wizard.tex 20 KB

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  1. \documentclass[8pt]{extarticle}
  2. \input{assets/prelude}
  3. \pbClass{Wizard}
  4. \pbBaseHP{4}
  5. \pbDamage{4}
  6. \pbNames{Elf}{Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash,
  7. Halwyr}
  8. \pbNames{Human}{Avon, Morgan, Rath, Ysolde, Ovid, Vitus,
  9. Aldara, Xeno, Uri}
  10. \pbNames{Rihamm}{Ulsadas, Elqon, Quramis, Ebraqedin, Rus, Yusarë, Aldomm,
  11. Ubreden}
  12. \pbLook{Haunted Eyes, Sharp Eyes, or Crazy Eyes}
  13. \pbLook{Styled Hair, Wild Hair, or Pointed Hat}
  14. \pbLook{Worn Robes, Stylish Robes, or Strange Robes}
  15. \pbLook{Pudgy Body, Creepy Body, or Thin Body}
  16. \begin{document}
  17. \charbanner
  18. \begin{minipage}[t]{3.2in}
  19. \leftbanner{Folk}
  20. \begin{optfeature}{Elf}
  21. Magic is as natural as breath to you. \spell{Detect Magic} is a
  22. cantrip for you.
  23. \end{optfeature}
  24. \begin{optfeature}{Human}
  25. Choose one cleric spell. You can cast it as if it was a wizard
  26. spell.
  27. \end{optfeature}
  28. \begin{optfeature}{Rihamm}
  29. You understand others deeply. \spell{Charm Person} is a cantrip for
  30. you.
  31. \end{optfeature}
  32. \
  33. \leftbanner{Alignment}
  34. \begin{optfeature}{Good}
  35. Use magic to directly aid another.
  36. \end{optfeature}
  37. \begin{optfeature}{Neutral}
  38. Discover something about a magical mystery.
  39. \end{optfeature}
  40. \begin{optfeature}{Evil}
  41. Use magic to cause terror and fear.
  42. \end{optfeature}
  43. \
  44. \leftbanner{Bonds}
  45. \vfill\null
  46. \end{minipage}
  47. \begin{minipage}[t]{4.6in}
  48. \rightbanner{Starting Moves}
  49. \begin{basicmove}{Spellbook}
  50. You have mastered several spells and inscribed them in your
  51. spellbook. You start out with three first level spells in your
  52. spellbook as well as the cantrips. Whenever you gain a level, you
  53. add a new spell of your level or lower to your spellbook. You
  54. spellbook is 1 weight.
  55. \end{basicmove}
  56. \
  57. \begin{basicmove}{Prepare Spells}
  58. When you \condition{spend uninterrupted time (an hour or so) in
  59. quiet contemplation of your spellbook}, you:
  60. \begin{itemize}
  61. \item Lose any spells you already have prepared
  62. \item Prepare new spells of your choice from your spellbook whose
  63. total levels don’t exceed your own level+1.
  64. \item Prepare your cantrips which never count against your limit.
  65. \end{itemize}
  66. \end{basicmove}
  67. \
  68. \begin{basicmove}{Cast a Spell (INT)}
  69. When you \condition{release a spell you’ve prepared},
  70. roll +INT. \onSuccess, the spell is successfully cast and you do not
  71. forget the spell—you may cast it again later. \onPartial, the spell
  72. is cast, but choose one:
  73. \begin{itemize}
  74. \item You draw unwelcome attention or put yourself in a spot. The GM
  75. will tell you how.
  76. \item The spell disturbs the fabric of reality
  77. as it is cast—take \ongoing{-1} to cast a spell until the next time
  78. you Prepare Spells.
  79. \item After it is cast, the spell is forgotten. You cannot cast the
  80. spell again until you prepare spells.
  81. \end{itemize}
  82. Note that maintaining spells with ongoing effects will sometimes
  83. cause a penalty to your roll to cast a spell.
  84. \end{basicmove}
  85. \
  86. \begin{basicmove}{Spell Defense}
  87. You may end any ongoing spell immediately and use the energy of its
  88. dissipation to deflect an oncoming attack. The spell ends and you
  89. subtract its level from the damage done to you.
  90. \end{basicmove}
  91. \
  92. \begin{basicmove}{Ritual}
  93. When you \condition{draw on a place of power to create a magical
  94. effect}, tell the GM what you’re trying to achieve. Ritual effects
  95. are always possible, but the GM will give you one to four of the
  96. following 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 \blank to do it.
  105. \end{itemize}
  106. \end{basicmove}
  107. \vfill\null
  108. \end{minipage}
  109. \charlower
  110. \clearpage
  111. \gearbanner
  112. \begin{multicols}{2}
  113. \yourLoad{7}. You start with your spellbook (\weight{1}) and dungeon
  114. rations (\uses{5}, \weight{1}). Choose your defenses:
  115. \begin{choices}
  116. \item Leather armor (\armor{1}, \weight{1})
  117. \item Bag of books (\uses{5}, \weight{2}) and 3 healing potions
  118. \end{choices}
  119. Choose your weapon:
  120. \begin{choices}
  121. \item Dagger (\itag{hand}, \weight{1})
  122. \item Staff (\itag{close}, \itag{two-handed}, \weight{1})
  123. \end{choices}
  124. Choose one:
  125. \begin{choices}
  126. \item Healing potion (\weight{0})
  127. \item 3 antitoxins (\weight{0})
  128. \end{choices}
  129. \columnbreak
  130. \
  131. \end{multicols}
  132. \widebanner{Advanced Moves}
  133. \begin{multicols}{2}
  134. \firstAdvances
  135. \begin{amove}{Prodigy}
  136. Choose a spell. You prepare that spell as if it were one level
  137. lower.
  138. \end{amove}
  139. \begin{amove}{Empowered Magic}
  140. When you \move{Cast a Spell}, on a 10+ you have the option of
  141. choosing from the 7-9 list. If you do, you may choose one of these
  142. as well:
  143. \begin{itemize}
  144. \item The spell’s effects are maximized
  145. \item The spell’s targets are doubled
  146. \end{itemize}
  147. \end{amove}
  148. \begin{amove}{Fount of Knowledge}
  149. When you \move{Spout Lore} about something no one else has any clue
  150. about, take +1.
  151. \end{amove}
  152. \begin{amove}{Know-It-All}
  153. When \condition{another player’s character comes to you for advice
  154. and you tell them what you think is best}, they get \forward{+1}
  155. when following your advice and you mark experience if they do.
  156. \end{amove}
  157. \begin{amove}{Expanded Spellbook}
  158. Add a new spell from the spell list of any class to your spellbook.
  159. \end{amove}
  160. \begin{amove}{Enchanter}
  161. When you \condition{have time and safety with a magic item} you may
  162. ask the GM what it does, the GM will answer you truthfully.
  163. \end{amove}
  164. \begin{amove}{Logical}
  165. When you \condition{use strict deduction to analyze your
  166. surroundings}, you can discern realities with INT instead of WIS.
  167. \end{amove}
  168. \begin{amove}{Arcane Ward}
  169. As long as you have at least one prepared spell of first level or
  170. higher, you have \armor{+2}.
  171. \end{amove}
  172. \begin{amove}{Counterspell}
  173. When you \condition{attempt to counter an arcane spell that will
  174. otherwise affect you}, stake one of your prepared spells on the
  175. defense and roll +INT. \onSuccess, the spell is countered and has no
  176. effect on you. \onPartial, the spell is countered and you forget the
  177. spell you staked. Your counterspell protects only you; if the
  178. countered spell has other targets they get its effects.
  179. \end{amove}
  180. \begin{amove}{Quick Study}
  181. When you \condition{see the effects of an arcane spell}, ask the GM
  182. the name of the spell and its effects. You take +1 when acting on
  183. the answers.
  184. \end{amove}
  185. \vfill\null
  186. \columnbreak
  187. \secondAdvances
  188. \begin{amove}{Master}
  189. \moveRequires{Prodigy}
  190. Choose one spell in addition to the one you picked for prodigy. You
  191. prepare that spell as if it were one level lower.
  192. \end{amove}
  193. \begin{amove}{Greater Empowered Magic}
  194. \moveReplaces{Empowered Magic}
  195. \onPlainSuccessFor{Cast A Spell}, you have the option of choosing
  196. from the 7-9 list. If you do, you may choose one of these effects as
  197. well. \onMassiveSuccess, you get to choose one of these effects for
  198. free:
  199. \begin{itemize}
  200. \item The spell’s effects are doubled
  201. \item The spell’s targets are doubled
  202. \end{itemize}
  203. \end{amove}
  204. \begin{amove}{Enchanter’s Soul}
  205. \moveRequires{Enchanter}
  206. When you \condition{have time and safety with a magic item in a
  207. place of power} you can empower that item so that the next time
  208. you use it its effects are amplified, the GM will tell you exactly
  209. how.
  210. \end{amove}
  211. \begin{amove}{Highly Logical}
  212. \moveReplaces{Logical}
  213. When you \condition{use strict deduction to analyze your
  214. surroundings}, you can discern realities with INT instead of
  215. WIS. \onMassiveSuccess, you get to ask the GM any three questions,
  216. not limited by the list.
  217. \end{amove}
  218. \begin{amove}{Arcane Armor}
  219. \moveReplaces{Arcane Ward}
  220. As long as you have at least one prepared spell of first level or
  221. higher, you have \armor{+4}.
  222. \end{amove}
  223. \begin{amove}{Protective Counter}
  224. \moveRequires{Counterspell}
  225. When \condition{an ally within sight of you is affected by an arcane
  226. spell}, you can counter it as if it affected you. If the spell
  227. affects multiple allies you must counter for each ally separately.
  228. \end{amove}
  229. \begin{amove}{Ethereal Tether}
  230. When you \condition{have time with a willing or helpless subject}
  231. you can craft an ethereal tether with them. You perceive what they
  232. perceive and can discern realities about someone tethered to you or
  233. their surroundings no matter the distance. Someone willingly
  234. tethered to you can communicate with you over the tether as if you
  235. were in the room with them.
  236. \end{amove}
  237. \begin{amove}{Mystical Puppet Strings}
  238. When you \condition{use magic to control a person’s actions} they
  239. have no memory of what you had them do and bear you no ill will.
  240. \end{amove}
  241. \begin{amove}{Spell Augmentation}
  242. When you \condition{deal damage to a creature} you can shunt a
  243. spell’s energy into them—end one of your ongoing spells and add the
  244. spell’s level to the damage dealt.
  245. \end{amove}
  246. \begin{amove}{Self-Powered}
  247. When you \condition{have time, arcane materials, and a safe space},
  248. you can create your own place of power. Describe to the GM what kind
  249. of power it is and how you’re binding it to this place, the GM will
  250. tell you one kind of creature that will have an interest in your
  251. workings.
  252. \end{amove}
  253. \vfill\null
  254. \end{multicols}
  255. \clearpage
  256. \topbanner{Wizard Spells}
  257. \
  258. \widebanner{Cantrips}
  259. \begin{multicols}{2}
  260. \begin{quote}
  261. You prepare all of your cantrips every time you prepare spells
  262. without having to select them or count them toward your allotment
  263. of spells.
  264. \end{quote}
  265. \begin{aspell}{Light}{}
  266. An item you touch glows with arcane light, about as bright as a
  267. torch. It gives off no heat or sound and requires no fuel, but it
  268. is otherwise like a mundane torch. You have complete control of
  269. the color of the flame. The spell lasts as long as it is in your
  270. presence.
  271. \end{aspell}
  272. \vfill\null
  273. \columnbreak
  274. \begin{aspell}{Unseen Servant}{}
  275. You conjure a simple invisible construct that can do nothing but
  276. carry items. It has Load 3 and carries anything you hand to it. It
  277. cannot pick up items on its own and can only carry those you give
  278. to it. Items carried by an unseen servant appear to float in the
  279. air a few paces behind you. An unseen servant that takes damage or
  280. leaves your presence is immediately dispelled, dropping any items
  281. it carried.
  282. \end{aspell}
  283. \begin{aspell}{Prestidigitation}{}
  284. You perform minor tricks of true magic. If you touch an item as
  285. part of the casting you can make cosmetic changes to it: clean it,
  286. soil it, cool it, warm it, flavor it, or change its color. If you
  287. cast the spell without touching an item you can instead create
  288. minor illusions no bigger than yourself. Prestidigitation
  289. illusions are crude and clearly illusions—they won’t fool anyone,
  290. but they might entertain them.
  291. \end{aspell}
  292. \vfill\null
  293. \end{multicols}
  294. \widebanner{First Level Spells}
  295. \begin{multicols}{2}
  296. \begin{aspell}{Contact Spirits}{Summoning}
  297. Name the spirit you wish to contact (or leave it to the GM). You
  298. pull that creature through the planes, just close enough to speak
  299. to you. It is bound to answer any one question you ask to the best
  300. of its ability.
  301. \end{aspell}
  302. \begin{aspell}{Detect Magic}{Divination}
  303. One of your senses is briefly attuned to magic. The GM will tell
  304. you what here is magical.
  305. \end{aspell}
  306. \begin{aspell}{Telepathy}{Divination Ongoing}
  307. You form a telepathic bond with a single person you touch,
  308. enabling you to converse with that person through your
  309. thoughts. You can only have one telepathic bond at a time.
  310. \end{aspell}
  311. \vfill\null
  312. \columnbreak
  313. \begin{aspell}{Charm Person}{Enchantment Ongoing}
  314. The person (not beast or monster) you touch while casting this spell
  315. counts you as a friend until they take damage or you prove
  316. otherwise.
  317. \end{aspell}
  318. \begin{aspell}{Invisibility}{Illusion Ongoing}
  319. Touch an ally: nobody can see them. They’re invisible! The spell
  320. persists until the target attacks or you dismiss the effect. While
  321. the spell is ongoing you can’t cast a spell.
  322. \end{aspell}
  323. \begin{aspell}{Magic Missile}{Evocation}
  324. Projectiles of pure magic spring from your fingers. Deal 2d4 damage
  325. to one target.
  326. \end{aspell}
  327. \begin{aspell}{Alarm}{}
  328. Walk a wide circle as you cast this spell. Until you prepare spells
  329. again your magic will alert you if a creature crosses that
  330. circle. Even if you are asleep, the spell will shake you from your
  331. slumber.
  332. \end{aspell}
  333. \vfill\null
  334. \end{multicols}
  335. \widebanner{Third Level Spells}
  336. \begin{multicols}{2}
  337. \begin{aspell}{Dispel Magic}{}
  338. Choose a spell or magic effect in your presence: this spell rips
  339. it apart. Lesser spells are ended, powerful magic is just reduced
  340. or dampened so long as you are nearby.
  341. \end{aspell}
  342. \begin{aspell}{Visions Through Time}{Divination}
  343. Cast this spell and gaze into a reflective surface to see into the
  344. depths of time. The GM will reveal the details of a grim portent
  345. to you—a bleak event that will come to pass without your
  346. intervention. They’ll tell you something useful about how you can
  347. interfere with the grim portent’s dark outcomes. Rare is the
  348. portent that claims “You’ll live happily ever after.” Sorry.
  349. \end{aspell}
  350. \begin{aspell}{Fireball}{Evocation}
  351. You evoke a mighty ball of flame that envelops your target and
  352. everyone nearby, inflicting 2d6 damage which ignores armor.
  353. \end{aspell}
  354. \vfill\null
  355. \columnbreak
  356. \begin{aspell}{Mimic}{Ongoing}
  357. You take the form of someone you touch while casting this
  358. spell. Your physical characteristics match theirs exactly but your
  359. behavior may not. This change persists until you take damage or
  360. choose to return to your own form. While this spell is ongoing you
  361. lose access to all your wizard moves.
  362. \end{aspell}
  363. \begin{aspell}{Mirror Image}{Illusion}
  364. You create an illusory image of yourself. When you are attacked,
  365. roll a d6. On a 4, 5, or 6 the attack hits the illusion instead,
  366. the image then dissipates and the spell ends.
  367. \end{aspell}
  368. \begin{aspell}{Sleep}{Enchantment}
  369. 1d4 enemies you can see of the GM’s choice fall asleep. Only
  370. creatures capable of sleeping are affected. They awake as normal:
  371. loud noises, jolts, pain.
  372. \end{aspell}
  373. \vfill\null
  374. \end{multicols}
  375. \clearpage
  376. \topbanner{Wizard Spells}
  377. \widebanner{Fifth Level Spells}
  378. \begin{multicols}{2}
  379. \begin{aspell}{Cage}{Evocation Ongoing}
  380. The target is held in a cage of magical force. Nothing can get in
  381. or out of the cage. The cage remains until you cast another spell
  382. or dismiss it. While the spell is ongoing, the caged creature can
  383. hear your thoughts and you cannot leave sight of the cage.
  384. \end{aspell}
  385. \begin{aspell}{Contact Other Plane}{Divination}
  386. You send a request to another plane. Specify who or what you’d
  387. like to contact by location, type of creature, name, or title. You
  388. open a two-way communication with that creature. Your
  389. communication can be cut off at any time by you or the creature
  390. you contacted.
  391. \end{aspell}
  392. \begin{aspell}{Polymorph}{Enchantment}
  393. Your touch reshapes a creature entirely, they stay in the form you
  394. craft until you cast a spell. Describe the new shape you craft,
  395. including any stat changes, significant adaptations, or major
  396. weaknesses. The GM will then tell you one or more of these:
  397. \begin{itemize}
  398. \item The form will be unstable and temporary
  399. \item The creature’s mind will be altered as well
  400. \item The form has an unintended benefit or weakness
  401. \end{itemize}
  402. \end{aspell}
  403. \vfill\null
  404. \columnbreak
  405. \begin{aspell}{Summon Monster}{Summoning Ongoing}
  406. A monster appears and aids you as best it can. Treat it as your
  407. character, but with access to only the basic moves. It has +1
  408. modifier for all stats, 1 HP, and uses your damage dice. The
  409. monster also gets your choice of 1d6 of these traits:
  410. \begin{itemize}
  411. \item It has +2 instead of +1 to one stat
  412. \item It’s not reckless
  413. \item It does 1d8 damage
  414. \item Its bond to your plane is strong: +2 HP for each level you have
  415. \item It has some useful adaptation
  416. \end{itemize}
  417. The GM will tell you the type of monster you get based on the
  418. traits you select. The creature remains on this plane until it
  419. dies or you dismiss it. While the spell is ongoing you take -1 to
  420. cast a spell.
  421. \end{aspell}
  422. \vfill\null
  423. \end{multicols}
  424. \widebanner{Seventh Level Spells}
  425. \begin{multicols}{2}
  426. \begin{aspell}{Dominate}{Enchantment Ongoing}
  427. Your touch pushes your mind into someone else’s. You gain 1d4
  428. hold. Spend one hold to make the target take one of these actions:
  429. \begin{itemize}
  430. \item Speak a few words of your choice
  431. \item Give you something they hold
  432. \item Make a concerted attack on a target of your choice
  433. \item Truthfully answer one question
  434. \end{itemize}
  435. If you run out of hold the spell ends. If the target takes damage
  436. you lose 1 hold. While the spell is ongoing you cannot cast a
  437. spell.
  438. \end{aspell}
  439. \begin{aspell}{True Seeing}{Divination Ongoing}
  440. You see all things as they truly are. This effect persists until
  441. you tell a lie or dismiss the spell. While this spell is ongoing
  442. you take -1 to cast a spell.
  443. \end{aspell}
  444. \begin{aspell}{Shadow Walk}{Illusion}
  445. The shadows you target with this spell become a portal for you and
  446. your allies. Name a location, describing it with a number of
  447. words up to your level. Stepping through the portal deposits you
  448. and any allies present when you cast the spell at the location you
  449. described. The portal may only be used once by each ally.
  450. \end{aspell}
  451. \vfill\null
  452. \columnbreak
  453. \begin{aspell}{Contingency}{Evocation}
  454. Choose a 5th level or lower spell you know. Describe a trigger
  455. condition using a number of words equal to your level. The chosen
  456. spell is held until you choose to unleash it or the trigger
  457. condition is met, whichever happens first. You don’t have to roll
  458. for the held spell, it just takes effect. You may only have a
  459. single contingent spell held at a time; if you cast Contingency
  460. while you have a held spell, the new held spell replaces the old
  461. one.
  462. \end{aspell}
  463. \begin{aspell}{Cloudkill}{Summoning Ongoing}
  464. A cloud of fog drifts into this realm from beyond the Black Gates
  465. of Death, filling the immediate area. Whenever a creature in the
  466. area takes damage it takes an additional, separate 1d6 damage
  467. which ignores armor. This spell persists so long as you can see
  468. the affected area, or until you dismiss it.
  469. \end{aspell}
  470. \vfill\null
  471. \end{multicols}
  472. \widebanner{Ninth Level Spells}
  473. \begin{multicols}{2}
  474. \begin{aspell}{Antipathy}{Enchantment Ongoing}
  475. Choose a target and describe a type of creature or an
  476. alignment. Creatures of the specified type or alignment cannot
  477. come within sight of the target. If a creature of the specified
  478. type does find itself within sight of the target, it immediately
  479. flees. This effect continues until you leave the target’s presence
  480. or you dismiss the spell. While the spell is ongoing you take -1
  481. to cast a spell.
  482. \end{aspell}
  483. \begin{aspell}{Alert}{Divination}
  484. Describe an event. The GM will tell you when that event occurs, no
  485. matter where you are or how far away the event is. If you choose,
  486. you can view the location of the event as though you were there in
  487. person. You can only have one Alert active at a time.
  488. \end{aspell}
  489. \vfill\null
  490. \columnbreak
  491. \begin{aspell}{Soul Gem}{}
  492. You trap the soul of a dying creature within a gem. The trapped
  493. creature is aware of its imprisonment but can still be manipulated
  494. through spells, parley, and other effects. All moves against the
  495. trapped creature are at +1. You can free the soul at any time but
  496. it can never be recaptured once freed.
  497. \end{aspell}
  498. \begin{aspell}{Shelter}{Evocation Ongoing}
  499. You create a structure out of pure magical power. It can be as
  500. large as a castle or as small as a hut, but is impervious to all
  501. non-magical damage. The structure endures until you leave it or
  502. you end the spell.
  503. \end{aspell}
  504. \begin{aspell}{Perfect Summons}{Summoning}
  505. You teleport a creature to your presence. Name a creature or give
  506. a short description of a type of creature. If you named a
  507. creature, that creature appears before you. If you described a
  508. type of creature, a creature of that type appears before you.
  509. \end{aspell}
  510. \vfill\null
  511. \end{multicols}
  512. \end{document}