Difference between revisions of "Wizard (FiD)"
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| − | {{FiD}}{{FiD-Powers}} | + | {{FiD}}{{FiD-Powers}}{{tocright}} |
| − | Wizards | + | 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; | + | Wizardry is eclectic; among its methods are such diverse elements as |
| − | alchemy, | + | alchemy, |
| − | astrology, | + | astrology, |
| − | esotericism, | + | esotericism, |
| − | geomancy, | + | geomancy, |
| − | herbalism, | + | herbalism, |
| − | lithomancy, | + | lithomancy, |
| − | mysticism, | + | mysticism, |
| − | numerology, | + | numerology, |
| − | pyramidology, | + | pyramidology, |
| − | rune lore, | + | rune lore, |
| − | sigils, | + | sigils, |
and a nice embroidered robe. | 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 a popular way to do this. | |
| − | + | 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 === | === Special Abilities === | ||
| − | + | # '''Casual Blaster:''' When you use a power to make an attack that is '''Fine and/or Potent''', you can choose to remove these qualities. | |
| − | # '''Casual Blaster:''' When you use a power to make an attack | + | 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 (p. 224) [[Alchemy (FiD)|Alchemy]], [[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. | # '''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 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]] at Complexity 6. | # '''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]] at Complexity 6. | ||
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=== Inventory === | === Inventory === | ||
| − | : | + | : ☑ Familiar Cohort. |
| − | : | + | : ☑, ☑, ☑ Scroll. |
: ☐ Spellbook. | : ☐ Spellbook. | ||
: ☐☐ Wizard's Staff. | : ☐☐ Wizard's Staff. | ||
| − | * '''Familiar''' | + | * '''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.''' |
| − | * '''Scroll''' | + | * '''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.''' |
* '''Spellbook''' ☐: Use powers with Study instead of whatever action the task normally uses, but requires minutes for each use. Losing your spellbook prevents stress recovery until addressed (see Trauma Condition—Spellbook). '''Playbook.''' | * '''Spellbook''' ☐: Use powers with Study instead of whatever action the task normally uses, but requires minutes for each use. Losing your spellbook prevents stress 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. It also functions as a [[Armaments_(FiD)#Heavy_Melee_Weapons|Potent Emergency Heavy Weapon]]. '''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. It also functions as a [[Armaments_(FiD)#Heavy_Melee_Weapons|Potent Emergency Heavy Weapon]]. '''Playbook.''' | ||
Revision as of 16:46, 25 November 2025
| Starfox's Blades in the Dark fan page |
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 a popular way to do this. 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
- 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 (p. 224) Alchemy, 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 at 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 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 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.
- 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: 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 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 stress 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. 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.