Wizard

Class Races

  • Gnomes

  • Human

  • Tiefling

  • Duergar

  • Drow

  • High Elf

  • Half-Drow

  • Half-High Elf

Your HP is 9+Base CON Score.

Your Carry Weight is equal to Base STR Score+7.

Your Base Damage is 1d4.

High Elf: Choose one cleric spell of 3rd level or lower. The spell is added to your Spellbook.

Gnome: You prepare level+2 in spells instead of level+1 when you Prepare Spells.

Human: You gain Prodigy as a Starting Move for free.

Tiefling: Deal +1 damage with damaging spells.

Drow: Detect Magic and Mage Armor are cantrips for you that are always prepared.

Duergar: Gain +1 to Defy Danger against control spells.

Click Below to view the 

Prebuilt Wizard

Key Stats

STR isn't used except for defy danger

DEX isn't used except for defy danger

CON will be important for your HP and defy danger

INT important for Cast A Spell and many moves

WIS used for many important defy dangers

CHA isn't used except for defy danger, or if taking It's In My Blood

Starting Moves

Spellbook

You have mastered several spells and inscribed them in your spellbook. You start out with three first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add 2 new spells of your level or lower to your spellbook. You spellbook is 1 weight.

 

Prepare Spells

When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you:

 

  • Lose any spells you already have prepared and end all your ongoing effects.

  • Prepare new spells of your choice from your spellbook whose total levels don’t exceed your Wizard level+1, and none of which is a higher level than your Wizard level.

  • Prepare your cantrips which never count against your limit.

 

Spell Defense

Interrupt

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.

 

Cast A Spell

When you release a spell you’ve prepared, roll+INT.

 

• On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later.

• On a 7–9, the spell is cast, but choose one:

• On a 6 or lower, your spell fails. Choose two:

  • You must focus entirely on the spell, you are vulnerable.

  • 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: Every spell requires an audio & a somatic (gesture) component to be cast; you can't cast a spell if you are bound and/or gagged. Maintaining spells with ongoing effects will always cause a penalty to your roll to cast a spell.

 

Arcane Failure

Armor interferes with your ability to channel magic. Take -1 ongoing to cast a spell while wearing armor or shields of any kind; this stacks in addition to the penalty from clumsy.

Class Moves

When you gain a level from level 2-5, you may pick one of these or a crafting move. You may not pick the same move more than once.

Prodigy

Choose one spell. You prepare that spell as if it were one level lower (5th becomes 4th). Your character must already be able to cast the spell before its level is lowered.

Note: This move is to allow you to prepare more total spell levels, it does not allow you to gain access to a spell any sooner.

 

Empowered Magic

When you cast a spell, on a 12+ you have the option of choosing from the 7-9 list. If you do, you may increase the effect of your damaging spells. 1 damage dice of the spell is maximized (3d6 becomes 2d6+6).

 

Expanded Spellbook

Requires: Spellbook

Add a new spell to your spellbook. If selected from a different class the spell cannot be above 5th level.

 

Logical

When you use strict deduction to analyze your surroundings, you can Defy Danger with INT when it would normally require DEX.

 

It’s In My Blood

Your Cast a Spell move now uses Roll+CHA instead of whatever it was before. You gain +2 Max HP.

 

Counterspell

Requirement: Cast a Spell

Interrupt

When you attempt to counter a spell that will otherwise affect you, stake one of your prepared spells (not Cantrip or Rote) 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 you staked. Your counterspell protects only you; if the countered spell has other targets they get its effects.

• On a 6 or lower, you lose the staked spell and it has no effect.

 

Study Magic

When you have time and safety to experiment with one of your spells you gain the ability to cast this one spell of your choice silently and stilly, requiring no audio or somatic component and not giving a chance to Counterspell. However, those afflicted by it will still know you’re the source of it.

 

Quick Study

When you see the effects of a spell, you are aware of what the spell is. You take +1 Forward to Defy Danger and Counterspell against the spell the next time it is cast in the scene or battle.

 

Multiclass Dabbler

Get one move from another class. Treat your level as one lower for choosing the move. You may not select starting or multiclass moves.

Advanced Moves

When you gain a level from level 6-10, you may pick one of these moves, the level 2-5 moves, or a crafting move. You may not pick the same move more than once.

Master

Requires: Prodigy

Choose one spell in addition to the one you picked for Prodigy. You prepare that spell as if it were one level lower (5th becomes 4th). Your character must already be able to cast the spell before its level is lowered.

Note: This move is to allow you to prepare more total spell levels, it does not allow you to gain access to a spell any sooner.

 

Greater Empowered Magic

Requires: Empowered Magic

When you cast a spell, on a 10-11 you have the option of choosing from the 7-9 list. If you do, you may increase the effect of your damaging spells. 1 damage dice of the spell is maximized (3d6 becomes 2d6+6). On a 12+ you get this effect for free.​

Note: Can't have Empowered Magic and Greater Empowered Magic affect the same spell.

 

Lesson Learned

Requiress: Logical

Free

You remember a spell you have forgotten from consequences of Cast A Spell in the encounter.

 

Protective Counter

Requires: Counterspell

Interrupt

When an ally within sight of you is affected by a spell, you can counter it as if it affected you. If the spell affects multiple allies you may only protect one.

 

Mystical Puppet Strings

Once per day when you use control spell to change a person’s actions, they have no memory of what you had them do and bear you no ill will.

 

Silence, You Fool!

Requires: Counterspell

Free

When you successfully Counterspell someone, they are additionally silenced for 1 round.

Note: Silence can be found on the System Terms page.

 

Multiclass Initiate

Get one move from another class. Treat your level as one lower for choosing the move. You may not select starting or multiclass moves.

Cantrips

Cantrips

Every time you prepare spells, you gain access to all of your cantrips without having to select them or count them toward your allotment of spells.

 

Light [Cantrip]

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 [Cantrip]

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. Only one Unseen Servant can be active at any time.

 

Prestidigitation [Cantrip]

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.

 

Resistance [Cantrip]

You gain +1 on Defy Danger against control spells. This lasts until the next dawn.


 

Energy Bolt [Cantrip]

Choose an element (fire, water, lightning, or acid). Deals 1d6 magical damage to a single target.

 

First Level Spells

Alarm [Level 1]

Walk a 10m circle as you cast this spell. Until you prepare spells again your magic will alert you if a creature crosses that circle. Even if you are asleep, the spell will shake you from your slumber.

 

Detect Magic [Level 1]

One of your senses is briefly attuned to magic. Players should inform you if they have any ongoing or permanent magical effects on themselves or their equipment, but not the details of such magic. If a DM run event, the DM will tell you what additional things nearby are magical.

 

Color Spray [Level 1, Defy Danger:WIS]

You produce a spray of chaotic arcane color at your choice of 1d4 targets. Apply a single debility of your choice to every target that fails its Defy Danger. When not in combat, you can use this harmlessly to create fleeting displays of light and color, like fireworks.

 

Charm Person [Level 1, Ongoing, Defy Danger: WIS]

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 if they fail to Defy Danger. You do not control their actions, they simply see you as a friend and may consider doing for you what they may do for any of their other friends. Lasts for the duration of a scene if not broken.

 

If currently in or about to start battle, a target receives +2 forward to the Defy Danger roll.

 

Comprehend Languages [Level 1]

You can understand the spoken words of creatures or read otherwise incomprehensible written messages in a scene. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

 

Grease [level 1, Defy Danger: DEX]

You cover a solid surface with a short lived layer of slippery grease underneath a single target to cause them to be knocked down if they fail their Defy Danger. 

Note: Knockdown can be found on the System Terms page.

 

Mage Armor [Level 1, Ongoing]

An invisible barrier of force protects you. You gain +5 Armor forward against physical and magical attacks. The spell ends if it reduces any damage, or you can dismiss it at will. Mage Armor's reduction happens after all equipment and move armor, possibly not activating if damage is totally negated by your other armor.

Note: This spell does not count towards your pre-cast limit.

 

Magic Aura [Level 1]

You alter an item's aura so that it registers to detect spells as though it were non-magical, or a magic item of a kind you specify. If the object bearing magic aura has Identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities. This spell lasts until dispelled.

 

Magic Missile [Level 1]

Projectiles of pure magic spring from your fingers. Deal 2d4 magical damage to a single target.

 

Magic Weapon [Level 1, Ongoing]

The weapon you hold while casting does +1 damage until you dismiss this spell. You can only ever have one weapon enchanted at a time and it is dismissed if it leaves your hands.

 

Sleep [level 1, Defy Danger: WIS]

You put 1 target to asleep if they fail their Defy Danger. They become incapacitated indefinitely.

Note: Incapacitated can be found on the System Terms page.

Third Level Spells

Fireball [Level 3]

You evoke a mighty ball of flame that envelops 1d4 targets, inflicting 2d6 magical fire damage.

 

Mirror Image [Level 3]

You create 1 illusory images of yourself. When you are attacked, roll a d6. On a 4, 5, or 6 the attack hits an illusion instead, the image then dissipates. Once the illusory image is hit, the spell ends. Cannot be chosen as a pre-casted spell.

 

Blindness-Deafness [Level 3, Defy Danger: CON]

You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

Note: Blinded and Deafened can be found on the System Terms page.

 

Darkness [Level 3, Ongoing, Defy Danger: INT or CON]

Your focus snuffs and dampens normal nearby lights in the area of the battle; blinding targets unable to see well in the dark. Dispels Daylight.

 

Daylight [Level 3, Ongoing, Defy Danger: INT or CON]

Your focus glows with light as bright as full daylight in the area of the battle; blinding targets unable to see well in bright light. Dispels Darkness.

 

Dimensional Anchor [Level 3, Defy Danger: INT]

A shimmering green field surrounds your target and completely blocks all extra-dimensional travel for the scene. Forms of movement barred by a dimensional anchor include Word of Recall, Dimension Door, Maze, Teleport and similar spells and moves.

 

Dispel Magic [Level 3]

Choose a spell or magic effect in your presence: this spell rips it apart. Spells up to 5th level are ended, higher level magic just has its effects suppressed so long as you are nearby.

 

Elemental Aura [Level 3, Ongoing, Defy Danger: DEX]

You form an aura of energy around yourself, damaging all those that attack you. Choose an element (fire, water, lightning, or acid). Deals 1d6 magical damage of that energy to any that attack you at Close range and fail their Defy Danger.

 

Identify [level 3]

By spending some time studying an object, even the most obscure purpose becomes known to you; you can identify an item of any type, including a magic one, identifying its precise function and, if magic, whether or not it is cursed.

 

Invisibility [Level 3, Ongoing]

Ritual

Touch an ally: nobody can see them. They’re invisible! The spell persists until the target makes a combat move, spell, or aggressive act, or you dismiss the effect. While the spell is ongoing you can’t cast a spell.

 

Others in the immediate area of someone under the effects of Invisibility get a Discern Realities roll to realize something is off and someone is about using senses other than sight. Even if detected, the spell does not break, though you can no longer use abilities that depend upon being successfully On The Prowl (such as Backstab and Called Shot).

If forced into combat after being detected, attackers have -5 Ongoing to hit you, and if successful your invisibility falls. When in combat, doing anything other than Flee breaks your invisibility.

 

Nondetection [Level 3, Ongoing]

A touched ally or object becomes warded to remote viewing spells and moves such as Divination, Scrying, or Thief of Eyes. These spells and moves simply do not include the target in what it shows.

 

Phantom Steed [Level 3, Ongoing]

You conjure a quasi-real horse that functions like a normal horse. The spell ends if the animal leaves your sight, or you can dismiss it at will.

 

Slow [Level 3, Defy Danger: WIS]

1d4 targets are slowed until the end of the encounter.

Note: Slowed can be found on the System Terms page.

Fifth Level spells

Break Enchantment [Level 5]

Ritual

This spell frees victims from enchantments, transmutations, and curses, including the early effects of Lycanthropy. Success means that the creature is free of one spell, curse, or effect. If the effect comes from a permanent magic item, break enchantment does not remove the curse from the item, but it does free the victim from the item’s effects.

 

Detect Scrying [Level 5, Ongoing]

You immediately become aware of any attempt to observe you by means of magical spells or effects. The spell’s area radiates from you and moves as you move. You know the location of every magical sensor nearby and a successful Discern Reality gets you a visual image of the scrier and an accurate sense of his direction and distance from you.

 

Elemental Torrent [Level 5]

Choose an element (fire, water, lightning, or acid). You form a large torrent of that element that Deals 3d6 magical damage to a single target.

 

Globe of Invulnerability [Level 5, Ongoing]

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. Any level of spell, however, can be cast out of the magical globe. The globe can be brought down by a Dispel Magic spell, and is dismissed if you step out of its area, or you dismiss it at will. Cannot be chosen as a pre-casted spell.

Greater Magic Weapon [Level 5, Ongoing]

The weapon you hold while casting does +2 damage until you dismiss this spell. You can only ever have one weapon enchanted at a time and it is dismissed if it leaves your hands. This does not stack with Magic Weapon.

 

Hold Person [Level 5, Defy Danger: WIS]

Choose a person you can see. They become stunned for 1 round.

Note: Stunned can be found on the System Terms page.

 

Polymorph [Level 5, Ongoing, Defy Danger: CON]

Your touch reshapes a creature into some small helpless animal fit for the environment. You can dismiss this at will. They cannot do anything for a full turn. This effect functions as an Incapacitate and ends immediately if the target takes damage from any source, but they are otherwise helpless and can be moved about if unharmed unlike other Incapacitate effects.

Note: Incapacitated can be found on the System Terms page.

 

River of Wind [Level 5, Defy Danger: DEX]

You summon up a tempest and direct the current of forceful winds at up to 3 targets. The targets must Defy Danger or be knocked down.

Knockdown: All allies take +1 forward against the fallen target, and the target's normal movement is restricted as it spends it to stand back up.

 

Stoneskin [Level 5, Ongoing]

Touched ally's Armor from equipment is set to 5 if lower, for up to 3 hits. The Armor stacks with moves and spells that give +Armor, but not with moves that set Armor to an amount, or equipment. The spell ends if the ally moves out of sight, or you can dismiss it at will.

 

Trace Teleport [Level 5]

You can detect lingering traces of any extra-dimensional effect that occurred up to 1 hour previously. You know the locations to and from your current position based on these traces well enough for those locations to be considered a place you have been for future spellcasting.

 

True Seeing [Level 5, Ongoing]

You see all things as they truly are. This spell can see through transformations, illusions, or other magical and supernatural effects which disguise an object or creature’s true nature. This effect persists until you tell a lie or dismiss the spell.

Seventh Level spells

Analyze Magic [Level 7, Material Component]

Ritual

Material Component: A gem or gem dust worth 50 silver.

You can detect lingering traces of magic that occurred up to 24 hours previously. Viewing an area lets you know the spells used within and if the spells were successful over the last 24 hours. Viewing an individual lets you know all magical effects that have been on the individual over the last 24 hours.

Scrying [Level 7, Material Component]

Ritual

Material Component: A gem or gem dust worth 75 silver.

You may leave your body behind and observe distant events. By focusing on a person that you have previously met, you are able to monitor their actions, the actions of those around them, but you cannot see their location. The focus of your Divination spell must give you the last entire round of posts in the RP scene they are involved in. If they are not actively interacting with other players, you may observe them for the next 10 minutes before your concentration breaks.

 

Dominate [Level 7, Defy Danger: INT]

Your touch pushes your mind into someone else’s. You disrupt their thoughts in a short burst. You control the target for a turn and make them execute one of these actions when it is their turn:

 

• Speak a few words of your choice

• Truthfully answer one question

• Go to a nearby specific location

• Use a specific move or spell on targets you wish (if not a basic move, you must have some knowledge that lets you know they have the spell/move)

 

This effect ends immediately if the target takes damage from any source.

 

Teleport [Level 7]

Ritual

This spell instantly transports you to a designated destination that you have been to previously. You may bring along two allies.

Dimensional Lock [Level 7, Material Component]

Ritual[DM]

Material Component: A gem or gem dust worth 300 silver.

Walk the outer or inner perimeter of a small area or small building to create a shimmering emerald barrier that completely blocks extra-dimensional travel into and out of the location permanently. Forms of movement barred by a dimensional anchor include Word of Recall, Dimension Door, Maze, Teleport and similar spells and moves. Larger buildings may need additional castings to completely cover.

Note: While permanent, there are ways to remove powerful magic from an area.

 

Locate Object [Level 7]

Ritual[DM]

You can spend much time in effort and study to magically locate a single object which you have previously seen and touched, or accessing the mind of someone who has seen and touched it. When you hand in your RP to a DM, they will determine the precision of your discovery.

 

Protection from Spells [Level 7, Ongoing]

A touched ally gains +3 to Defy Danger against spells. Cannot be chosen as a pre-casted spell.

 

Horrid Wilting [Level 7]

You evaporate moisture from the body of creatures and plants in an area. Up to 1d4 enemies take 3d6 magical damage.

Ninth Level Spells

Anti-Magic Field [Level 9, Ongoing]

All magic spells and supernatural moves are nullified in a square 10x10x10 meter area you dictate; if a spell has a duration, it will be dispelled only while present within the field, and will resume once outside of it.

 

Gate [Level 9]

You open up a portal that connects your current location and another you have been to before. The portal allows you and others to walk through and instantly travel to and from the new location for 1 round.

 

Maze [Level 9, Ongoing, Defy Danger: INT]

You banish the subject into an extra-dimensional labyrinth. Each round on its turn, it may attempt to escape the maze with a Defy Danger using INT, and cannot act the turn it does escape. Spells and moves that move a creature, such as Teleport, or Word of Recall, do not help a creature escape a maze spell. On Escaping, the subject reappears where it had been when the maze spell was cast and is unable to be the target of the same maze until after the caster has prepared spells again. Even if unable to escape themselves, the maze disappears after a short time (the scene is over).

Note: There is no Defy Danger to resist the spell, only to escape the maze.

 

Disjunction [Level 9]

You rip apart the very fabric of magic in a large area. That is, non permanent spells and supernatural moves are unraveled and destroyed completely, and each permanent magic item and spell is suppressed for the scene, with weaker permanent magic that Dispel Magic could remove being destroyed as well.

 

While powerful, Disjunction has no effect on an Anti-Magic Field, nor artifacts. And after casting this spell you are unable to do so again until you can prepare your spells once more.