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- \documentclass[8pt]{extarticle}
- \input{assets/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}
- \newcommand{\Names}{
- Elf: Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash, Halwyr
- Human: Avon, Morgan, Rath, Ysolde, Ovid, Vitus, Aldara, Xeno, Uri
- Rihamm: Ulsadas, Elqon, Quramis, Ebraqedin, Rus, Yusarë, Aldomm,
- Ubreden
- }
- \newcommand{\Look}{
- Haunted Eyes, Sharp Eyes, or Crazy Eyes
- Styled Hair, Wild Hair, or Pointed Hat
- Worn Robes, Stylish Robes, or Strange Robes
- Pudgy Body, Creepy Body, or Thin Body
- }
- \begin{document}
- \openup -0.2em
- \charbanner
- \begin{minipage}[t]{3.2in}
- \leftbanner{Folk}
- \begin{amove}{Elf}
- Magic is as natural as breath to you. \spell{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. \spell{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}
- \vfill\null
- \end{minipage}
- \begin{minipage}[t]{4.6in}
- \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 \condition{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 \condition{release a spell you’ve prepared},
- roll+INT. \onSuccess, the spell is successfully cast and you do not
- forget the spell—you may cast it again later. \onPartial, 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 \condition{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 \blank to do it.
- \end{itemize}
- \end{basicmove}
- \vfill\null
- \end{minipage}
- \charlower
- \clearpage
- \gearbanner
- \begin{multicols}{2}
- \yourLoad{7}. You start with your spellbook (\weight{1}) and dungeon
- rations (\uses{5}, \weight{1}). Choose your defenses:
- \begin{choices}
- \item Leather armor (\armor{1}, \weight{1})
- \item Bag of books (\uses{5}, \weight{2}) and 3 healing potions
- \end{choices}
- Choose your weapon:
- \begin{choices}
- \item Dagger (\itag{hand}, \weight{1})
- \item Staff (\itag{close}, \itag{two-handed}, \weight{1})
- \end{choices}
- Choose one:
- \begin{choices}
- \item Healing potion (\weight{0})
- \item 3 antitoxins (\weight{0})
- \end{choices}
- \columnbreak
- \
- \end{multicols}
- \widebanner{Advanced Moves}
- \begin{multicols}{2}
- \firstAdvances
- \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 \move{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 \move{Spout Lore} about something no one else has any clue
- about, take +1.
- \end{amove}
- \begin{amove}{Know-It-All}
- When \condition{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 \condition{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 \condition{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 \armor{+2}.
- \end{amove}
- \begin{amove}{Counterspell}
- When you \condition{attempt to counter an arcane spell that will
- otherwise affect you}, stake one of your prepared spells on the
- defense and roll +INT. \onSuccess, the spell is countered and has no
- effect on you. \onPartial, 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 \condition{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
- \secondAdvances
- \begin{amove}{Master}
- \moveRequires{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}
- \moveReplaces{Empowered Magic}
- \onPlainSuccessFor{Cast A Spell}, you have the option of choosing
- from the 7-9 list. If you do, you may choose one of these effects as
- well. \onMassiveSuccess, 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}
- \moveRequires{Enchanter}
- When you \condition{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}
- \moveReplaces{Logical}
- When you \condition{use strict deduction to analyze your
- surroundings}, you can discern realities with INT instead of
- WIS. \onMassiveSuccess, you get to ask the GM any three questions,
- not limited by the list.
- \end{amove}
- \begin{amove}{Arcane Armor}
- \moveReplaces{Arcane Ward}
- As long as you have at least one prepared spell of first level or
- higher, you have \armor{+4}.
- \end{amove}
- \begin{amove}{Protective Counter}
- \moveRequires{Counterspell}
- When \condition{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 \condition{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 \condition{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 \condition{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 \condition{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}
- \clearpage
- \topbanner{Wizard Spells}
- \
- \widebanner{Cantrips}
- \begin{multicols}{2}
- \begin{quote}
- You prepare all of your cantrips every time you prepare spells
- without having to select them or count them toward your allotment
- of spells.
- \end{quote}
- \begin{aspell}{Light}{}
- An item you touch glows with arcane light, about as bright as a
- torch. It gives off no heat or sound and requires no fuel, but it
- is otherwise like a mundane torch. You have complete control of
- the color of the flame. The spell lasts as long as it is in your
- presence.
- \end{aspell}
- \vfill\null
- \columnbreak
- \begin{aspell}{Unseen Servant}{}
- You conjure a simple invisible construct that can do nothing but
- carry items. It has Load 3 and carries anything you hand to it. It
- cannot pick up items on its own and can only carry those you give
- to it. Items carried by an unseen servant appear to float in the
- air a few paces behind you. An unseen servant that takes damage or
- leaves your presence is immediately dispelled, dropping any items
- it carried.
- \end{aspell}
- \begin{aspell}{Prestidigitation}{}
- You perform minor tricks of true magic. If you touch an item as
- part of the casting you can make cosmetic changes to it: clean it,
- soil it, cool it, warm it, flavor it, or change its color. If you
- cast the spell without touching an item you can instead create
- minor illusions no bigger than yourself. Prestidigitation
- illusions are crude and clearly illusions—they won’t fool anyone,
- but they might entertain them.
- \end{aspell}
- \vfill\null
- \end{multicols}
- \widebanner{First Level Spells}
- \begin{multicols}{2}
- \begin{aspell}{Contact Spirits}{Summoning}
- Name the spirit you wish to contact (or leave it to the GM). You
- pull that creature through the planes, just close enough to speak
- to you. It is bound to answer any one question you ask to the best
- of its ability.
- \end{aspell}
- \begin{aspell}{Detect Magic}{Divination}
- One of your senses is briefly attuned to magic. The GM will tell
- you what here is magical.
- \end{aspell}
- \begin{aspell}{Telepathy}{Divination Ongoing}
- You form a telepathic bond with a single person you touch,
- enabling you to converse with that person through your
- thoughts. You can only have one telepathic bond at a time.
- \end{aspell}
- \vfill\null
- \columnbreak
- \begin{aspell}{Charm Person}{Enchantment Ongoing}
- The person (not beast or monster) you touch while casting this spell
- counts you as a friend until they take damage or you prove
- otherwise.
- \end{aspell}
- \begin{aspell}{Invisibility}{Illusion Ongoing}
- Touch an ally: nobody can see them. They’re invisible! The spell
- persists until the target attacks or you dismiss the effect. While
- the spell is ongoing you can’t cast a spell.
- \end{aspell}
- \begin{aspell}{Magic Missile}{Evocation}
- Projectiles of pure magic spring from your fingers. Deal 2d4 damage
- to one target.
- \end{aspell}
- \begin{aspell}{Alarm}{}
- Walk a wide circle as you cast this spell. Until you prepare spells
- again your magic will alert you if a creature crosses that
- circle. Even if you are asleep, the spell will shake you from your
- slumber.
- \end{aspell}
- \vfill\null
- \end{multicols}
- \widebanner{Third Level Spells}
- \begin{multicols}{2}
- \begin{aspell}{Dispel Magic}{}
- Choose a spell or magic effect in your presence: this spell rips
- it apart. Lesser spells are ended, powerful magic is just reduced
- or dampened so long as you are nearby.
- \end{aspell}
- \begin{aspell}{Visions Through Time}{Divination}
- Cast this spell and gaze into a reflective surface to see into the
- depths of time. The GM will reveal the details of a grim portent
- to you—a bleak event that will come to pass without your
- intervention. They’ll tell you something useful about how you can
- interfere with the grim portent’s dark outcomes. Rare is the
- portent that claims “You’ll live happily ever after.” Sorry.
- \end{aspell}
- \begin{aspell}{Fireball}{Evocation}
- You evoke a mighty ball of flame that envelops your target and
- everyone nearby, inflicting 2d6 damage which ignores armor.
- \end{aspell}
- \vfill\null
- \columnbreak
- \begin{aspell}{Mimic}{Ongoing}
- You take the form of someone you touch while casting this
- spell. Your physical characteristics match theirs exactly but your
- behavior may not. This change persists until you take damage or
- choose to return to your own form. While this spell is ongoing you
- lose access to all your wizard moves.
- \end{aspell}
- \begin{aspell}{Mirror Image}{Illusion}
- You create an illusory image of yourself. When you are attacked,
- roll a d6. On a 4, 5, or 6 the attack hits the illusion instead,
- the image then dissipates and the spell ends.
- \end{aspell}
- \begin{aspell}{Sleep}{Enchantment}
- 1d4 enemies you can see of the GM’s choice fall asleep. Only
- creatures capable of sleeping are affected. They awake as normal:
- loud noises, jolts, pain.
- \end{aspell}
- \vfill\null
- \end{multicols}
- \clearpage
- \topbanner{Wizard Spells}
- \widebanner{Fifth Level Spells}
- \begin{multicols}{2}
- \begin{aspell}{Cage}{Evocation Ongoing}
- The target is held in a cage of magical force. Nothing can get in
- or out of the cage. The cage remains until you cast another spell
- or dismiss it. While the spell is ongoing, the caged creature can
- hear your thoughts and you cannot leave sight of the cage.
- \end{aspell}
- \begin{aspell}{Contact Other Plane}{Divination}
- You send a request to another plane. Specify who or what you’d
- like to contact by location, type of creature, name, or title. You
- open a two-way communication with that creature. Your
- communication can be cut off at any time by you or the creature
- you contacted.
- \end{aspell}
- \begin{aspell}{Polymorph}{Enchantment}
- Your touch reshapes a creature entirely, they stay in the form you
- craft until you cast a spell. Describe the new shape you craft,
- including any stat changes, significant adaptations, or major
- weaknesses. The GM will then tell you one or more of these:
- \begin{itemize}
- \item The form will be unstable and temporary
- \item The creature’s mind will be altered as well
- \item The form has an unintended benefit or weakness
- \end{itemize}
- \end{aspell}
- \vfill\null
- \columnbreak
- \begin{aspell}{Summon Monster}{Summoning Ongoing}
- A monster appears and aids you as best it can. Treat it as your
- character, but with access to only the basic moves. It has +1
- modifier for all stats, 1 HP, and uses your damage dice. The
- monster also gets your choice of 1d6 of these traits:
- \begin{itemize}
- \item It has +2 instead of +1 to one stat
- \item It’s not reckless
- \item It does 1d8 damage
- \item Its bond to your plane is strong: +2 HP for each level you have
- \item It has some useful adaptation
- \end{itemize}
- The GM will tell you the type of monster you get based on the
- traits you select. The creature remains on this plane until it
- dies or you dismiss it. While the spell is ongoing you take -1 to
- cast a spell.
- \end{aspell}
- \vfill\null
- \end{multicols}
- \widebanner{Seventh Level Spells}
- \begin{multicols}{2}
- \begin{aspell}{Dominate}{Enchantment Ongoing}
- Your touch pushes your mind into someone else’s. You gain 1d4
- hold. Spend one hold to make the target take one of these actions:
- \begin{itemize}
- \item Speak a few words of your choice
- \item Give you something they hold
- \item Make a concerted attack on a target of your choice
- \item Truthfully answer one question
- \end{itemize}
- If you run out of hold the spell ends. If the target takes damage
- you lose 1 hold. While the spell is ongoing you cannot cast a
- spell.
- \end{aspell}
- \begin{aspell}{True Seeing}{Divination Ongoing}
- You see all things as they truly are. This effect persists until
- you tell a lie or dismiss the spell. While this spell is ongoing
- you take -1 to cast a spell.
- \end{aspell}
- \begin{aspell}{Shadow Walk}{Illusion}
- The shadows you target with this spell become a portal for you and
- your allies. Name a location, describing it with a number of
- words up to your level. Stepping through the portal deposits you
- and any allies present when you cast the spell at the location you
- described. The portal may only be used once by each ally.
- \end{aspell}
- \vfill\null
- \columnbreak
- \begin{aspell}{Contingency}{Evocation}
- Choose a 5th level or lower spell you know. Describe a trigger
- condition using a number of words equal to your level. The chosen
- spell is held until you choose to unleash it or the trigger
- condition is met, whichever happens first. You don’t have to roll
- for the held spell, it just takes effect. You may only have a
- single contingent spell held at a time; if you cast Contingency
- while you have a held spell, the new held spell replaces the old
- one.
- \end{aspell}
- \begin{aspell}{Cloudkill}{Summoning Ongoing}
- A cloud of fog drifts into this realm from beyond the Black Gates
- of Death, filling the immediate area. Whenever a creature in the
- area takes damage it takes an additional, separate 1d6 damage
- which ignores armor. This spell persists so long as you can see
- the affected area, or until you dismiss it.
- \end{aspell}
- \vfill\null
- \end{multicols}
- \widebanner{Ninth Level Spells}
- \begin{multicols}{2}
- \begin{aspell}{Antipathy}{Enchantment Ongoing}
- Choose a target and describe a type of creature or an
- alignment. Creatures of the specified type or alignment cannot
- come within sight of the target. If a creature of the specified
- type does find itself within sight of the target, it immediately
- flees. This effect continues until you leave the target’s presence
- or you dismiss the spell. While the spell is ongoing you take -1
- to cast a spell.
- \end{aspell}
- \begin{aspell}{Alert}{Divination}
- Describe an event. The GM will tell you when that event occurs, no
- matter where you are or how far away the event is. If you choose,
- you can view the location of the event as though you were there in
- person. You can only have one Alert active at a time.
- \end{aspell}
- \vfill\null
- \columnbreak
- \begin{aspell}{Soul Gem}{}
- You trap the soul of a dying creature within a gem. The trapped
- creature is aware of its imprisonment but can still be manipulated
- through spells, parley, and other effects. All moves against the
- trapped creature are at +1. You can free the soul at any time but
- it can never be recaptured once freed.
- \end{aspell}
- \begin{aspell}{Shelter}{Evocation Ongoing}
- You create a structure out of pure magical power. It can be as
- large as a castle or as small as a hut, but is impervious to all
- non-magical damage. The structure endures until you leave it or
- you end the spell.
- \end{aspell}
- \begin{aspell}{Perfect Summons}{Summoning}
- You teleport a creature to your presence. Name a creature or give
- a short description of a type of creature. If you named a
- creature, that creature appears before you. If you described a
- type of creature, a creature of that type appears before you.
- \end{aspell}
- \vfill\null
- \end{multicols}
- \end{document}
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