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 magical framework is both versatile and reliable.
 
  
Wizardry is eclectic; amongst our methods are such diverse elements as
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Wizardry is eclectic; among its methods are such diverse elements as
alchemy,
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alchemy,
astrology,
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astrology,
esotericism,
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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 a nice embroidered robe.
 
and a nice embroidered robe.
  
'''Touchstones''':
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Your spells require symbolic tools: either material components (powders, herbs, bones, inks, curios) or visible symbols marked on your kit.
Prospera (''The Tempest'' 2010 film adaptation),
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Embroidered scarves, robes, and hats are popular ways to do this, as are tattoos and body paint.
Willow Rosenberg (''Buffy the Vampire Slayer (TV Series)'' 1997–2003),
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Eastern wizards use ofuda, strips of paper with calligraphic script.
Harry Potter (''Harry Potter and the Philosopher's Stone'' 2001),
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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.
Merlin (''BBC’s Merlin (TV Series)'', 2008–2012).
 
  
=== Trauma Condition—Spellbook ===
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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.
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. 
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'''Touchstones''':
These symbols may be embroidered onto your clothing, requiring voluminous garments such as robes or pointed hats. 
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Willow Rosenberg (''Buffy the Vampire Slayer'' TV 1997–2003),
If lost, these objects are easily recovered between scores, but they can also be improvised by finding materials or drawing the symbols.
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Harry Potter (''Harry Potter and the Philosopher’s Stone'' 2001),
 +
Merlin (''Merlin'' TV 2008–2012),
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Prospera (''The Tempest'' 2010).
  
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.
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=== 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 ===
 
=== Special Abilities ===
# '''Arcane Ward:''' You may expend your Special Armor to either reduce harm from powers or push yourself while using powers.
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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.
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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.
# '''Ritualist:'''  You gain +1d on actions to perform or research [[Rituals (FiD)|Rituals]]. You can research Procedures for new rituals, see p 222. You know by heart the arcane Procedure to perform one specific [[Rituals (FiD)|Ritual]].
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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.
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==== Casual Blaster ====
# '''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.
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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.  
# '''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.
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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 ====
 +
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.
 +
 
 +
==== Ritualist ====
 +
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 ====
 +
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. 
 +
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.
 +
 
 +
==== 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.
 +
 
 +
==== 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.
 +
''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 ===
Line 50: Line 102:
  
 
=== Inventory ===
 
=== Inventory ===
: Familiar Cohort.
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: Familiar.
: , , Scroll.
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: , , Scroll.
: ☐ Spellbook.
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: ☐ Spellbook.
: ☐☐ Wizard's 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.'''
 +
 
 +
'''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. 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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'''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 of a [[Powers (FiD)#Forma|Power Form]] available to your playbook that you do not know. '''Playbook.'''
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It also functions as a [[Armaments_(FiD)#Heavy_Melee_Weapons|Potent Emergency Heavy Weapon]]. '''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 (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 ===
 
=== XP ===

Latest revision as of 01:18, 26 November 2025

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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.

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.