\documentclass[8pt]{extarticle}
\input{prelude}

% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
\newcommand{\Class}{Wizard}
\newcommand{\BaseHP}{4}
\newcommand{\BaseLoad}{7}
\newcommand{\Damage}{4}

\begin{document}
\openup -0.2em

\charbanner

\begin{multicols}{2}
\leftbanner{Folk}

\begin{amove}{Elf}
  Magic is as natural as breath to you. \textbf{Detect Magic} is a
  cantrip for you.
\end{amove}

\begin{amove}{Human}
  Choose one cleric spell. You can cast it as if it was a wizard
  spell.
\end{amove}

\begin{amove}{Rihamm}
  You understand others deeply. \textbf{Charm Person} is a cantrip for
  you.
\end{amove}

\ 

\leftbanner{Alignment}

\begin{amove}{Good}
  Use magic to directly aid another.
\end{amove}

\begin{amove}{Neutral}
  Discover something about a magical mystery.
\end{amove}

\begin{amove}{Evil}
  Use magic to cause terror and fear.
\end{amove}

\ 

\leftbanner{Bonds}

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\end{quote}


\vfill\null
\columnbreak


\rightbanner{Starting Moves}

\begin{basicmove}{Spellbook}
  You have mastered several spells and inscribed them in your
  spellbook. You start out with three first level spells in your
  spellbook as well as the cantrips. Whenever you gain a level, you
  add a new spell of your level or lower to your spellbook. You
  spellbook is 1 weight.
\end{basicmove}

\begin{basicmove}{Prepare Spells}
  When you spend uninterrupted time (an hour or so) in quiet
  contemplation of your spellbook, you:

  \begin{itemize}
  \item Lose any spells you already have prepared
  \item Prepare new spells of your choice from your spellbook whose
    total levels don’t exceed your own level+1.
  \item Prepare your cantrips which never count against your limit.
  \end{itemize}
\end{basicmove}

\begin{basicmove}{Cast a Spell (INT)}
  When you release a spell you’ve prepared, roll+INT. \textbf{On a
    10+}, the spell is successfully cast and you do not forget the
  spell—you may cast it again later. \textbf{On a 7-9}, the spell is
  cast, but choose one:

  \begin{itemize}
  \item You draw unwelcome attention or put yourself in a spot. The GM
    will tell you how.
  \item The spell disturbs the fabric of reality
    as it is cast—take -1 ongoing to cast a spell until the next time
    you Prepare Spells.
  \item After it is cast, the spell is forgotten. You cannot cast the
    spell again until you prepare spells.
  \end{itemize}

  Note that maintaining spells with ongoing effects will sometimes
  cause a penalty to your roll to cast a spell.
\end{basicmove}

\begin{basicmove}{Spell Defense}
  You may end any ongoing spell immediately and use the energy of its
  dissipation to deflect an oncoming attack. The spell ends and you
  subtract its level from the damage done to you.
\end{basicmove}

\begin{basicmove}{Ritual}
  When you draw on a place of power to create a magical effect, tell
  the GM what you’re trying to achieve. Ritual effects are always
  possible, but the GM will give you one to four of the following
  conditions:

  \begin{itemize}
  \item It’s going to take days/weeks/months.
  \item First you must                       .
  \item You’ll need help from                       .
  \item It will require a lot of money
  \item The best you can do is a lesser version, unreliable and limited
  \item You and your allies will risk danger from                       .
  \item You’ll have to disenchant \_\_\_\_\_ to do it.
  \end{itemize}
\end{basicmove}


\vfill\null
\end{multicols}

\clearpage

\gearbanner

\begin{multicols}{2}

  Your load is 7+STR. You start with your spellbook (1 weight) and
  dungeon rations (5 uses, 1 weight). Choose your defenses:

  \begin{quote}
  \choice Leather armor (1 armor, 1 weight) \\
  \choice Bag of books (5 uses, 2 weight) and 3 healing potions
  \end{quote}


  Choose your weapon:

  \begin{quote}
    \choice Dagger (hand, 1 weight) \\
    \choice Staff (close, two-handed, 1 weight)
  \end{quote}

  Choose one:

  \begin{quote}
    \choice Healing potion (0 weight) \\
    \choice 3 antitoxins (0 weight)
  \end{quote}

\columnbreak

\

\end{multicols}

\begin{multicols}{2}
  \leftbanner{Advanced Moves (2-5)}
  When you \textbf{gain a level from 2--5}, choose from these moves.

\begin{amove}{Prodigy}
  Choose a spell. You prepare that spell as if it were one level
  lower.
\end{amove}

\begin{amove}{Empowered Magic}
  When you cast a spell, on a 10+ you have the option of choosing from
  the 7-9 list. If you do, you may choose one of these as well:

  \begin{itemize}
  \item The spell’s effects are maximized
  \item The spell’s targets are doubled
  \end{itemize}
\end{amove}


\begin{amove}{Fount of Knowledge}
  When you spout lore about something no one else has any clue about,
  take +1.
\end{amove}

\begin{amove}{Know-It-All}
  When another player’s character comes to you for advice and you tell
  them what you think is best, they get +1 forward when following your
  advice and you mark experience if they do.
\end{amove}

\begin{amove}{Expanded Spellbook}
  Add a new spell from the spell list of any class to your spellbook.
\end{amove}

\begin{amove}{Enchanter}
  When you have time and safety with a magic item you may ask the GM
  what it does, the GM will answer you truthfully.
\end{amove}

\begin{amove}{Logical}
  When you use strict deduction to analyze your surroundings, you can
  discern realities with INT instead of WIS.
\end{amove}

\begin{amove}{Arcane Ward}
  As long as you have at least one prepared spell of first level or
  higher, you have +2 armor.
\end{amove}

\begin{amove}{Counterspell}
  When you attempt to counter an arcane spell that will otherwise
  affect you, stake one of your prepared spells on the defense and
  roll+Int. \textbf{On a 10+}, the spell is countered and has no
  effect on you. \textbf{On a 7-9}, the spell is countered and you
  forget the spell you staked. Your counterspell protects only you; if
  the countered spell has other targets they get its effects.
\end{amove}

\begin{amove}{Quick Study}
  When you see the effects of an arcane spell, ask the GM the name of
  the spell and its effects. You take +1 when acting on the answers.
\end{amove}


\vfill\null
\columnbreak

\rightbanner{Advanced Moves (6-10)}

When you \textbf{gain a level from 6--10}, choose from these moves or
the level 2--5 moves.

\begin{amove}{Master}
  \textbf{Requires}: Prodigy

  Choose one spell in addition to the one you picked for prodigy. You
  prepare that spell as if it were one level lower.
\end{amove}

\begin{amove}{Greater Empowered Magic}
  \textbf{Replaces}: Empowered Magic

  When you cast a spell, on a 10-11 you have the option of choosing
  from the 7-9 list. If you do, you may choose one of these effects as
  well. On a 12+ you get to choose one of these effects for free:

  \begin{itemize}
  \item The spell’s effects are doubled
  \item The spell’s targets are doubled
  \end{itemize}
\end{amove}

\begin{amove}{Enchanter’s Soul}
  \textbf{Requires}: Enchanter

  When you have time and safety with a magic item in a place of power
  you can empower that item so that the next time you use it its
  effects are amplified, the GM will tell you exactly how.
\end{amove}

\begin{amove}{Highly Logical}
  \textbf{Replaces}: Logical

  When you use strict deduction to analyze your surroundings, you can
  discern realities with Int instead of Wis. On a 12+ you get to ask
  the GM any three questions, not limited by the list.
\end{amove}

\begin{amove}{Arcane Armor}
  \textbf{Replaces}: Arcane Ward

  As long as you have at least one prepared spell of first level or
  higher, you have +4 armor.
\end{amove}

\begin{amove}{Protective Counter}
  \textbf{Requires}: Counterspell

  When an ally within sight of you is affected by an arcane spell, you
  can counter it as if it affected you. If the spell affects multiple
  allies you must counter for each ally separately.
\end{amove}

\begin{amove}{Ethereal Tether}
  When you have time with a willing or helpless subject you can craft
  an ethereal tether with them. You perceive what they perceive and
  can discern realities about someone tethered to you or their
  surroundings no matter the distance. Someone willingly tethered to
  you can communicate with you over the tether as if you were in the
  room with them.
\end{amove}

\begin{amove}{Mystical Puppet Strings}
  When you use magic to control a person’s actions they have no memory
  of what you had them do and bear you no ill will.
\end{amove}

\begin{amove}{Spell Augmentation}
  When you deal damage to a creature you can shunt a spell’s energy
  into them—end one of your ongoing spells and add the spell’s level
  to the damage dealt.
\end{amove}

\begin{amove}{Self-Powered}
  When you have time, arcane materials, and a safe space, you can
  create your own place of power. Describe to the GM what kind of
  power it is and how you’re binding it to this place, the GM will
  tell you one kind of creature that will have an interest in your
  workings.
\end{amove}


\vfill\null
\end{multicols}

\end{document}
