Wizard (FiD)
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Wizards study magical powers with a methodical and analytical mindset, often 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. They call their powers spells or rotes, and each such spells 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 a study project to create a new 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, a long term Study project with an 8-tick clock.
Special Abilities
- 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 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. 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 tied a selected power. This takes a minute and consumes one set of material components from your load.
- Ritual: 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. You begin with one ritual already learned. See p 222.
- Powers: Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.
Intelligent Friends and Rivals
- ˄ ˅ Lavatir, master wizard.
- ˄ ˅ Rawlin, artisan of books.
- ˄ ˅ Telmo, librarian.
- ˄ ˅ Trollico, esoteric specialist.
- ˄ ˅ Xigatin, wizard.
Items
- ☐-☐ Large focus item like a staff or tome that reduces the stress cost of using powers by one.
- ☐, ☐ Material component that increase the outcome of a power by one. One use.
- ☐, ☐, ☐ Scroll that allows one use of a power on the list of wizard powers that you do not know
- ☐ Pointy hat that shows you are a respectable wizard.
- ☐ 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