers (FiD)|Barrier]],  
# '''Magic Ward:''' Using occult rituals, you make an area anathema or enticing to creatures associated with a specific [[Powers_(FiD)#Forms|Form]] of Power. This process takes about a minute and can affect an area based on your tier (p. 221). You can create overlapping wards for multiple [[Powers_(FiD)#Forms|Forms]] in the same area.
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[[Darkness Powers (FiD)|Darkness]],  
# '''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.
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[[Death Powers (FiD)|Death]],  
# '''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.
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[[Earth Powers (FiD)|Earth]],  
# '''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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[[Electricity Powers (FiD)|Electricity]],  
# '''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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[[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 Cohort.
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: Familiar.
: , , Scroll.
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: , , Scroll.
 
: ☐ Spellbook.
 
: ☐ Spellbook.
: ☐☐ Staff.
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: ☐ Wizard’s Staff.
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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.'''
  
* '''Familiar''' : An animal, tiny monster or item that is [[Mind_Powers_(FiD)|Intelligent]] and can talk but is not especially capable. This is an expert (pet, p. 96) that is [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Intelligent]].
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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 minutes for each use. Losing your spellbook is disastrous, see Trauma Condition—Spellbook. '''Playbook'''
 
* '''Staff''' ☐☐: Reduces the stress cost of [[Powers (FiD)#Forma|Power Forms]] you know by one. This does not apply when you use [[Powers (FiD)#Forma|Power Forms]] you don't know, like using scrolls. Also a [[Armaments_(FiD)#Heavy_Melee_Weapons|Potent Emergency Heavy Weapon]]. '''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.