The Wizard Playbook

The Wizard

Level:

XP:

? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?

? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? (Next level at 7 + current level) 

Name: _______________________________________

Look

Choose a name or make your own:

Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash, Avon, Morgan, Rath, Ysolde, Ovid, Vitus, Aldara, Xeno, Halwyr, Dorigen, Aballister, Vincent, Akar, Elpheba, Glinda

Choose a race or make your own:

Human, Elf, Dwarf, Halfing, Half-Elf, Lizardfolk, Orc, Gnome, Goblin, Hobgoblin, Tiefling, Catfolk, Kobold, Aasimar, Naga

Tell us about your appearance:
Eyes: Haunted Eyes, Sharp Eyes, Crazy Eyes, ________
Hair: Styled Hair, Wild Hair, Pointed Hat, _________
Clothes: Old Robes, Stylish Robes, Odd Robes, ________

Drive

Assign to your stats: +2, +1, +1, 0, -1, -1

Choose one drive or write your own:

? Covetous

Acquire magical treasures or wealth.

? Curious

Unravel a magical mystery or learn something new and important.

? Capricious

Keep people on their toes by acting unpredictably.


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STR  ?? 
INT  ?? 
Strength:           Weak ? -1
Intelligence:      Stunned ? -1
DEX  ?? 
WIS  ?? 
Dexterity:          Shaky ? -1
Wisdom:        Confused ? -1
CON ?? 
CHA  ?? 

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 a new spell 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 ongoing spells.

? Prepare new spells of your choice from your spellbook whose total levels don’t exceed your own level+1.

? Prepare your cantrips which never count against your limit.

When you release a spell you’ve prepared, consult your spellbook, perform all necessary tasks to cast the spell (chanting, gestures, sacrifice, etc…) and roll+Int. For every ongoing spell you have you take a -1 to Cast a Spell.

? 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:

? You draw unwelcome attention or put yourself in a spot. 

? 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.

Magical Defence

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 ____

? The best you can do is a lesser version, unreliable and limited

? You’ll have to disenchant ____ to do it.


 HP:          /

 Max HP = 16 + 2 * Con


Damage: D4 + 

  Armor:

Tags:

Background

Choose one background or write your own:

? Apostate

Choose one Cleric spell. You can cast and be granted that

spell as if it was a Wizard spell.

? Born of Magic

Choose one Wizard spell. Once learned you may cast this spell as though it were one level lower.


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Complete the bonds with the names of your companions:

_____________ is keeping an important secret from me.

_____________ is woefully misinformed about the world.

_____________  has supplied me with forbidden tomes.

An errant spell of mine once hurt _____________.

_____________ is good for nothing but heavy lifting.

I have learned a great deal from _____________ 

Basic Moves (Level 2+)

? Prodigy

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

? 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 choose one of these as well:

? The spell’s effects are doubled

? The spell’s targets are doubled

? You may hold the spell and trigger it at will

? You may set up the spell to be triggered by a simple condition you describe using no more words than your level

? Font of Knowledge

When you spout lore about something no one else has any clue about, take +1. On a success the GM will tell you one thing that is false and one thing that’s true. Take +1 forward when you act on the answers.

? 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.

? Expanded Spellbook

Add a new spell from the wizard spell list to your spellbook.

 ? Student of Magic

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.

 ? Blood Magic

When you sacrifice something cat sized or larger to fuel dark magic, take +1 forward to casting your spell. 

 ? Bookworm

When you level up and have the opportunity to increase one of your stats you may choose, instead, to learn another spell.

 ? Magical Blade

When you channel an ongoing spell into a weapon forged of magic describe the weapon and add the level of the spell used to your damage.

 ? L-Space Librarian

You may not be permanently separated from your book of spells. If it is taken from you it will shortly return with or without an explanation by means mysterious or mundane. Someone who is aware of your mastery of the space- and time-bending qualities of magical knowledge may prevent this.

 ? Familiar

You are joined by a small animal companion (a toad, raven or similar). Your familiar obeys your verbal commands. When you focus on your familiar and enter a trance you take control of its mind while your body goes comatose.

? Enchanter

When you have time and safety with a magic item you may ask the GM what it does. The GM will answer you truthfully.

? Elementary

When you use strict deduction to analyze your surroundings, you can roll Discern Realities with +Int instead of +Wis..

? Counterspell

When you attempt to counter a spell that would otherwise affect you, stake one of your prepared spells on the defense and roll+the spell’s level.

? 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 receive its effects.

? Worldy Wizard

Gain one Basic Move from the fighter playbook. You may not select a multiclass move.

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? Multiclass Dabbler

Gain a Basic Move from another class’s playbook. You may not select a multiclass move.

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Advanced Moves (Level 6+)

? 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.

? Overpowered Magic

Replaces: 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

? You may hold the spell for now and trigger it at will

? You may set up the spell to be triggered by condition you describe in a number of words less than your level

? Ethereal Tether

When you have time with a willing or helpless subject you can craft an ethereal tether with them. You perceive what they perceive and can discern realities about someone tethered to you or their surroundings no matter the distance. Someone willingly tethered to you can communicate with you over the tether as if you were in the room with them.

? Demense of Power 

When you have time, arcane materials, a safe space and a powerful source of magic (e.g. a vanquished beast, the assistance of a god) you can create your own place of power. This place may be used to conduct rituals. 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. Additionally, take +1 to any spell you cast here.

? Walking Library

Add two new spells from the wizard spell list to your spellbook.

? Vorpal Blade

Replaces: Magical Blade

When you channel an ongoing spell into a weapon forged of magic describe the weapon and add the level of the spell used to your damage. As long as you are armed with the blade take +1 ongoing to Hack and Slash.

? Practice Makes Perfect

When you cast a spell and roll a 12+ you may treat this spell as though it were one level lower permanently. A spell may never be treated as more than one lower than its level and its effective level may never fall below 1.

? Rupture

When you draw your last breath after taking this move you summon the power and willpower to cast one last spell of extraordinary power. Besides its intended effects a rupture is created in the fabric of reality. Explain how this new place of power has been warped by your passing.

? Professor of Magic

Requires: Student of Magic

When you see the effects of an arcane spell, ask the GM the name of the spell and its effects. You may add this spell to the list of Wizard spells. The GM will tell you what level. You may later learn this spell and inscribe it in your book.

? Arcane Armor

As long as you have at least one prepared spell of first level or higher, you have +2 armor.

? Protective Counter

Requires: Counterspell

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 must counter for each ally separately.

? Sword Mage

Requires: World Wizard

Gain one move from the Fighter playbook. You may not select a multiclass move.

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? Multiclass Master

Take any ability from another class’s playbook. You may not select a multiclass move.

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Gear                       

Coin: ___    Load: ___ / ___

You start with: 

Rations (5 uses, 1 weight), Uses left: ? ? ? ? ?

Divine Symbol (0 weight) 

Choose your armor:

  • Chainmail (1 armor, 1 weight)

  • Shield (+1 armor, 2 weight)

Choose weapon:

  • Warhammer (close, 1 weight)

  • Mace (close, 1 weight)

  • Staff (close, two-handed, 1 weight)

Choose one:

  • Adventuring Gear (5 uses, 1 weight), Uses left: ? ? ? ? ?

  • Healing Potion (0 weight)

  (100 coin = 1 weight)    (Your Load is 7+Str)

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Wizard Spells

Cantrips/Rotes

You prepare all of your cantrips/rotes every time you Prepare Spells without having to select them or count them toward your allotment of spells.

? Light

Rote – Known: ? 

An item you touch glows as bright as a torch. It gives off no heat or sound and requires no fuel but 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.

? Message

Rote – Known: ? 

You send a message through the ether directly into the mind of someone you can see. The message can be no more than a couple of words. You cannot hear their response by the same means.

? Prestidigitation

Rote – Known: ? 

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.

? Electric Hand

Rote – Ongoing – Known: ? 

Your hand becomes charged with a potent electric charge. It will discharge on the next thing you touch (be careful!). A living thing will take 1d6 damage.

? Unseen Servant

Rote – Known: ? 

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. Otherwise the unseen servant serves you until you end the spell.

? Magic Missile

1st Level – Known: ? 

A projectile of pure magic spring from your fingers. Deal 1d4 damage to one target.

1st Level Spells

? Contact Spirits

1st Level – Known: ? Prepared: ?

Name the spirit you wish to contact (or leave it to the GM). You pull that creature through the planes, just close enough to speak to you. It is bound to answer any one question you ask to the best of its ability.

? Magic Missiles

1st Level – Known: ? Prepared: ?

Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.

? Alarm

1st Level -Ongoing – Known: ? Prepared: ?

Walk a wide 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.

? Wise Monkey’s Curse

1st Level – Known: ? Prepared: ?

Point at a creature you can see. They are blinded, defeaned or struck dumb- it’s your choice. This lasts until the curse is lifted.

? Wise Monkey’s Curse

1st Level – Known: ? Prepared: ?

Point at a creature you can see. They are blinded, defeaned or struck dumb- it’s your choice. This lasts until the curse is lifted.

? Detect Magic

1st Level – Known: ? Prepared: ?

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

? Gust

1st Level – Known: ? Prepared: ?

You summon a powerful gust of wind. The strong must brace themselves and the weak will be blown off their feet.

? Basic Splash

1st Level – Known: ? Prepared: ?

A burst of basic fluid appears and dissolves flesh and metal alike. Deal 1d4 damage to anyone struck by it.

? Animal Friendship

1st Level – Ongoing  – Known: ? Prepared: ?

Choose a non-magical you can see. It is now your buddy!

? Fog

1st Level – Known: ? Prepared: ?

An impenetrable fog rolls in and obscures a wide area around you.

? Telepathy

1st Level – Ongoing – Known: ? Prepared: ?

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.

? Invisibility

1st Level – Ongoing – Known: ? Prepared: ?

Touch an ally: nobody can see them. They’re invisible! The spell persists until the target attacks or you dismiss the effect. 

? Freezing Touch

1st Level – Ongoing – Known: ? Prepared: ?

You conjure a bitter cold with your touch. A moment of contact will freeze a puddle of water. A few minutes might seriously hurt a human.

? Minor Illusion

1st Level – Ongoing – Known: ? Prepared: ?

You conjure an illusion, about the size of a person. It will appear realistic, however it may not emit noise and causing it to move requires attention and effort.

? Feather Fall

1st Level – Known: ? Prepared: ?

Choose a falling target; its descent is slowed to a non-lethal rate. The spell lasts until it lands.

3rd Level Spells

? Orsted’s Magnetism

3rd Level – Ongoing – Known: ? Prepared: ?

An object you touch becomes a powerful magnet. Metal objects will be pulled towards it.

? Fear

3rd Level – Known: ? Prepared: ?

Choose someone. Find something they fear (or take a guess!) and burn a piece of it as you cast the spell (a wolf’s hair, a shark’s scale, a spider’s leg, just all of the spiders, burn them please). If the spell is successfully cast they will be overcome by fear.

? Sleep

3rd Level – Known: ? Prepared: ?

One target you can see falls asleep. Only creatures capable of sleeping are affected. They awake as normal: loud noises, jolts, pain.

? Fireball

3rd Level – Known: ? Prepared: ?

You evoke a mighty ball of flame that envelops your target and everyone nearby, inflicting 2d6 damage which ignores armor.

? Charm Person

3rd Level – Ongoing – Known: ? Prepared: ?

Find someone (not a beast or monster) who doesn’t already hate you. As long as this spell holds they count you as a friend until they take damage or you prove otherwise. They will know they were enchanted after the spell ends.

 ? Mirror Image

3rd Level – Ongoing – Known: ? Prepared: ?

You create an illusory image of yourself. When you are attacked, roll a d6. On a 4, 5, or 6 the attack hits the illusion instead, the image then dissipates and the spell ends.

? Dispel Magic

3rd Level – Known: ? Prepared: ?

Choose a spell or magic effect in your presence: this spell rips it apart. Lesser spells are ended, powerful magic is reduced or dampened so long as you are nearby.

? Mimic

3rd Level – Ongoing – Known: ? Prepared: ?

You take the form of someone you touch while casting this spell. Your physical characteristics match theirs exactly but your behavior may not. While this spell is ongoing you lose access to all your wizard moves.

? Visions Through Time

3rd Level – Known: ? Prepared: ?

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.

? Instant Summons

5th Level – Known: ? Prepared: ?

When you first cast this spell something small enough for you to hold disappears into a pocket dimension. The spell may then be recast at will to summon the item.

5th Level Spells

? Cage

5th Level – Ongoing – Known: ? Prepared: ?

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.

? Major Illusion

5th Level – Ongoing – Known: ? Prepared: ?

You conjure an illusion, about the size of a person. It will appear realistic, its movements are lifelike and it can create noises and smells.

? Absorb Elements

5th Level – Known: ? Prepared: ?

Name an element when you cast this spell. When next you come into contact with it you will absorb it into yourself, unharmed. You may resummon the absorbed element at will and imbue other spells or weapons with it. If you do not do so within a short time you will begin to suffer the consequences. The more you absorb the less time you have.

? Amanita’s Transfiguration

5th Level – Ongoing –  Known: ? Prepared: ?

Select a target creature: it grows or shrinks by up to a factor of four. The effect lasts as long as the spell. The target will return to their original size at a violent pace.

? Polymorph

5th Level – Ongoing – Known: ? Prepared: ?

Your touch reshapes a creature entirely. Describe the new shape you craft, including any stat changes, significant adaptations, or major weaknesses. The GM will then tell you one or more of these:

  • The form will be unstable and temporary

  • The creature’s mind will be altered as well

  • The form has an unintended benefit or weakness

? Words of the Unspeaking

5th Level – Known: ? Prepared: ?

With a touch you speak to the spirits within things. The non-living object you touch answers three questions you pose, as best it can.

? Schuylkill’s Tunnels

5th Level – Ongoing – Known: ? Prepared: ?

Choose a pair of solid surfaces you can see no further than a stone’s throw apart. A pair of connected holes will appear in each. 

? Summon Monster

5th Level – Ongoing – Known: ? Prepared: ?

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. 

? True Seeing

5th Level – Ongoing – Known: ? Prepared: ?

Your vision is opened to the true nature of everything you lay your eyes on. You pierce illusions and see things that have been hidden. The GM will describe the area before you ignoring any illusions and falsehoods, magical or otherwise. 

? Reverse Gravity

5th Level – Ongoing – Known: ? Prepared: ?

Walk the perimeter of an area when you cast the spell. Gravity will be reversed in this area up to a height great enough to kill a person.

7th Level Spells

? Dominate

7th Level – Ongoing – Known: ? Prepared: ?

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.

? Contingency

7th Level – Ongoing – Known: ? Prepared: ?

Choose a 5th level or lower spell you know. Describe a trigger condition using a number of words equal to your level. 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. You may only have a single contingent spell held at a time.

? True Seeing

7th Level – Ongoing – Known: ? Prepared: ?

Speak a difficult truth and see all things as they truly are. This effect persists until you tell a lie or dismiss the spell. While this spell is ongoing you take -1 to cast a spell.

? Cloudkill

7th Level – Ongoing – Known: ? Prepared: ?

A cloud of fog drifts into this realm from beyond the Black Gates of Death, filling the immediate area. Whenever a creature in the area takes damage it takes an additional, separate 1d6 damage which ignores armor. This spell persists so long as you can see the affected area, or until you dismiss it.

? Antimagic Field

7th Level – Ongoing – Known: ? Prepared: ?

Walk the perimeter of an area when you cast the spell. No magic may be cast in this area. Any ongoing magical effects are ended at its casting.

? Quake

7th Level – Known: ? Prepared: ?

The ground in a large area around you shakes violently. Small or unstable buildings collapse, trees are uprooted, and the local geography may shift in subtle ways.

? Shadow Walk

7th Level – Known: ? Prepared: ?

The shadows you target with this spell become a portal for you and your allies. Name a location, describing it with a number of words up to your level. Stepping through the portal deposits you and any allies present when you cast the spell at the location you described. The portal may only be used once by each ally.

? Roker’s Weatherflux

7th Level – Known: ? Prepared: ?

Cast this spell and wrestle with the wind and rain to bring about the desired weather: anything from sunny skies to hurricanes. The bigger the change the longer it takes.

? Pocket Dimension

7th Level – Ongoing – Known: ? Prepared: ?

A door appears to a pocket dimension: a thirty foot cube. Casting this spell may create a new one or connect to a previously created one. If this spell is cast from within the demiplane it will recreate the last connection.

? True Mimic

7th Level – Ongoing – Known: ? Prepared: ?

You take the form of someone you see while casting this spell. Your physical characteristics match theirs exactly but your behavior may not. While this spell is ongoing you still have access to all your wizard moves.

9th Level Spells

? Alert

9th Level – Ongoing – Known: ? Prepared: ?

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. You can only have one Alert active at a time.

 

? Perfect Summons

9th Level – Ongoing – Known: ? Prepared: ?

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.

? Soul Gem

9th Level – Known: ? Prepared: ?

You trap the soul of a dying creature within a gem. The trapped creature is aware of its imprisonment but can still be manipulated through spells, parley, and other effects. All moves against the trapped creature are at +1. You can free the soul at any time but it can never be recaptured once freed.

? Plague

9th Level – Ongoing – Known: ? Prepared: ?

Name a city, town, encampment, or other place where people live. As long as this spell is active that place is beset by a plague (locusts, death of the first born, etc.) 

? Shelter

9th Level – Ongoing – Known: ? Prepared: ?

You create a structure out of pure magical power. It can be as large as a castle or as small as a hut, but is impervious to all non-magical damage. The structure endures until you leave it or you end the spell.

? Kill

9th Level – Known: ? Prepared: ?

Speak the true name of a person and picture their face. They die.

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