wizard.tex 21 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661
  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. \newcommand{\Names}{
  9. Elf: Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash, Halwyr
  10. Human: Avon, Morgan, Rath, Ysolde, Ovid, Vitus, Aldara, Xeno, Uri
  11. Rihamm: Ulsadas, Elqon, Quramis, Ebraqedin, Rus, Yusarë, Aldomm,
  12. Ubreden
  13. }
  14. \newcommand{\Look}{
  15. Haunted Eyes, Sharp Eyes, or Crazy Eyes
  16. Styled Hair, Wild Hair, or Pointed Hat
  17. Worn Robes, Stylish Robes, or Strange Robes
  18. Pudgy Body, Creepy Body, or Thin Body
  19. }
  20. \begin{document}
  21. \openup -0.2em
  22. \charbanner
  23. \begin{minipage}[t]{3.2in}
  24. \leftbanner{Folk}
  25. \begin{optfeature}{Elf}
  26. Magic is as natural as breath to you. \spell{Detect Magic} is a
  27. cantrip for you.
  28. \end{optfeature}
  29. \begin{optfeature}{Human}
  30. Choose one cleric spell. You can cast it as if it was a wizard
  31. spell.
  32. \end{optfeature}
  33. \begin{optfeature}{Rihamm}
  34. You understand others deeply. \spell{Charm Person} is a cantrip for
  35. you.
  36. \end{optfeature}
  37. \
  38. \leftbanner{Alignment}
  39. \begin{optfeature}{Good}
  40. Use magic to directly aid another.
  41. \end{optfeature}
  42. \begin{optfeature}{Neutral}
  43. Discover something about a magical mystery.
  44. \end{optfeature}
  45. \begin{optfeature}{Evil}
  46. Use magic to cause terror and fear.
  47. \end{optfeature}
  48. \
  49. \leftbanner{Bonds}
  50. \vfill\null
  51. \end{minipage}
  52. \begin{minipage}[t]{4.6in}
  53. \rightbanner{Starting Moves}
  54. \begin{basicmove}{Spellbook}
  55. You have mastered several spells and inscribed them in your
  56. spellbook. You start out with three first level spells in your
  57. spellbook as well as the cantrips. Whenever you gain a level, you
  58. add a new spell of your level or lower to your spellbook. You
  59. spellbook is 1 weight.
  60. \end{basicmove}
  61. \
  62. \begin{basicmove}{Prepare Spells}
  63. When you \condition{spend uninterrupted time (an hour or so) in
  64. quiet contemplation of your spellbook}, you:
  65. \begin{itemize}
  66. \item Lose any spells you already have prepared
  67. \item Prepare new spells of your choice from your spellbook whose
  68. total levels don’t exceed your own level+1.
  69. \item Prepare your cantrips which never count against your limit.
  70. \end{itemize}
  71. \end{basicmove}
  72. \
  73. \begin{basicmove}{Cast a Spell (INT)}
  74. When you \condition{release a spell you’ve prepared},
  75. roll+INT. \onSuccess, the spell is successfully cast and you do not
  76. forget the spell—you may cast it again later. \onPartial, the spell
  77. is cast, but choose one:
  78. \begin{itemize}
  79. \item You draw unwelcome attention or put yourself in a spot. The GM
  80. will tell you how.
  81. \item The spell disturbs the fabric of reality
  82. as it is cast—take -1 ongoing to cast a spell until the next time
  83. you Prepare Spells.
  84. \item After it is cast, the spell is forgotten. You cannot cast the
  85. spell again until you prepare spells.
  86. \end{itemize}
  87. Note that maintaining spells with ongoing effects will sometimes
  88. cause a penalty to your roll to cast a spell.
  89. \end{basicmove}
  90. \
  91. \begin{basicmove}{Spell Defense}
  92. You may end any ongoing spell immediately and use the energy of its
  93. dissipation to deflect an oncoming attack. The spell ends and you
  94. subtract its level from the damage done to you.
  95. \end{basicmove}
  96. \
  97. \begin{basicmove}{Ritual}
  98. When you \condition{draw on a place of power to create a magical
  99. effect}, tell the GM what you’re trying to achieve. Ritual effects
  100. are always possible, but the GM will give you one to four of the
  101. following conditions:
  102. \begin{itemize}
  103. \item It’s going to take days/weeks/months.
  104. \item First you must .
  105. \item You’ll need help from .
  106. \item It will require a lot of money
  107. \item The best you can do is a lesser version, unreliable and limited
  108. \item You and your allies will risk danger from .
  109. \item You’ll have to disenchant \blank to do it.
  110. \end{itemize}
  111. \end{basicmove}
  112. \vfill\null
  113. \end{minipage}
  114. \charlower
  115. \clearpage
  116. \gearbanner
  117. \begin{multicols}{2}
  118. \yourLoad{7}. You start with your spellbook (\weight{1}) and dungeon
  119. rations (\uses{5}, \weight{1}). Choose your defenses:
  120. \begin{choices}
  121. \item Leather armor (\armor{1}, \weight{1})
  122. \item Bag of books (\uses{5}, \weight{2}) and 3 healing potions
  123. \end{choices}
  124. Choose your weapon:
  125. \begin{choices}
  126. \item Dagger (\itag{hand}, \weight{1})
  127. \item Staff (\itag{close}, \itag{two-handed}, \weight{1})
  128. \end{choices}
  129. Choose one:
  130. \begin{choices}
  131. \item Healing potion (\weight{0})
  132. \item 3 antitoxins (\weight{0})
  133. \end{choices}
  134. \columnbreak
  135. \
  136. \end{multicols}
  137. \widebanner{Advanced Moves}
  138. \begin{multicols}{2}
  139. \firstAdvances
  140. \begin{amove}{Prodigy}
  141. Choose a spell. You prepare that spell as if it were one level
  142. lower.
  143. \end{amove}
  144. \begin{amove}{Empowered Magic}
  145. When you \move{Cast a Spell}, on a 10+ you have the option of
  146. choosing from the 7-9 list. If you do, you may choose one of these
  147. as well:
  148. \begin{itemize}
  149. \item The spell’s effects are maximized
  150. \item The spell’s targets are doubled
  151. \end{itemize}
  152. \end{amove}
  153. \begin{amove}{Fount of Knowledge}
  154. When you \move{Spout Lore} about something no one else has any clue
  155. about, take +1.
  156. \end{amove}
  157. \begin{amove}{Know-It-All}
  158. When \condition{another player’s character comes to you for advice
  159. and you tell them what you think is best}, they get \forward{+1}
  160. when following your advice and you mark experience if they do.
  161. \end{amove}
  162. \begin{amove}{Expanded Spellbook}
  163. Add a new spell from the spell list of any class to your spellbook.
  164. \end{amove}
  165. \begin{amove}{Enchanter}
  166. When you \condition{have time and safety with a magic item} you may
  167. ask the GM what it does, the GM will answer you truthfully.
  168. \end{amove}
  169. \begin{amove}{Logical}
  170. When you \condition{use strict deduction to analyze your
  171. surroundings}, you can discern realities with INT instead of WIS.
  172. \end{amove}
  173. \begin{amove}{Arcane Ward}
  174. As long as you have at least one prepared spell of first level or
  175. higher, you have \armor{+2}.
  176. \end{amove}
  177. \begin{amove}{Counterspell}
  178. When you \condition{attempt to counter an arcane spell that will
  179. otherwise affect you}, stake one of your prepared spells on the
  180. defense and roll +INT. \onSuccess, the spell is countered and has no
  181. effect on you. \onPartial, the spell is countered and you forget the
  182. spell you staked. Your counterspell protects only you; if the
  183. countered spell has other targets they get its effects.
  184. \end{amove}
  185. \begin{amove}{Quick Study}
  186. When you \condition{see the effects of an arcane spell}, ask the GM
  187. the name of the spell and its effects. You take +1 when acting on
  188. the answers.
  189. \end{amove}
  190. \vfill\null
  191. \columnbreak
  192. \secondAdvances
  193. \begin{amove}{Master}
  194. \moveRequires{Prodigy}
  195. Choose one spell in addition to the one you picked for prodigy. You
  196. prepare that spell as if it were one level lower.
  197. \end{amove}
  198. \begin{amove}{Greater Empowered Magic}
  199. \moveReplaces{Empowered Magic}
  200. \onPlainSuccessFor{Cast A Spell}, you have the option of choosing
  201. from the 7-9 list. If you do, you may choose one of these effects as
  202. well. \onMassiveSuccess, you get to choose one of these effects for
  203. free:
  204. \begin{itemize}
  205. \item The spell’s effects are doubled
  206. \item The spell’s targets are doubled
  207. \end{itemize}
  208. \end{amove}
  209. \begin{amove}{Enchanter’s Soul}
  210. \moveRequires{Enchanter}
  211. When you \condition{have time and safety with a magic item in a
  212. place of power} you can empower that item so that the next time
  213. you use it its effects are amplified, the GM will tell you exactly
  214. how.
  215. \end{amove}
  216. \begin{amove}{Highly Logical}
  217. \moveReplaces{Logical}
  218. When you \condition{use strict deduction to analyze your
  219. surroundings}, you can discern realities with INT instead of
  220. WIS. \onMassiveSuccess, you get to ask the GM any three questions,
  221. not limited by the list.
  222. \end{amove}
  223. \begin{amove}{Arcane Armor}
  224. \moveReplaces{Arcane Ward}
  225. As long as you have at least one prepared spell of first level or
  226. higher, you have \armor{+4}.
  227. \end{amove}
  228. \begin{amove}{Protective Counter}
  229. \moveRequires{Counterspell}
  230. When \condition{an ally within sight of you is affected by an arcane
  231. spell}, you can counter it as if it affected you. If the spell
  232. affects multiple allies you must counter for each ally separately.
  233. \end{amove}
  234. \begin{amove}{Ethereal Tether}
  235. When you \condition{have time with a willing or helpless subject}
  236. you can craft an ethereal tether with them. You perceive what they
  237. perceive and can discern realities about someone tethered to you or
  238. their surroundings no matter the distance. Someone willingly
  239. tethered to you can communicate with you over the tether as if you
  240. were in the room with them.
  241. \end{amove}
  242. \begin{amove}{Mystical Puppet Strings}
  243. When you \condition{use magic to control a person’s actions} they
  244. have no memory of what you had them do and bear you no ill will.
  245. \end{amove}
  246. \begin{amove}{Spell Augmentation}
  247. When you \condition{deal damage to a creature} you can shunt a
  248. spell’s energy into them—end one of your ongoing spells and add the
  249. spell’s level to the damage dealt.
  250. \end{amove}
  251. \begin{amove}{Self-Powered}
  252. When you \condition{have time, arcane materials, and a safe space},
  253. you can create your own place of power. Describe to the GM what kind
  254. of power it is and how you’re binding it to this place, the GM will
  255. tell you one kind of creature that will have an interest in your
  256. workings.
  257. \end{amove}
  258. \vfill\null
  259. \end{multicols}
  260. \clearpage
  261. \topbanner{Wizard Spells}
  262. \
  263. \widebanner{Cantrips}
  264. \begin{multicols}{2}
  265. \begin{quote}
  266. You prepare all of your cantrips every time you prepare spells
  267. without having to select them or count them toward your allotment
  268. of spells.
  269. \end{quote}
  270. \begin{aspell}{Light}{}
  271. An item you touch glows with arcane light, about as bright as a
  272. torch. It gives off no heat or sound and requires no fuel, but it
  273. is otherwise like a mundane torch. You have complete control of
  274. the color of the flame. The spell lasts as long as it is in your
  275. presence.
  276. \end{aspell}
  277. \vfill\null
  278. \columnbreak
  279. \begin{aspell}{Unseen Servant}{}
  280. You conjure a simple invisible construct that can do nothing but
  281. carry items. It has Load 3 and carries anything you hand to it. It
  282. cannot pick up items on its own and can only carry those you give
  283. to it. Items carried by an unseen servant appear to float in the
  284. air a few paces behind you. An unseen servant that takes damage or
  285. leaves your presence is immediately dispelled, dropping any items
  286. it carried.
  287. \end{aspell}
  288. \begin{aspell}{Prestidigitation}{}
  289. You perform minor tricks of true magic. If you touch an item as
  290. part of the casting you can make cosmetic changes to it: clean it,
  291. soil it, cool it, warm it, flavor it, or change its color. If you
  292. cast the spell without touching an item you can instead create
  293. minor illusions no bigger than yourself. Prestidigitation
  294. illusions are crude and clearly illusions—they won’t fool anyone,
  295. but they might entertain them.
  296. \end{aspell}
  297. \vfill\null
  298. \end{multicols}
  299. \widebanner{First Level Spells}
  300. \begin{multicols}{2}
  301. \begin{aspell}{Contact Spirits}{Summoning}
  302. Name the spirit you wish to contact (or leave it to the GM). You
  303. pull that creature through the planes, just close enough to speak
  304. to you. It is bound to answer any one question you ask to the best
  305. of its ability.
  306. \end{aspell}
  307. \begin{aspell}{Detect Magic}{Divination}
  308. One of your senses is briefly attuned to magic. The GM will tell
  309. you what here is magical.
  310. \end{aspell}
  311. \begin{aspell}{Telepathy}{Divination Ongoing}
  312. You form a telepathic bond with a single person you touch,
  313. enabling you to converse with that person through your
  314. thoughts. You can only have one telepathic bond at a time.
  315. \end{aspell}
  316. \vfill\null
  317. \columnbreak
  318. \begin{aspell}{Charm Person}{Enchantment Ongoing}
  319. The person (not beast or monster) you touch while casting this spell
  320. counts you as a friend until they take damage or you prove
  321. otherwise.
  322. \end{aspell}
  323. \begin{aspell}{Invisibility}{Illusion Ongoing}
  324. Touch an ally: nobody can see them. They’re invisible! The spell
  325. persists until the target attacks or you dismiss the effect. While
  326. the spell is ongoing you can’t cast a spell.
  327. \end{aspell}
  328. \begin{aspell}{Magic Missile}{Evocation}
  329. Projectiles of pure magic spring from your fingers. Deal 2d4 damage
  330. to one target.
  331. \end{aspell}
  332. \begin{aspell}{Alarm}{}
  333. Walk a wide circle as you cast this spell. Until you prepare spells
  334. again your magic will alert you if a creature crosses that
  335. circle. Even if you are asleep, the spell will shake you from your
  336. slumber.
  337. \end{aspell}
  338. \vfill\null
  339. \end{multicols}
  340. \widebanner{Third Level Spells}
  341. \begin{multicols}{2}
  342. \begin{aspell}{Dispel Magic}{}
  343. Choose a spell or magic effect in your presence: this spell rips
  344. it apart. Lesser spells are ended, powerful magic is just reduced
  345. or dampened so long as you are nearby.
  346. \end{aspell}
  347. \begin{aspell}{Visions Through Time}{Divination}
  348. Cast this spell and gaze into a reflective surface to see into the
  349. depths of time. The GM will reveal the details of a grim portent
  350. to you—a bleak event that will come to pass without your
  351. intervention. They’ll tell you something useful about how you can
  352. interfere with the grim portent’s dark outcomes. Rare is the
  353. portent that claims “You’ll live happily ever after.” Sorry.
  354. \end{aspell}
  355. \begin{aspell}{Fireball}{Evocation}
  356. You evoke a mighty ball of flame that envelops your target and
  357. everyone nearby, inflicting 2d6 damage which ignores armor.
  358. \end{aspell}
  359. \vfill\null
  360. \columnbreak
  361. \begin{aspell}{Mimic}{Ongoing}
  362. You take the form of someone you touch while casting this
  363. spell. Your physical characteristics match theirs exactly but your
  364. behavior may not. This change persists until you take damage or
  365. choose to return to your own form. While this spell is ongoing you
  366. lose access to all your wizard moves.
  367. \end{aspell}
  368. \begin{aspell}{Mirror Image}{Illusion}
  369. You create an illusory image of yourself. When you are attacked,
  370. roll a d6. On a 4, 5, or 6 the attack hits the illusion instead,
  371. the image then dissipates and the spell ends.
  372. \end{aspell}
  373. \begin{aspell}{Sleep}{Enchantment}
  374. 1d4 enemies you can see of the GM’s choice fall asleep. Only
  375. creatures capable of sleeping are affected. They awake as normal:
  376. loud noises, jolts, pain.
  377. \end{aspell}
  378. \vfill\null
  379. \end{multicols}
  380. \clearpage
  381. \topbanner{Wizard Spells}
  382. \widebanner{Fifth Level Spells}
  383. \begin{multicols}{2}
  384. \begin{aspell}{Cage}{Evocation Ongoing}
  385. The target is held in a cage of magical force. Nothing can get in
  386. or out of the cage. The cage remains until you cast another spell
  387. or dismiss it. While the spell is ongoing, the caged creature can
  388. hear your thoughts and you cannot leave sight of the cage.
  389. \end{aspell}
  390. \begin{aspell}{Contact Other Plane}{Divination}
  391. You send a request to another plane. Specify who or what you’d
  392. like to contact by location, type of creature, name, or title. You
  393. open a two-way communication with that creature. Your
  394. communication can be cut off at any time by you or the creature
  395. you contacted.
  396. \end{aspell}
  397. \begin{aspell}{Polymorph}{Enchantment}
  398. Your touch reshapes a creature entirely, they stay in the form you
  399. craft until you cast a spell. Describe the new shape you craft,
  400. including any stat changes, significant adaptations, or major
  401. weaknesses. The GM will then tell you one or more of these:
  402. \begin{itemize}
  403. \item The form will be unstable and temporary
  404. \item The creature’s mind will be altered as well
  405. \item The form has an unintended benefit or weakness
  406. \end{itemize}
  407. \end{aspell}
  408. \vfill\null
  409. \columnbreak
  410. \begin{aspell}{Summon Monster}{Summoning Ongoing}
  411. A monster appears and aids you as best it can. Treat it as your
  412. character, but with access to only the basic moves. It has +1
  413. modifier for all stats, 1 HP, and uses your damage dice. The
  414. monster also gets your choice of 1d6 of these traits:
  415. \begin{itemize}
  416. \item It has +2 instead of +1 to one stat
  417. \item It’s not reckless
  418. \item It does 1d8 damage
  419. \item Its bond to your plane is strong: +2 HP for each level you have
  420. \item It has some useful adaptation
  421. \end{itemize}
  422. The GM will tell you the type of monster you get based on the
  423. traits you select. The creature remains on this plane until it
  424. dies or you dismiss it. While the spell is ongoing you take -1 to
  425. cast a spell.
  426. \end{aspell}
  427. \vfill\null
  428. \end{multicols}
  429. \widebanner{Seventh Level Spells}
  430. \begin{multicols}{2}
  431. \begin{aspell}{Dominate}{Enchantment Ongoing}
  432. Your touch pushes your mind into someone else’s. You gain 1d4
  433. hold. Spend one hold to make the target take one of these actions:
  434. \begin{itemize}
  435. \item Speak a few words of your choice
  436. \item Give you something they hold
  437. \item Make a concerted attack on a target of your choice
  438. \item Truthfully answer one question
  439. \end{itemize}
  440. If you run out of hold the spell ends. If the target takes damage
  441. you lose 1 hold. While the spell is ongoing you cannot cast a
  442. spell.
  443. \end{aspell}
  444. \begin{aspell}{True Seeing}{Divination Ongoing}
  445. You see all things as they truly are. This effect persists until
  446. you tell a lie or dismiss the spell. While this spell is ongoing
  447. you take -1 to cast a spell.
  448. \end{aspell}
  449. \begin{aspell}{Shadow Walk}{Illusion}
  450. The shadows you target with this spell become a portal for you and
  451. your allies. Name a location, describing it with a number of
  452. words up to your level. Stepping through the portal deposits you
  453. and any allies present when you cast the spell at the location you
  454. described. The portal may only be used once by each ally.
  455. \end{aspell}
  456. \vfill\null
  457. \columnbreak
  458. \begin{aspell}{Contingency}{Evocation}
  459. Choose a 5th level or lower spell you know. Describe a trigger
  460. condition using a number of words equal to your level. The chosen
  461. spell is held until you choose to unleash it or the trigger
  462. condition is met, whichever happens first. You don’t have to roll
  463. for the held spell, it just takes effect. You may only have a
  464. single contingent spell held at a time; if you cast Contingency
  465. while you have a held spell, the new held spell replaces the old
  466. one.
  467. \end{aspell}
  468. \begin{aspell}{Cloudkill}{Summoning Ongoing}
  469. A cloud of fog drifts into this realm from beyond the Black Gates
  470. of Death, filling the immediate area. Whenever a creature in the
  471. area takes damage it takes an additional, separate 1d6 damage
  472. which ignores armor. This spell persists so long as you can see
  473. the affected area, or until you dismiss it.
  474. \end{aspell}
  475. \vfill\null
  476. \end{multicols}
  477. \widebanner{Ninth Level Spells}
  478. \begin{multicols}{2}
  479. \begin{aspell}{Antipathy}{Enchantment Ongoing}
  480. Choose a target and describe a type of creature or an
  481. alignment. Creatures of the specified type or alignment cannot
  482. come within sight of the target. If a creature of the specified
  483. type does find itself within sight of the target, it immediately
  484. flees. This effect continues until you leave the target’s presence
  485. or you dismiss the spell. While the spell is ongoing you take -1
  486. to cast a spell.
  487. \end{aspell}
  488. \begin{aspell}{Alert}{Divination}
  489. Describe an event. The GM will tell you when that event occurs, no
  490. matter where you are or how far away the event is. If you choose,
  491. you can view the location of the event as though you were there in
  492. person. You can only have one Alert active at a time.
  493. \end{aspell}
  494. \vfill\null
  495. \columnbreak
  496. \begin{aspell}{Soul Gem}{}
  497. You trap the soul of a dying creature within a gem. The trapped
  498. creature is aware of its imprisonment but can still be manipulated
  499. through spells, parley, and other effects. All moves against the
  500. trapped creature are at +1. You can free the soul at any time but
  501. it can never be recaptured once freed.
  502. \end{aspell}
  503. \begin{aspell}{Shelter}{Evocation Ongoing}
  504. You create a structure out of pure magical power. It can be as
  505. large as a castle or as small as a hut, but is impervious to all
  506. non-magical damage. The structure endures until you leave it or
  507. you end the spell.
  508. \end{aspell}
  509. \begin{aspell}{Perfect Summons}{Summoning}
  510. You teleport a creature to your presence. Name a creature or give
  511. a short description of a type of creature. If you named a
  512. creature, that creature appears before you. If you described a
  513. type of creature, a creature of that type appears before you.
  514. \end{aspell}
  515. \vfill\null
  516. \end{multicols}
  517. \end{document}