Community Edition

Name

Distinctive Features

Conditions

+1t Related

Vex: Fight-Flight-Freeze-Freakout

Backgrounds & Wises

Weapon Style

Spark (+1d)

Take Spark:

  • roll a disaster (grim cut by thorn)
  • introduce a tangle
  • resolve or move on from story arc
  • quarrel with an ally
  • ally changes bond with you

Bonds

Thread

Spend Thread:

Establish a character, setting, or scene detail within your vantage.

Doubtful details may require a story roll.

Vantage

Certain

it's on this sheet

Reasonable

it's implied

Doubtful

it's a stretch

Impossible

too far outside

Wizard

Trackers

Core Talent

Spellcraft: You have spellcasting ability. You roll Wits to cast and the spell theorem you are casting serves as its touchstone. Each session, you can cast 4 spells and 2 potent spells. You choose which spell theorem to use when you cast, interpreting it as you see fit. Spells cast with no risk require no roll and don't count against your limited number per session, unless potent.

You begin with 5 spell theorems and can freely learn new ones from studying and experimenting with scrolls, consuming them.

[Growth: At level 2, 4 and 6, gain +1 spell and potent spell per session, +1 spell theorem.]

Path Talents

Alchemist: Each session, you have a 4d Potions resource pool. You can have a trivial potion and roll the pool, or drop 1 and roll for a minor potion. You know recipes for your spell theorems, plus two more. Learn new recipes by sacrificing potions.

Potions

Archivist: You gain 2 minor, and 1 major arcana that you've either found or created. When you roll an arcana's power pool, you drop 1 fewer die unless it's the last.

Component Pouch: Each session, you have a 2d Components pool to help focus your magic. When you get a messy or grim on spellcasting, you can roll the pool to increase a die result by 1 (3→4). Describe what reagent helped.

Comp.

Colleagues: In every city, some towns, and the occasional dungeon, you can find a powerful, eccentric wizardly colleague who owes you a favor or maybe you owe them one. If you go out of your way to meet and catch up, take spark, and they may trade theorem research with you.

Countermagic: Each session, you have a 2d power pool you can use to interrupt hostile magic. On a perfect, you can turn the magic back on the source.

Mastered Theorem: Choose one of your spell theorems. You take +1d when casting it and gain 1 extra potent spell casting of it per session. Your name becomes linked to it, and it begins to spread in popularity throughout wizardry. Track it with campaign pools.

Use

Specialty School: Choose the arcane school of your focus. All of your spell theorems now have it plus another school. When casting, choose which school to use. When you get a critical with this arcane school, take spark.

Traits

2 you are & 1 you're not

Desires

2 you want & 1 you don't

Story Arcs