Wizardry (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 an 8-clock lon term 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.

Special Abilities

  1. 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.
  2. Arcane Ward: You may expend your special armor to reduce harm from powers or to push yourself when using powers.
  3. 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.
  4. Enchanter: When you invent or craft (p 224) Alchemy, Armaments, and Magic Items, take +1d to your roll. You can make new Designs and Formulas. You begin with one Design (for Armaments only) or Formula already known.
  5. Magic Ward: You know how to sanctify an area with arcane substances and methods so it is anathema to creatures associated with one Power of your choice. You do not need to know the selected Power. This takes a minute and you can do it again to ward a larger area or against multiple powers.
  6. Ritualist: 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 and research Procedures for new rituals. You begin with one Procedure already learned. See p 222.
  7. Sage: 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. Discover a method to gain potency against such a target that anyone can use, usually a material or rune it is vulnerable to.
  8. Powers: 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.

Items

◯ Familiar pet cohort, p96.
☐, ☐, ☐ Scroll.
☐-☐ Spellbook.
☐-☐ Staff.
◯ Thinking cap.
◯ Wand.
  • Pet ◯: An animal, tiny monster, or item that is Intelligent and can talk but is not especially capable.
  • Scroll ☐: Allows a single use of a power available to your playbook but not known to you. Playbook.
  • Spellbook ☐-☐: Allows you to use powers with Study instead of whatever action the task normally uses, but requires several minutes for each use. Losing your spellbook is disastrous, see Trauma Condition—Spellbook. Playbook
  • Staff ☐-☐: Increases the time and reduces the stress cost of using powers you know by one. Also an emergency heavy weapon. Playbook
  • Thinking Cap ◯: A pointed hat typical of wizards and representing intellect and study. Allows you to use Study instead of any other action when using powers. One use per score. Playbook
  • Wand ◯: It 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 burn out the wand in order to turn a failure into an opposed success when using powers you know. 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) 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.