wizard.tex 9.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340
  1. \documentclass[8pt]{extarticle}
  2. \input{assets/prelude}
  3. % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
  4. \newcommand{\Class}{Wizard}
  5. \newcommand{\BaseHP}{4}
  6. \newcommand{\BaseLoad}{7}
  7. \newcommand{\Damage}{4}
  8. \begin{document}
  9. \openup -0.2em
  10. \charbanner
  11. \begin{multicols}{2}
  12. \leftbanner{Folk}
  13. \begin{amove}{Elf}
  14. Magic is as natural as breath to you. \textbf{Detect Magic} is a
  15. cantrip for you.
  16. \end{amove}
  17. \begin{amove}{Human}
  18. Choose one cleric spell. You can cast it as if it was a wizard
  19. spell.
  20. \end{amove}
  21. \begin{amove}{Rihamm}
  22. You understand others deeply. \textbf{Charm Person} is a cantrip for
  23. you.
  24. \end{amove}
  25. \
  26. \leftbanner{Alignment}
  27. \begin{amove}{Good}
  28. Use magic to directly aid another.
  29. \end{amove}
  30. \begin{amove}{Neutral}
  31. Discover something about a magical mystery.
  32. \end{amove}
  33. \begin{amove}{Evil}
  34. Use magic to cause terror and fear.
  35. \end{amove}
  36. \
  37. \leftbanner{Bonds}
  38. \begin{quote}
  39. \textbf{V:}\enspace\hrulefill
  40. \enspace\hrulefill
  41. \textbf{V:}\enspace\hrulefill
  42. \enspace\hrulefill
  43. \textbf{V:}\enspace\hrulefill
  44. \enspace\hrulefill
  45. \textbf{V:}\enspace\hrulefill
  46. \enspace\hrulefill
  47. \textbf{V:}\enspace\hrulefill
  48. \enspace\hrulefill
  49. \end{quote}
  50. \vfill\null
  51. \columnbreak
  52. \rightbanner{Starting Moves}
  53. \begin{basicmove}{Spellbook}
  54. You have mastered several spells and inscribed them in your
  55. spellbook. You start out with three first level spells in your
  56. spellbook as well as the cantrips. Whenever you gain a level, you
  57. add a new spell of your level or lower to your spellbook. You
  58. spellbook is 1 weight.
  59. \end{basicmove}
  60. \begin{basicmove}{Prepare Spells}
  61. When you spend uninterrupted time (an hour or so) in quiet
  62. contemplation of your spellbook, you:
  63. \begin{itemize}
  64. \item Lose any spells you already have prepared
  65. \item Prepare new spells of your choice from your spellbook whose
  66. total levels don’t exceed your own level+1.
  67. \item Prepare your cantrips which never count against your limit.
  68. \end{itemize}
  69. \end{basicmove}
  70. \begin{basicmove}{Cast a Spell (INT)}
  71. When you release a spell you’ve prepared, roll+INT. \textbf{On a
  72. 10+}, the spell is successfully cast and you do not forget the
  73. spell—you may cast it again later. \textbf{On a 7-9}, the spell is
  74. cast, but choose one:
  75. \begin{itemize}
  76. \item You draw unwelcome attention or put yourself in a spot. The GM
  77. will tell you how.
  78. \item The spell disturbs the fabric of reality
  79. as it is cast—take -1 ongoing to cast a spell until the next time
  80. you Prepare Spells.
  81. \item After it is cast, the spell is forgotten. You cannot cast the
  82. spell again until you prepare spells.
  83. \end{itemize}
  84. Note that maintaining spells with ongoing effects will sometimes
  85. cause a penalty to your roll to cast a spell.
  86. \end{basicmove}
  87. \begin{basicmove}{Spell Defense}
  88. You may end any ongoing spell immediately and use the energy of its
  89. dissipation to deflect an oncoming attack. The spell ends and you
  90. subtract its level from the damage done to you.
  91. \end{basicmove}
  92. \begin{basicmove}{Ritual}
  93. When you draw on a place of power to create a magical effect, tell
  94. the GM what you’re trying to achieve. Ritual effects are always
  95. possible, but the GM will give you one to four of the following
  96. conditions:
  97. \begin{itemize}
  98. \item It’s going to take days/weeks/months.
  99. \item First you must .
  100. \item You’ll need help from .
  101. \item It will require a lot of money
  102. \item The best you can do is a lesser version, unreliable and limited
  103. \item You and your allies will risk danger from .
  104. \item You’ll have to disenchant \_\_\_\_\_ to do it.
  105. \end{itemize}
  106. \end{basicmove}
  107. \vfill\null
  108. \end{multicols}
  109. \clearpage
  110. \gearbanner
  111. \begin{multicols}{2}
  112. Your load is 7+STR. You start with your spellbook (1 weight) and
  113. dungeon rations (5 uses, 1 weight). Choose your defenses:
  114. \begin{quote}
  115. \choice Leather armor (1 armor, 1 weight) \\
  116. \choice Bag of books (5 uses, 2 weight) and 3 healing potions
  117. \end{quote}
  118. Choose your weapon:
  119. \begin{quote}
  120. \choice Dagger (hand, 1 weight) \\
  121. \choice Staff (close, two-handed, 1 weight)
  122. \end{quote}
  123. Choose one:
  124. \begin{quote}
  125. \choice Healing potion (0 weight) \\
  126. \choice 3 antitoxins (0 weight)
  127. \end{quote}
  128. \columnbreak
  129. \
  130. \end{multicols}
  131. \begin{multicols}{2}
  132. \leftbanner{Advanced Moves (2-5)}
  133. When you \textbf{gain a level from 2--5}, choose from these moves.
  134. \begin{amove}{Prodigy}
  135. Choose a spell. You prepare that spell as if it were one level
  136. lower.
  137. \end{amove}
  138. \begin{amove}{Empowered Magic}
  139. When you cast a spell, on a 10+ you have the option of choosing from
  140. the 7-9 list. If you do, you may choose one of these as well:
  141. \begin{itemize}
  142. \item The spell’s effects are maximized
  143. \item The spell’s targets are doubled
  144. \end{itemize}
  145. \end{amove}
  146. \begin{amove}{Fount of Knowledge}
  147. When you spout lore about something no one else has any clue about,
  148. take +1.
  149. \end{amove}
  150. \begin{amove}{Know-It-All}
  151. When another player’s character comes to you for advice and you tell
  152. them what you think is best, they get +1 forward when following your
  153. advice and you mark experience if they do.
  154. \end{amove}
  155. \begin{amove}{Expanded Spellbook}
  156. Add a new spell from the spell list of any class to your spellbook.
  157. \end{amove}
  158. \begin{amove}{Enchanter}
  159. When you have time and safety with a magic item you may ask the GM
  160. what it does, the GM will answer you truthfully.
  161. \end{amove}
  162. \begin{amove}{Logical}
  163. When you use strict deduction to analyze your surroundings, you can
  164. discern realities with INT instead of WIS.
  165. \end{amove}
  166. \begin{amove}{Arcane Ward}
  167. As long as you have at least one prepared spell of first level or
  168. higher, you have +2 armor.
  169. \end{amove}
  170. \begin{amove}{Counterspell}
  171. When you attempt to counter an arcane spell that will otherwise
  172. affect you, stake one of your prepared spells on the defense and
  173. roll+Int. \textbf{On a 10+}, the spell is countered and has no
  174. effect on you. \textbf{On a 7-9}, the spell is countered and you
  175. forget the spell you staked. Your counterspell protects only you; if
  176. the countered spell has other targets they get its effects.
  177. \end{amove}
  178. \begin{amove}{Quick Study}
  179. When you see the effects of an arcane spell, ask the GM the name of
  180. the spell and its effects. You take +1 when acting on the answers.
  181. \end{amove}
  182. \vfill\null
  183. \columnbreak
  184. \rightbanner{Advanced Moves (6-10)}
  185. When you \textbf{gain a level from 6--10}, choose from these moves or
  186. the level 2--5 moves.
  187. \begin{amove}{Master}
  188. \textbf{Requires}: Prodigy
  189. Choose one spell in addition to the one you picked for prodigy. You
  190. prepare that spell as if it were one level lower.
  191. \end{amove}
  192. \begin{amove}{Greater Empowered Magic}
  193. \textbf{Replaces}: Empowered Magic
  194. When you cast a spell, on a 10-11 you have the option of choosing
  195. from the 7-9 list. If you do, you may choose one of these effects as
  196. well. On a 12+ you get to choose one of these effects for free:
  197. \begin{itemize}
  198. \item The spell’s effects are doubled
  199. \item The spell’s targets are doubled
  200. \end{itemize}
  201. \end{amove}
  202. \begin{amove}{Enchanter’s Soul}
  203. \textbf{Requires}: Enchanter
  204. When you have time and safety with a magic item in a place of power
  205. you can empower that item so that the next time you use it its
  206. effects are amplified, the GM will tell you exactly how.
  207. \end{amove}
  208. \begin{amove}{Highly Logical}
  209. \textbf{Replaces}: Logical
  210. When you use strict deduction to analyze your surroundings, you can
  211. discern realities with Int instead of Wis. On a 12+ you get to ask
  212. the GM any three questions, not limited by the list.
  213. \end{amove}
  214. \begin{amove}{Arcane Armor}
  215. \textbf{Replaces}: Arcane Ward
  216. As long as you have at least one prepared spell of first level or
  217. higher, you have +4 armor.
  218. \end{amove}
  219. \begin{amove}{Protective Counter}
  220. \textbf{Requires}: Counterspell
  221. When an ally within sight of you is affected by an arcane spell, you
  222. can counter it as if it affected you. If the spell affects multiple
  223. allies you must counter for each ally separately.
  224. \end{amove}
  225. \begin{amove}{Ethereal Tether}
  226. When you have time with a willing or helpless subject you can craft
  227. an ethereal tether with them. You perceive what they perceive and
  228. can discern realities about someone tethered to you or their
  229. surroundings no matter the distance. Someone willingly tethered to
  230. you can communicate with you over the tether as if you were in the
  231. room with them.
  232. \end{amove}
  233. \begin{amove}{Mystical Puppet Strings}
  234. When you use magic to control a person’s actions they have no memory
  235. of what you had them do and bear you no ill will.
  236. \end{amove}
  237. \begin{amove}{Spell Augmentation}
  238. When you deal damage to a creature you can shunt a spell’s energy
  239. into them—end one of your ongoing spells and add the spell’s level
  240. to the damage dealt.
  241. \end{amove}
  242. \begin{amove}{Self-Powered}
  243. When you have time, arcane materials, and a safe space, you can
  244. create your own place of power. Describe to the GM what kind of
  245. power it is and how you’re binding it to this place, the GM will
  246. tell you one kind of creature that will have an interest in your
  247. workings.
  248. \end{amove}
  249. \vfill\null
  250. \end{multicols}
  251. \end{document}