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+\documentclass[8pt]{extarticle}
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+
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+\input{prelude}
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+
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+% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
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+\newcommand{\Class}{Mage}
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+\newcommand{\BaseHP}{4}
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+\newcommand{\BaseLoad}{7}
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+\newcommand{\Damage}{4}
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+
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+\begin{document}
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+\openup -0.2em
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+
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+\charbanner
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+
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+\begin{multicols}{2}
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+\leftbanner{Folk}
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+
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+\begin{amove}{Elf}
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+ Whenever \textbf{a magical effect happens close by}, you can feel
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+ it, and tell roughly which direction and how far it is from you.
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+\end{amove}
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+
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+\begin{amove}{Human}
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+ When you \textbf{Parley}, you can always offer to cast a spell as
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+ Leverage.
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+\end{amove}
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+
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+\begin{amove}{Rihamm}
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+ GRAAH
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+\end{amove}
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+
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+\
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+
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+\leftbanner{Alignment}
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+
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+\begin{amove}{Good}
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+ Use magic to directly aid another.
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+\end{amove}
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+
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+\begin{amove}{Neutral}
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+ Discover something about a magical mystery.
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+\end{amove}
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+
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+\begin{amove}{Evil}
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+ Use magic to cause terror and fear.
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+\end{amove}
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+
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+\
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+
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+\leftbanner{Bonds}
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+
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+\vfill\null
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+\columnbreak
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+
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+\rightbanner{Starting Moves}
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+
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+\begin{basicmove}{Arcane Learning}
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+ You are a font of esoteric knowledge. When you \textbf{Spout Lore or
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+ Discern Realities about something magical or otherwise arcane}, on
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+ a 10+ the GM will also tell you a little-known secret about the
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+ subject.
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+\end{basicmove}
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+
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+\begin{basicmove}{Cast a Spell (INT)}
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+ When you weave a spell to help solve a problem, describe it and roll
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+ +INT. Spells cast this way can never deal damage directly. On a 10+,
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+ the spell certainly helps, but choose one. On a 7-9, the spell
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+ takes effect, but the choose two:
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+ \begin{itemize}
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+ \item Your spell won't last long - you'll need to hurry to take
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+ advantage of it.
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+ \item Your spell affects either much more or much less than you
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+ wanted it to.
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+ \item Your spell has unforeseen side effects, and might draw
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+ unwanted attention.
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+ \item The casting saps your energy. You take -1 ongoing to INT until
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+ you have a few minutes to clear your head.
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+ \end{itemize}
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+
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+ On a miss, something's gone horribly wrong. Your spell may well have
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+ worked, but you will regret casting it.
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+\end{basicmove}
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+
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+\begin{basicmove}{Spell Focus}
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+ Your magical studies are centered on a particular kind of magic, an
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+ aspect of the metaphysical world from which you take
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+ inspiration. When you first learn magic, select a Focus from the
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+ list, and record it below. There is more information on Spell Foci
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+ on the attached page.
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+
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+ When you \textbf{weave a spell that is Aligned to your Focus}, your
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+ modifier to the roll can't be less than +1. When you \textbf{weave a
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+ spell that is neither Aligned nor Opposed to your Focus}, take -1
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+ to the roll. \textbf{You can never weave a spell if it is Opposed to
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+ your focus}.
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+
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+ \begin{quote}
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+ \textbf{Focus:} \hrulefill\ \textbf{Look:} \hrulefill \\
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+ \textbf{Aligned:} \hrulefill \\
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+ \textbf{Opposed:} \hrulefill
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+ \end{quote}
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+
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+\end{basicmove}
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+
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+\vfill\null
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+\end{multicols}
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+
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+\widebanner{Spellcasting}
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+
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+Choose either \textbf{Black Magic} or \textbf{Counterspell} to start
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+with. You can take the other as an Advance when you Level Up.
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+
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+\begin{multicols}{2}
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+
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+\begin{amove}{Black Magic (INT)}
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+ When you \textbf{weave a spell to inflict pain}, choose two tags and
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+ roll +INT. If you do not pick any Range tags, the Range defaults to
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+ Hand. \textbf{On a hit}, deal 1d8 damage. \textbf{On a 7-9}, also
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+ choose 1:
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+ \begin{itemize}
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+ \item You draw unwanted attention or put someone in a spot.
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+ \item The GM removes a non-range tag of their choice, and you deal -1 damage.
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+ \item The casting saps your energy. You take -1 ongoing to INT until
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+ you have a few minutes to clear your head.
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+ \end{itemize}
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+
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+ \textbf{Tags}: \textit{Reach, Near, Debilitating (-1 damage), Elemental
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+ (choose 1), Forceful, Piercing 1, Subtle, Two Targets (-1 damage)}
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+\end{amove}
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+
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+\columnbreak
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+
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+\begin{amove}{Counterspell (INT)}
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+ When you \textbf{counter a magical spell as it is cast}, roll
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+ +INT. \textbf{On a 10+}, choose 2. \textbf{On a 7-9}, choose 1:
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+ \begin{itemize}
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+ \item The spell deals no damage.
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+ \item The spell's effects are superficial and temporary.
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+ \item You take +1 forward against the caster.
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+ \item Use \textbf{Black Magic} against the caster immediately, even
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+ if you don't have the move. You don't need to specify a Range tag.
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+ \end{itemize}
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+\end{amove}
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+
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+\end{multicols}
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+
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+\clearpage
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+
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+\gearbanner
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+
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+\begin{multicols}{2}
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+
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+ Your Load is 7+STR. You start with dungeon rations (5 uses, 1
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+ weight) and an indestructible arcane treasure through which you draw
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+ power (such as a wand, crown, or book) describe it (1 weight).
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+
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+ Choose your defenses:
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+ \begin{quote}
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+ \choice Leather armor (1 armor, 1 weight) \\
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+ \choice Bag of books (5 uses, 2 weight) and 3 healing potions
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+ \end{quote}
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+
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+ Choose your weapon:
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+ \begin{quote}
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+ \choice Dagger (hand, 1 weight) \\
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+ \choice Staff (close, two-handed, 1 weight)
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+ \end{quote}
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+
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+\columnbreak
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+
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+ Choose one:
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+ \begin{quote}
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+ \choice One healing potion \\
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+ \choice Three antitoxins
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+ \end{quote}
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+
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+\vfill\null
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+
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+\end{multicols}
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+
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+
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+\widebanner{Advanced Moves}
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+
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+\begin{multicols}{2}
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+
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+When you \textbf{gain a level from 2--5}, choose from these moves.
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+
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+\begin{amove}{Arcane Ward}
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+ You have +2 Armor against magical attacks, and nearby allies have +1
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+ Armor against magical attacks.
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+\end{amove}
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+
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+\begin{amove}{Battle Mage}
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+ Add the following tags to the Black Magic list: Close, Area (-2
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+ damage), Messy (+1d4 damage), Piercing 2. In addition, selecting a
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+ Range tag for your Black Magic does not count as one of your two tag
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+ choices.
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+\end{amove}
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+
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+\begin{amove}{Enchanter}
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+ When you have time and safety with an item in a place of power, you
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+ may weave a spell to imbue it with magical power. Describe what kind
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+ of magic you want to imbue the item with, then roll +INT. On a 10+,
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+ choose two. On a 7-9, choose one.
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+ \begin{itemize}
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+ \item The enchantment is permanent.
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+ \item The enchantment has no unknown side effects.
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+ \item The enchantment does not have a weird limitation.
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+ \end{itemize}
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+
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+ On a miss, the item you made is cursed. The GM will let you know the
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+ nature of the curse, but only after it is too late.
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+\end{amove}
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+
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+\begin{amove}{Impressive Counterspell}
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+ When you use \textbf{Counterspell} and roll a 12+, choose 3 options.
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+\end{amove}
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+
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+\begin{amove}{Know-It-All}
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+ When another player’s character comes to you for advice and you tell
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+ them what you think is best, they get +1 forward when following your
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+ advice and you mark experience if they do.
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+\end{amove}
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+
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+\begin{amove}{Logical}
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+ When you use strict deduction to analyze your surroundings, you can
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+ Discern Realities with INT instead of WIS.
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+\end{amove}
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+
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+\begin{amove}{Multiclass Dabbler}
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+ Gain one move from another class. Treat your level as one lower for
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+ choosing the move.
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+\end{amove}
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+
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+\begin{amove}{Prodigy}
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+ Select a Focus other than the one you have, and add one of its
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+ Aligned elements and one of its Opposed elements to your list of
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+ Aligned and Opposed elements. You cannot select an element that
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+ contradicts your existing Aligned and Opposed elements.
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+\end{amove}
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+
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+
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+\begin{amove}{Ritual}
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+ When you draw on a place of power to create a magical effect, tell
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+ the GM what you’re trying to achieve. Ritual effects are always
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+ possible, but the GM will give you one to four of the following
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+ conditions:
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+ \begin{itemize}
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+ \item It’s going to take days/weeks/months
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+ \item First you must \hrulefill
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+ \item The result will be a lesser version, unreliable or limited
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+ \item It will need help from \hrulefill
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+ \item It will require a lot of money
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+ \item You’ll have to disenchant \hrulefill\ to do it
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+ \item You and your allies will risk danger from \hrulefill
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+ \end{itemize}
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+\end{amove}
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+
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+\columnbreak
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+
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+\begin{amove}{Spellweaver}
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+ When you roll a 12+ on \textbf{Cast a Spell}, your spell defies
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+ expectations, helping above and beyond what you intended. Choose
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+ nothing from the list.
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+\end{amove}
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+
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+\
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+
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+When you \textbf{gain a level from 6--10}, choose from these moves or
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+the level 2--5 moves.
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+
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+\begin{amove}{Arcane Armor}
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+ \textbf{Replaces}: Arcane Ward
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+
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+ You have +4 Armor against magical attacks, and nearby allies have +2
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+ Armor against magical attacks.
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+\end{amove}
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+
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+\begin{amove}{Archmage}
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+ \textbf{Requires}: Prodigy
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+
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+ Select a Focus other than the one you have or the one you selected
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+ for Prodigy, and add one of its Aligned elements and one of its
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+ Opposed elements to your list of Aligned and Opposed elements. You
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+ cannot select an element that contradicts your existing Aligned and
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+ Opposed elements.
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+\end{amove}
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+
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+\begin{amove}{Beyond Limitation}
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+ Select one of your Opposed elements and remove it.
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+\end{amove}
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+
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+\begin{amove}{Enchanter's Soul}
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+ \textbf{Requires}: Enchanter
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+
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+ When you \textbf{have time and safety with a magic item in a place
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+ of power}, you can empower that item so that the next time you use
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+ it, its effects are amplifed. The GM will tell you exactly how.
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+\end{amove}
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+
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+\begin{amove}{Highly Logical}
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+ \textbf{Replaces}: Logical
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+
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+ When you \textbf{use strict deduction to analyze your surroundings},
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+ you can Discern Realities with +INT instead of +WIS. \textbf{On a
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+ 12+}, you get to ask the GM any three questions, not limited by
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+ the list.
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+\end{amove}
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+
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+\begin{amove}{Perfect Counterspell}
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+ Add the following to your list of Counterspell options:
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+ \begin{itemize}
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+ \item The enemy's spell affects its caster at full strength.
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+ \end{itemize}
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+\end{amove}
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+
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+\begin{amove}{Reflexive Counterspell}
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+ \textbf{Requires}: Impressive Counterspell
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+
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+ When you use Counterspell, choose one additional option, even on a
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+ 6-.
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+\end{amove}
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+
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+\begin{amove}{Ritual Master}
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+ \textbf{Requires}: Ritual
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+
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+ When the GM tells you the requirements you need to perform a Ritual,
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+ you can veto one of those requirements.
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+\end{amove}
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+
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+\begin{amove}{Spell Mastery}
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+ \textbf{Requires}: Spellweaver
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+
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+ When you roll a 10+ on Cast a Spell, you do not need to select any
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+ options from the list. On a 7-9, choose only one option from the
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+ list.
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+\end{amove}
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+
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+\begin{amove}{War Mage}
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+ \textbf{Requires}: Battle Mage
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+
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+ Add the following tags to the Black Magic list: \textit{Far, Messy
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+ (+1d8 damage), Piercing 3, Three Targets (-2 damage)}. In
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+ addition, you choose three tags instead of two.
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+\end{amove}
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+
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+\vfill\null
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+\end{multicols}
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+
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+
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+\clearpage
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+
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+\topbanner{The Mage's Spell Focus}
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+\
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+
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+\widebanner{The Elements of a Spell Focus}
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+
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+Your Spell Focus is the crux of your Mage's power - it is that element
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+around which their abilities gravitate, and determines what sort of
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+magic they can use well and what sorts of magic they
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+really... can't. Each Spell Focus is made up of a number of elements,
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+detailed below.
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+
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+\begin{multicols}{2}
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+\begin{basicmove}{Focus}
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+ Your Focus is the name of the brand of magic you have consigned
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+ yourself to. It is a thematic bind that ties your powers into a
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+ cohesive whole. Your Focus must always begin with the word "The,"
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+ this is important for magic.
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+\end{basicmove}
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+
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+\begin{basicmove}{Aligned Elements}
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+ The Aligned elements of a focus are those that define your Mage's
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+ specialty. Each Focus has 3 Aligned options, which form an outline
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+ for what kind of spells you excel at. When you \textbf{Cast a
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+ Spell}, if the spell you describe falls within one or more of your
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+ Aligned options, then the minimum bonus your roll can have is
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+ +1. This also applies to the Black Magic and Counterspell moves,
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+ when applicable.
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+
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+ The Mage can still cast spells that fall outside of these Aligned
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+ elements. If they do, however, they take -1 to the roll. The Mage's
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+ powers are wide and varied, but they only have practice with their
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+ Aligned elements.
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+\end{basicmove}
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+
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+\columnbreak
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+
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+\begin{basicmove}{Look}
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+ Your magical bond of power has altered you in strange and unforeseen
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+ ways. Each Focus has a set of Look options associated with it, which
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+ are a bit more unusual than most. Select one Look from the list.
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+\end{basicmove}
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+
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+\begin{basicmove}{Opposed Elements}
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+ The Opposed elements of a focus are those that define your Mage's
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+ limits. Each Focus has 2 Opposed options - one of which that
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+ prohibits you from using magic towards a certain ends, and another
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+ that prohibits you from using magic with certain methods. For
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+ example, The Dragon's Opposed elements are "Healing or Repairing"
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+ and "Using Subtlety." The former stops the Dragon Mage from ever
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+ using magic to heal or repair anything, and the second prevents the
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+ Dragon Mage from using magic in a subtle or hidden manner. The Mage
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+ can NEVER cast a spell (including Black Magic and Counterspell) if
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+ it would fall under these Opposed elements.
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+\end{basicmove}
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+
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+\vfill\null
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+\end{multicols}
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+
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+
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+\begin{basicmove}{Prodigy, Archmage, and Beyond Limitation}
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+ There are three advanced moves The Mage can take that alter the
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+ nature of their \textbf{Spell Focus}: \textbf{Prodigy},
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+ \textbf{Archmage}, and \textbf{Beyond Limitation}. \textbf{Beyond
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+ Limitation}'s function is very simple, but \textbf{Prodigy} and
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+ \textbf{Archmage} can be a bit complicated. When you take either of
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+ these Advanced moves, you select a Focus you do not have, and add
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+ one of its Aligned elements and one of its Opposed elements to your
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+ list of Aligned and Opposed elements. In this way, you broaden your
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+ mastery of spellcasting, at the cost of narrowing the variety of
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+ magic you have at your disposal. You can never pick elements that
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+ contradict any of your existing elements: a Dragon Mage cannot take
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+ The Mask's "Using Brute Force" Opposed option, for instance.
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+\end{basicmove}
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+
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+\
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+
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+\widebanner{List of Spell Foci}
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+\begin{multicols}{2}
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+
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+\begin{description}
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+\item[Focus:] The Abyss
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+\item[Look:] Missing Eyes, Replaced Limb, or Touch of Rot
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+\item[Aligned:] Conjure Horrors, Corrupt the Innocent, Transfigure
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+ Living Flesh
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+\item [Opposed:] Purification or Enhancement, Using Spells that
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+ Aren't Horrifying
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+\end{description}
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+
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+\
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+
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+\begin{description}
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+\item[Focus:] The Clock
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+\item[Look:] Hourglass pupils, Impossibly Old, or Ticking Heartbeat
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+\item[Aligned:] Adjust the Flow of Time, Stop Aging and Movement,
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+ Erode to Dust
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+\item[Opposed:] Manipulate Emotions, Moving Anything Around
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+\end{description}
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+
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+\
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+
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+\begin{description}
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+\item[Focus:] The Dragon
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+\item[Look:] Aura of Warmth, Dragon Tail, or Scaled Body
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+\item[Aligned:] Form of the Dragon, Burn with Fire or Passion,
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+ Reckless Destruction
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+\item[Opposed:] Healing or Repairing, Using Subtlety
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+\end{description}
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+
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+\
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+
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+\begin{description}
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+\item[Focus:] The Forest
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+\item[Look:] Green Skin, Leafy Hair, or Tree-Sap Blood
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+\item[Aligned:] Rampant Growth, Unmake the Artificial, Commune with
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+ Nature
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+\item[Opposed:] Assist or Create Anything Artificial, Desecrating the
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+ Natural Order
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+\end{description}
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+
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+\
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+
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+\begin{description}
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+\item[Focus:] The Horizon
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+\item[Look:] Immaculate Grooming, Never Touches the Ground, or No
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+ Blood
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+\item[Aligned:] Reveal the Way Forward, Purification, Grant Freedom or
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+ Movement
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+\item[Opposed:] Elemental Magics, Forcing or Restricting Movement
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+\end{description}
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+
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+\
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+
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+\begin{description}
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+\item[Focus:] The Mask
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+\item[Look:] Eternal Smile, Poker Face, or Silver Palms
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+\item[Aligned:] Mislead Others, Avoid Notice, Cunning or Elaborate
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+ Plans
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+\item[Opposed:] Break the Facade, Using Brute Force
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+\end{description}
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+
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+\
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+
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+\begin{description}
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+\item[Focus:] The Stars
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+\item[Look:] Galactic Hair, Speckled Skin, or Star-shaped Pupils
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+\item[Aligned:] Foretell Destiny, Call Across Space, Peel Back the
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+ Veil
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+\item[Opposed:] Earth and Stone, Hiding the Truth
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+\end{description}
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+
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+\
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+
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+\begin{description}
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+\item[Focus:] The Storm
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+\item[Look:] Aura of Wind, Purple Skin, or Touch of Static
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+\item[Aligned:] Fog and Lightning, Control Wind and Rain, Move like
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+ the Wind
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+\item[Opposed:] Stasis and Calm, Creating Anything Solid or Permanent
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+\end{description}
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+
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+\
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+
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+\begin{description}
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+\item[Focus:] The Tower
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+\item[Look:] Eyes of Mercury, Metal Arms, or Quicksilver Blood
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+\item[Aligned:] Shield From Harm, Give Strength to the Weak, Iron and
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+ Steel
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+\item[Opposed:] Fleeing or Escaping, Using Magic for Your Own Gain
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+\end{description}
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+
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+\
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+
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+\begin{description}
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+\item[Focus:] The Twilight
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+\item[Look:] Inky Black Eyes, Missing Shadow, or Monochrome Body
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+\item[Aligned:] Dance with Shadows, Incite Terror and Panic, Shroud
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+ the Truth
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+\item[Opposed:] Fire and Light, Being Loud or Obvious
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+\end{description}
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+
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+\
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+
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+\begin{description}
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+\item[Focus:] The Winter
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+\item[Look:] Aura of Cold, Blue Skin, or Touch of Frost
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+\item[Aligned:] Chill them to the Bone, Induce Stasis, Reveal Grim
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+ Portents
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+\item[Opposed:] Create or Empower Life, Showing Generosity
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+\end{description}
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+
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+\vfill\null
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+\end{multicols}
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+
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+\end{document}
|