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 magical framework is both versatile and reliable. Wizardry is eclectic, encompassing methods such as: alchemy, astrology, esotericism, geomancy, herbalism, lithomancy, mysticism, numerology, pyramidology, rune lore, sigils, and the like. Some of these practices may form the core of distinct magical traditions, complementing their role in wizardry. Wizards call their powers spells, each cast through precise procedures refined over generations, though this specificity is not represented in the rules.

Wizardry is eclectic; amongst its methods are such diverse elements as: alchemy, astrology, esotericism, geomancy, herbalism, lithomancy, mysticism, numerology, pyramidology, rune lore, sigils, and a nice embroidered robe.

Touchstones: Prospera (The Tempest 2010 film adaptation), Willow Rosenberg (Buffy the Vampire Slayer (TV Series) 1997–2003), Harry Potter (Harry Potter and the Philosopher's Stone 2001), Merlin (BBC’s Merlin, 2008–2012).

Trauma Condition—Spellbook

As a wizard, your magic demands precision. You must speak aloud and gesture to channel powers. The louder and broader your words and gestures, the greater the power and reach of your spells—but this trait can also draw unwanted attention.

Each spell requires a material focus, such as bat guano, dried spiders, or other symbolic items stored in pouches, belts, or vests. Alternatively, you may use visible symbolic representations as an alternative to material components. These symbols may be embroidered onto your clothing, requiring voluminous garments such as robes or pointed hats. If lost, these objects are easily recovered between scores, but they can also be improvised by finding materials or drawing the symbols.

Wizard powers are recorded in spellbooks. These tomes embody your gathered knowledge and magical identity. While you don’t need to carry your spellbook on every mission, risking it on a score increases the danger. Losing your spellbook prevents Stress recovery until you complete an 8-clock long-term Study project to recreate it.

Special Abilities

  1. Arcane Ward: You may expend your Special Armor to reduce harm from powers or to push yourself when using powers.
  2. Casual Blaster: When you use a power to make an attack with fine or potent qualities, you can opt to remove one or both. For each quality you choose not to use, the stress cost of the power use is reduced by one.
  3. 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.
  4. Magic Ward: Using occult rituals, you ward an area, either repelling or attracting creatures associated with a specific Form of Power (e.g., repelling demons or luring spirits). 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.
  5. 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.
  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.
  7. Wizard Words: You may always use Study for a setup 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 setup actions.
  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.

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 through appropriate means.
  • 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.
  • Wizard's Staff ☐☐: A staff or rod of arcane appearance. Reduces the stress cost of using 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) 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.