Moves
Cast A Spell
When you release a spell you’ve prepared, roll+INT. On a 10+ the the spell is successfully cast and you may cast the spell again later. On a 7-9 the spell is cast, but choose one:
You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
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.
After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.
Prepare Spells
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you:
Lose any spells you already prepared
Prepare new spells chosen from your spellbook whose total levels don’t exceed your own level +1
Prepare your cantrips which never count against your limit
Spellbook
You have mastered several spells and inscribed them in your spellbook. You start out with three first level spells, as well as all your cantrips. Whenever you gain a level, you inscribe a new spell of your level or lower. Your spellbook is 1 weight.
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.
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:
It’s going to take days/weeks/months
First you must ____
You’ll need help from ____
It will require a lot of money
The best you can do is a lesser version, unreliable and limited
You and your allies will risk danger from ____
You’ll have to disenchant ____ to do it
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 additionally choose one of the following effects:
The spell’s effects are maximized
The spell’s targets are doubled
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.
Arcane Ward
As long as you have at least one prepared spell of first level or higher, you have +2 armor.
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. On a 10+, the spell is countered and has no effect on you. On a 7-9, the spell is countered and you forget the spell that you staked. Your counterspell protects you alone; if the countered spell has other targets they are affected as normal.
Protective Counter
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.
ITEM: Malabranche
This iron staff has the appearance of a gnarled tree branch. By invoking the darkness within Malebranche you force your target to see the Black Gates of Death. They become so convinced of their own imminent demise that they cannot muster the willpower to defend themselves. Any result of 7+ on a Hack and Slash against the target automatically adds bonus damage as if a 10+ was rolled. This effect lasts until you dismiss it. You cannot use it again until you end the effect, and while it is ongoing you take -1 to casting spells.
ITEM: Mindrazor
This weapon is a hilt and crossguard, absent a blade. However, when a spellcaster pours magical energy into it, it springs to brilliant life, forming a blade of arcane energy.The wielder must select one spell of 1st level or higher to power the sword - the spell is unusable until the sword is deactivated.
When you wield Mindrazor, increase your class damage to D8. The sword has the tags close and ignores armor. Additionally, if a higher level spell is used, Mindrazor does an additional +1 damage per level beyond 1.
ITEM: Summoning Stones of Summoning Stone Summoning
This runic stones are attuned to ritual magics. When you channel the stones to create a place of power, roll+INT. On a 10+, you create a place of power that can be re-collected at any time. On a 7-9, the place of power is created, but its location is permanent.
Wizard Spells
Cantrips
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.
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.
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.
First Level Spells
Detect Magic
1st Level Divination
One of your senses is briefly attuned to magic. The GM will tell you what here is magical.
Magic Missile
1st Level Evocation
Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.
Charm Person
1st Level 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.
Invisibility
1st Level 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.
Third Level Spells
Dispel magic
3rd Level
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.
Visions Through Time
3rd Level 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.
Fireball
3rd Level Evocation
You evoke a mighty ball of flame that envelops your target and everyone nearby, inflicting 2d6 damage which ignores armor.
Fifth Level Spells
Cage
5th Level 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.
Summon Monster
5th Level 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:
It has +2 instead of +1 to one stat
It’s not reckless
It does 1d8 damage
Its bond to your plane is strong: +2 HP for each level you have
It has some useful adaptation
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.
Race
Warforged: You do not require food, sleep, water, or breath, and are immune to most diseases and poisons.