Wizardry (FiD)
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Wizards study magic powers with a philosophical, sometimes even scientific mindset and record their lore 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.
Trauma Condition A wizard must speak out loud and gesture to use powers. 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. 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.
Special Abilities
In addition to the listed powers, you have access to these special abilities.
- 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.
- 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.
- 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 or increase effect. On a full success, improve position and increase effect. On a critical success, improve position, increase effect, and also increase the result level of actions affected by the set up by one (so a miss becomes a partial success, a partial success becomes a full success, and a full success becomes a critical success). The consequences of this are generally slight, but might make you misinformed or cocksure.
Powers Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, Water.
Intelligent Friends and Rivals
- ˄ ˅ Rawlin, bookbinder and copyist
- ˄ ˅ Xigatin, wizard
- ˄ ˅ Trollico, specialist in one esotheric method
- ˄ ˅ Lavatir, haughty master of wizardry
- ˄ ˅ Telmo, librarian
Items
- ☐-☐ 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.
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
- Study 2
- Tinker 1
- 4 points by choice, no higher than 2 in any one