Wizard Discipline

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The Wizard is a discipline for Fourth World, a "drift" of Dungeon World for playing in the setting of Earthdawn. This text is available under the Creative Commons Attribution-ShareAlike 4.0 International license.

Several PDF versions of this playbook can be downloaded from the Fourth World 1.5 page.

Stats

Damage Die: d4
Favored Stats: int, wis
Load: 7
HP: 4+Constitution

Look

Gaze: haunted, sharp, crazy
Appearance: unkempt, slick, ancient
Accoutrement: worn, stylish, strange
Body: pudgy, creepy, thin

Species

Dwarf: When casting a spell at a huge creature, improve the result by a step.

Elf: Magic is as natural as breath to you. You may cast Detect Magic as a cantrip.

Human: Choose one spell from another discipline’s list. You can cast it as if it was a wizard spell.

Obsidimen (+1 armor; only wear living armor): You have an intimate connection to the spirits of the rock. You may cast the nethermancy spell Contact Spirits as a cantrip, but only for earth spirits.

Ork: When dealing damage with a spell, deal +2 damage.

Troll: When casting a spell at a target with the horde tag, the spell may also effect 1d4 additional horde targets.

T’Skrang: You know a cantrip you can cast only on yourself allowing you to breathe and talk underwater for nearly an hour.

Windling (astral sight): You may cast the illusionist spell Charm Person as a wizard spell.

Flags

Select 2 flags.

Starting Moves

Wizardry

Through mastery of arcane formulæ and study, you can weave threads into spells. You gain access to a number of abilities related to spell casting:

  • You may use the astral sight move.
  • You have mastered several spells and inscribed them in your grimoire. You start out with three first circle wizard spells in your grimoire as well as the cantrips. Whenever you gain a circle, you add a new wizard spell of your circle or lower to your grimoire.
  • You know how to form and stabilize an astral construct that makes casting spells safer, called a spell matrix. You may fashion as many spell matrices as you like; however, the combined circles of all spells attuned into them may not exceed twice your own circle.
  • Through patience, perception and symbology, you can weave threads to cast spells (from a spell matrix, grimoire or with raw magic). You may weave spells with + WIS .
  • Through training, knowledge and improvisation, you channel energy through your spell weaving to cast a spell. You may cast spells with + INT .

Just Keeps Walking

When you finish casting a spell , retain up to WIS unspent focus.

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 or resources.
  • The best you can do is a lesser version, unreliable and limited.
  • You and your allies will risk danger from.
  • You’ll have to disenchantto do it.
  • You must perform the ritual in a certain place.

Unraveling Touch

Add the following to the hack and slash list:

  • Forgo all damage to unravel a spell being woven by the target.

Expressions of Magic

When you create art with manuscript illumination, calligraphy or embroidery , take +1. If the result is used in a greeting ritual, the recipient will seriously consider coming to you for advice.

Talents

You may weave threads into talents, if you meet their requirements:

☐☐ Correspondences and Antipathies

When you discern realities ask one additional question, even on a miss. On a hit , you may also spend one karma to ask an additional question.

Second thread (requires circle 6): When you discern realities on a 12+, ask any three questions, not limited by the list.

☐ Fount of Knowledge

When you spout lore about something no one else has any clue about , the GM will tell you an additional interesting thing.

☐ Misty Morning, Clouds in the Sky

When you enter a steading , the GM will tell you something useful about its mystical energies or astral ambiance.

☐ Quick Study

When you see the effects of a spell , ask the GM the name of the spell and its effects. You take +1 when acting on the answers.

☐ Show Me the Way

When you give a receptive NPC advice about what they should do, roll+ WIS . On a 10+ , they follow your advice in whatever way they think is most beneficial for them. On a 7–9 , they only follow your advice if you back them up and help them do it. On a 12+ , they do exactly what you tell them.

☐☐ Spell Defense

You may end any of your ongoing spells immediately and use the energy of its dissipation to deflect an oncoming attack. The spell ends and you subtract its circle from the damage done to you.

Second thread (requires circle 6): You may empty a spell matrix to nullify any one attack that you can see, after its result is known.

☐☐ Arcane Ward

As long as you wear nothing clumsy and one of your spell matrices is not damaged , you have +1 armor. If none of your spell matrices are damaged, you have an additional +1 armor.

Second thread (requires circle 6): You instead gain +1 armor for each un- damaged spell matrix you have (max +4).

☐☐ Expanded grimoire

Select a spell from the spell list of any discipline. You may cast this as a wizard spell.

Second thread (requires circle 6): Select a second such spell.

☐☐ Prodigy

Choose a spell. You prepare that spell as if it were one circle lower.

Second thread (requires circle 6): Choose another spell. You prepare that spell as if it were one circle lower.

☐☐ Psychometry

When you spend several hours studying an item , roll+ INT . On a 10+ you gain insight into the item’s past and nature. Choose three and take +2 forward to study the item further. On a 7–9 choose one and take +1 forward to study the item further. You may spend karma to make one additional choice, even on a miss.

  • Discover the item’s basic abilities (that is, abilities that may be used without weaving threads into the item).
  • Discover how many threads may be woven into the item, if any.
  • Understand exactly what must be done (and where) to learn the item’s name.
  • Discover the question that must be answered to gain the next key to the item, if any.
  • Discover if the item requires that any deeds be performed.
  • Discover the general nature of the item’s magic (e.g. enchantment, transformation, investigation, protection, etc.).
  • What are the most recent words spoken near it?
  • What has been done to or with it recently?
  • What strong emotions has it been close to?
  • Studying the item takes half the time.

Second thread (requires circle 6): You need only examine the item for several minutes or so before rolling.

☐ Scrying Pool

When you perform a ritual to investigate the doings of someone , and you have a piece of their body or an item that is important to them, roll+ INT . On a 10+ , ask the GM two questions from the list. On a 7–9 , ask one. On a miss , they ask two questions about you:

  • How could I get to them, physically or emotionally?
  • What are they really up to?
  • What is their weakness?
  • Who are their allies?
  • Who are their enemies?

☐ Counterspell

When you interfere with a spell being woven within far range but not yet cast, roll+ WIS . On a hit , the spell is prevented. On a 7–9 , you also take 1d6 damage that ignores armor, from feedback.

☐☐ 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 choose one of these as well:

  • The spell’s effects are doubled
  • The spell’s targets are doubled

Second thread (requires circle 6): On a 12+ , you need not choose from the 7–9 list to gain the benefit.

☐ Hidden Puppet Strings

When you use spells to control a person’s actions they have no memory of what you had them do and bear you no ill will.

☐ Spell Augmentation

When you deal damage to a creature , you can shunt a spell’s energy into them—end one of your ongoing spells and add the spell’s circle to the damage dealt.

☐ Self-Powered

When you have time, arcane materials, and a safe space , you can create your own place of power as a work of art. Describe to the GM what kind of power it is and how you’re binding it to this place, the GM will tell you one kind of creature that will have an interest in your workings.

Gear

your grimoire (1 weight)
appropriate artisan tools (1 weight)
dungeon rations (uses: 5, ration, 1 weight)
pet such as a cat, raven, or spider (beast)
5 coins

Choose your defenses:

☐ leather armor (1 armor, worn, 1 weight)
☐ bare skin (0 armor, living)
☐ impressive robes (worn)

Choose your armament:

☐ dagger (hand, 1 weight)
☐ staff (close, two-handed, 1 weight)
☐ blowgun (near, −2 damage), blowgun needles (ammo: 5)Choose two:

☐ bag of books (uses: 5, 2 weight)
☐ 3 healing potions
☐ 3 antitoxins
☐ firefly chalk (uses: 10)
☐ simple mount of appropriate size (beast, mount)

Spells

Cantrips

Foible

A single person you can see suffers a brief, moderate, involuntary action: momentary blinking, quick cough, short giggle, a nod, unthinking scratch, a twitch, a wink, a yawn. This spell can be cast with some subtlety.

Light

(ongoing) 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 over the color of the glow. The spell lasts as long as the item is in your presence.

Speed Read

(ongoing) So long as you remain seated, you may read at incredible speed, with perfect recall. While ongoing, you cannot take other actions. When the spell ends, you must consume a ration or suffer the stunned debility.

Wrench

You make a sudden violent twist, push, or pull, as if with a sweep of your arm, on any one object you can see. For example, you might open or close an unlocked door or window, pull a lever, upend a table, break something fragile, etc.

First Circle Spells

☐ Alarm

(ongoing) Walk a wide circle as you cast this spell. Until you make camp 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.

☐ Astral Armor

(ongoing) You select a target you can see (or yourself). When that target uses astral sight, he or she gains +3 armor against astral attackers.

☐ Decipher

(divination, ongoing) The symbols, patterns and sounds of any written or spoken language become understandable to you while this spell is active, though you may not speak or write them yourself. While the spell is ongoing you take −1 to cast a spell.

☐ Detect Magic

(divination) One of your senses is briefly attuned to magic. The GM will tell you what here is magical.

☐ Mind Dagger

(evocation) Projectiles of pure will spring from your fingers. Deal 2d4 damage to one target within far range.

☐ Seal

Select a door or chest you can see. That object slams shut and its latch, hinges, and lock (if any) become immobile until a keyword you silently select when casting the spell is spoken in front of the door. Until the mechanism is released, the only way to open the door or chest is to break it.

☐ Telepathy

(divination, ongoing) You form a telepathic bond with a single person you touch, enabling you to converse with that person through your thoughts. You can only have one telepathic bond at a time. Improve any attempts to aid or interfere with the target while this spell is ongoing by one step.

Third Circle Spells

☐ Binding Strands

(conjuration, ongoing) Brightly-colored magical strands materialize around a creature you can see, quickly constricting around it. Until you cast a spell or leave their presence, a large or smaller target cannot act except to speak. This effect ends immediately if the target takes. If you weave an additional thread, you may apply the spell’s effects to two additional targets, or one huge target.

☐ Dispel Magic

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. This spell cannot affect summonings.

☐ Disrupt Pattern

(evocation) You channel energy into the weak points of a visible target’s personal pattern, dealing 2d8 damage which inflicts the Scarred debility and ignores armor. If you weave an additional thread, you may apply the spell’s effects to two additional targets you can see.

☐ Levitate

(ongoing) You are held aloft by magical forces, and can move at walking pace in any direction, including up and down. While the spell is ongoing you take −1 to cast a spell, unless you weave an additional thread into it before casting.

☐ Memory Reading

(divination) You touch someone and experience one of their memories, as if it were your own.

☐ Sleep

(enchantment) 1d4 enemies you can see of the GM ’s choice fall asleep. Only creatures capable of sleeping are affected. They awake as normal: loud noises, jolts, pain. If you weave an additional thread, it affects 2d6 enemies you can see instead.

☐ Trap Ward

You trace a ward on an object with your finger, an an imprint remains behind (invisible, glowing, or like silver ink, your choice). The next time someone that isn’t you goes out of their way to touch this object, the ward vanishes, dealing 1d12 damage to them. You immediately know this has occurred, regardless of how far away you are from the object.

☐ Trust

(enchantment, ongoing) A creature you touch is prevented from saying anything they know to be a deliberate lie. While this spell is ongoing, take −1 to cast a spell. If you weave an additional thread, you may apply the spell’s effects to two additional targets.

☐ Visions Through Time

(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.

Fifth Circle Spells

☐ Cage

(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 surface thoughts and you cannot leave sight of the cage.

☐ Displacement

(ongoing) You bind your pattern loosely to time and space. You gain 1d4 hold. When you would take damage, you may spend 1 hold to avoid the damage, vanish and reappear somewhere safe a short distance away. If you spend hold, but there is no safe place a short distance away, you still move, but take damage and the spell ends. If you run out of hold the spell ends. While the spell is ongoing, you cannot weave threads.

☐ Doom Missile

(evocation) A sphere of energy rockets from your fingers to engulf a target with a series of rapid implosions. Between each implosion, you must move the sphere to a new target (you may hit the same target more than once, just not twice in a row). The spell implodes three times, growing and dealing progressively more damage with each implosion. If you weave an additional thread into it before casting, the sphere implodes once more if you have reached seventh circle or twice more if you have reached ninth. Deal the following damage in progression, stopping when you run out of implosions: 1d6, 1d8, 1d10, 1d12, 2d6. If you gain bonus damage from any source, apply it only to the last of these implosions.

☐ Invigorate

You energize the pattern of an adept you touch. They immediately gain benefits as if they had performed their karma ritual. If you are part of a group pattern, you may cast this on a group member without needing to touch (or even see) them.

☐ Open Mind

(ongoing) When you touch someone, their thoughts become audible to anyone else nearby, as long as you continue to concentrate. While this spell is ongoing, you take −1 to cast a spell.

☐ Pattern Link

(divination, ongoing) Name a person, place, or thing you want to learn about. If the target is within a few days walking distance, the spell locates the pattern of what you seek and links it to your own pattern. While this spell is active, you gain visions of the target, as clear as if you were there. The threads woven to cast this spell remain woven while it is active, freeing only when you end the spell. Those capable of traveling in astral space could track these threads back to you, if put to such a task. Some locations may be shielded to remain hidden from this spell.

☐ Resize

(enchantment, ongoing) Hold 3. Touch a target and spend 1 hold to alter the target's size up or down by one category. You may spend multiple hold on the same target. The target's new size may alter its capabilities. While ongoing, take -1 to weaving spells.

☐ Sanctuary

(ongoing) You touch the window or door of a building (from inside or outside). While the spell is ongoing all portals and entrances to that building seal and are magically reinforced to keep out intruders (or keep in those inside). Further, the skin of the building acts as a barrier in astral space. This spell may only be dispelled or interfered with by those on the same side of the building walls as you. You take −1 ongoing while this spell is active.

Seventh Circle Spells

☐ Catch Spell

(ongoing) You can "catch" a spell cast at you, holding it. You may release a held spell, casting it as if it were your own, fully woven, spell. You may only hold one spell at a time. While ongoing you cannot weave spells.

☐ Contingency

(evocation) Choose a third (or, if you weave an additional thread, fifth) circle or lower spell you know. Describe a trigger condition using a number of words equal to your circle. The chosen spell is held until you choose to unleash it or the trigger condition is met, whichever happens first. You don’t have to roll for the held spell, it just takes effect. One of the threads woven into this spell remains woven until the condition is met.

☐ Dislodge Spell

Choose an un- armored spell matrix you can see with astral sight, and empty that matrix. A target magical monster (the owner of the matrix) is denied part of all of one of its spellcasting moves ( GM ’s choice, unless you weave an additional thread, allowing you to choose) until it can refill the matrix.

☐ Dominate

(enchantment, ongoing) Your touch pushes your mind into someone else’s. You gain 1d4 hold. Spend one hold to make the target take one of these actions:

  • Speak a few words of your choice
  • Give you something they hold
  • Make a concerted attack on a target of your choice
  • Truthfully answer one question

If you run out of hold the spell ends. If the target takes damage you lose 1 hold. While the spell is ongoing you cannot cast a spell. If you weave an additional thread, you can dominate two additional targets, rolling for hold for each.

☐ Past Thoughts

(divination) You can “hear” the thoughts and emotions that happened in your specific location during one historical event of your choosing. You do not necessarily know who originally possessed these thoughts and emotions, though thoughts can easily give away their origins. If you weave an additional thread, the information gained will be more precise, draw from additional time periods, or otherwise enhanced.

☐ Peacebond

(ongoing) Select a target you can see. Whenever the target takes damage from an attack, the attacker takes the same amount of damage. Likewise, if the target deals damage, the target suffers the same amount of damage. If you weave an additional thread to this spell, apply its effects to an additional target. While the spell is ongoing you cannot cast a spell.

☐ True Seeing

(divination, ongoing) You see all things as they truly are. This effect persists until you tell a lie or dismiss the spell. While ongoing you take −1 to cast a spell.

☐ Word of Recall

Choose a word. The first time after casting this spell that you speak the chosen word, you and any allies touching you when you cast the spell are immediately returned to the exact spot where you cast the spell. You can only maintain a single location; casting Word of Recall again before speaking the word replaces the earlier spell. If you weave an additional thread, you may recall any targets you can see when you cast it.

Ninth Circle Spells

☐ Antipathy

(enchantment, ongoing) Choose a target and describe a type of creature or a Passion. Creatures of the specified type or who embrace the ideals of that Passion cannot come within sight of the target. If a creature of the specified type does find itself within sight of the target, it immediately flees. This effect continues until you leave the target’s presence or you dismiss the spell. While the spell is ongoing you take −1 to cast a spell.

☐ Alert

(divination, ongoing) Describe an event. The GM will tell you when that event occurs, no matter where you are or how far away the event is. If you choose, you can view the location of the event as though you were there in person. While the spell is ongoing, one of the threads woven into this spell remains woven into the spell.

☐ Fork

When you prepare this spell into a spell matrix, select three spells in your grimoire with circles adding up to nine (e.g. one fifth circle, one third, one first; or one seventh, two first; or three third). When you cast fork, the effects of the selected lesser spells occur simultaneously. Each may be targeted separately.

☐ Mind Transfer

(ongoing) You transfer your mind into the body of another living being you touch. You may choose to exchange bodies, in which case their mind now inhabits your body until the effect is reversed. You retain all your moves and stats except those that require your old body. You may instead choose to possess them, which makes this spell ongoing and gives them a chance to resist. If they cannot, your body remains in a state of sleep and while this spell is ongoing, you take −1 to cast a spell.

☐ Perfect Summons

(summoning) You teleport a creature to your presence. Name a creature or give a short description of a type of creature. If you named a creature, that creature appears before you. If you described a type of creature, a creature of that type appears before you.

☐ Warp Astral Space

(ongoing) You twist, stretch and deform the local astral space, making working magic difficult. Gain 1d4+1 hold. Spend hold, 1 for 1, to choose an option like:

  • Disrupt a magic-related GM move.
  • Banish a summoned spirit or elemental.
  • Force astral creatures to flee the area.
  • Prevent a spirit or horror from leaving this plane.
  • Snuff out a magical effect.
  • Prevent a target from teleporting away.
  • Force a target to reveal its true form.

If you run out of hold the spell ends. While the spell is ongoing you cannot cast a spell.