Wizard
Character
- Body
- Unhealthily skinny
- Eyes
- Pale green
- Hair
- Dirty brown, unkempt
- Robes
- Coveralls
- Other
- Human
- Choose one cleric spell. You can cast it as if it was a wizard spell.
- Good
- Use magic to directly aid another.
Bonds
Theo and Foxtrot will continue to bond through their shared mental simplicity; Foxtrot will continue to lean on Theo's experience in dangerous situations Twila, Foxtrot, and Theo will learn squirrel with Kronk's help Twila and Foxtrot will stick together in a dangerous situation Jonny will leave Foxtrot speechless with his diction choices Saida will say something ominous/threatening to Foxtrot
Additional Info
Info
d4
1d4Attributes
Gear
Moves
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.
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
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
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.
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
When you have time and safety with a magic item you may ask the GM what it does. The GM will answer truthfully.
As long as you have at least one prepared spell of first level or higher, you have +2 armor.
When you 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.