Wizard (FiD)
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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. 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. Wizards call their powers spells, and each such spell is cast using its own exact procedure refined by generations of wizards, but this is not represented in the rules.
Touchstones:
Trauma Condition—Spellbook
As a wizard you must speak out loud and gesture to use powers. The more powerful the power and the further the reach, the louder and wider words and gestures need to be.
You also need a material link to each power. These can be tiny objects such as bat guano and dried spiders held in a pouch or many-pocketed belt, robe, or vest. Alternatively, links can be embroidered on your clothes. Such symbols require quite a bit of space to store, wizards using embroidered symbols need to wear voluminous clothes like robes and pointed hats. If you don't have a suitable link you suffer a -1d penalty on the use of powers. If lost, these objects are easily recovered between scores.
Wizard powers are recorded in tomes called spellbooks. If you lose your spellbook you cannot recover Stress. You can do an 8-clock long term Study project to recreate a lost spellbook
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 of the power use is reduced by one.
- 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 or Formula already known.
- Magic Ward: Using occult rituals, you make an area anathema or enticing to creatures associated with a specific Form of Power. This process takes about a minute and can affect an area based on your tier (p. 221). You can create overlapping wards for multiple Forms in the same area.
- Ritualist: You can use occult Ritual to summon a supernatural effect or being. You know the arcane Procedure to perform a specific ritual and can research Procedures for new rituals. See p 222.
- 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.
- 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: 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.
- ☐☐ Staff.
- Familiar ◯: An animal, tiny monster or item that is Intelligent and can talk but is not especially capable. This is an expert (pet, p. 96) that is Intelligent.
- 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 minutes for each use. Losing your spellbook is disastrous, see Trauma Condition—Spellbook. Playbook
- Staff ☐☐: Reduces the stress cost of Power Forms you know by one. This does not apply when you use Power Forms you don't know, like using scrolls. Also 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) 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.