Wizard of the Veils

Wizard of the Veils

Wizard of the Veils

 When you drawn back one of the forbidden veils to bring something forth, choose a veil and roll plus WIS. On a 10+, you get basically what you were looking for. On a 7-9, something close, but either more or less or without control with appropriate dangers. #wizardweek  

On a 6-, in addition to whatever else happens, the veil has been damaged and must be repaired before you can safely open it again.

– The veil of truth and lies

– The veil between life and death

– The green land of plant, tooth, and claw

– Burning light

– Freezing darkness

#WizardWeek

#WizardWeek

#WizardWeek

Community Design Challenge

Last week I had a conversation with Adrian Thoen Kasper Brohus and Joshua Bailey about a custom Wizard move. We all had different opinions on how it should read.

So lets about this up for everyone! How would you choose to create the following ability as a move?

Ability: allow the wizard to change out one (or multiple) of their spells “on the fly” without having to fully prepare a new suit of spells?

I think this is a good opportunity for everyone to flex their design muscles.

Lets see how you think it should look.

#WIZARDWEEK  Could someone maybe give me an example of how fighting an enemy spellcaster might work, using the GM…

#WIZARDWEEK  Could someone maybe give me an example of how fighting an enemy spellcaster might work, using the GM…

#WIZARDWEEK  Could someone maybe give me an example of how fighting an enemy spellcaster might work, using the GM moves?  I have a rough idea, but I could use a few examples of how others have done it.

I saw a couple of wizard-themed hirelings and I remembered a simple one we successfully used some time ago.

I saw a couple of wizard-themed hirelings and I remembered a simple one we successfully used some time ago.

I saw a couple of wizard-themed hirelings and I remembered a simple one we successfully used some time ago. #wizardweek

Apprentice

Spellcasting: an apprentice knows spells for a total of spell levels equal to their ability score. They can cast each spell once; after being cast, a spell is forgotten until the next time you make camp and the apprentice is left alone restoring their power.

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#WizardWeek  

New Level 2-5 Move

SPELL TRINKETS

When you sit down to prepare your spells you can infuse some of your spells into talismans, 

trinkets, wands or other spell containers to give to one of your allies. 

When they activate such a trinket they roll+your Int

On a 10+ the spell is successfully cast 

On a 7-9 in addition  the spell is successfully cast but the trinket is exhausted 

You may prepare half your level worth of spells into a trinket instead of your mind

Spell List Analysis

Spell List Analysis

Spell List Analysis 

I went through the Wizard spells and noted down what they did in broad categories. See the result here: 

https://docs.google.com/document/d/1xBK98Os2qUjoCc-XJDiB8OFIRzIT7af750nOLd91meg/edit?usp=sharingaring 

Interestingly gather information is what the Wizard is all about. There are so many ways to get additional intel that no one else can access. 

Also “manipulate battlefield” is nowhere on this list. This is probarbly a more recent thing for wizards but for me, something that is integral to their spell list. One could argue that Cage does that though. I still would like Wall spells, and web/grease and stuff like that. Would be a lot of fun. 

#WizardWeek  

#WizardWeek

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#WizardWeek  

Some spells from our game.

Trebuchet

Fling something nearby that is loose and of substance at a target a long distance away. Target and those nearby take d4+2 damage. Near or Far.

Pile of Gold

You create the illusion of a huge pile of gold. Affected creatures find its lure irresistible and while playing in the pile are oblivious to their surroundings. Any range up to Near. Ongoing.

o All creatures friendly to the caster perceive the illusion and are unaffected.

o Affects half-dozen creatures of low intelligenceperception, e.g., goblins and raw guardsmen.

o Attacking an affected creature breaks the spell for all.

o Unintelligent creatures don’t know what gold is and are thus unaffected.

Weight of the Road

You increase the weight of your opponent’s equipment causing them to slow their movements. Any range but Far. Ongoing.

o The movement of a few creatures is greatly slowed.

Summon Wolf Pack

The wolves of the Far North are known to you and you to them. They will heed your call to fight.  Ongoing

o A pack of normal wolves will attack as directed. The pack will disperse when it has sustained its last hp or the spell is ended.

o The pack has your stats, does d4 damage, 3hp and 1 armor.

Note each spell is the province of a particular Order. As the caster rises in level, the spell increases in power and/or options. 

The spells presented above are the 1st level version of each.

#WizardWeek

#WizardWeek

#WizardWeek

Following on Hannah Forster’s request for more magic abilities from Hirelings. I’ve used the term acolyte as a placeholder, but could work well with other hireling ‘classes’ too.

Ensorcelled attack: When the acolyte helps you deal damage, you may opt to add either the messy or forceful tag to your attack. If you do, you cannot get a 10+ result; a 10+ counts as a 7–9.

Speaking of spellbooks, this came to my mind. #wizardweek

Speaking of spellbooks, this came to my mind. #wizardweek

Speaking of spellbooks, this came to my mind. #wizardweek  

Spellfocus replaces spellbook

You prepare your spells from your focus. Spells are stored in this focus and you must spend time with it when preparing them. You start with 2 cantrips and 2 level 1 spells stored in your focus. Whenever you reach an odd numbered level, you learn one more spell of your level or lower and it’s stored in your focus. Choose one:

– An ancient magic tome of 1 weight. You learn one new spell also at even numbered levels, and you know one extra cantrip and level 1 spell right from the start.

– A tiny, supernatural familiar animal: describe it. It follows your orders, you can see through its eyes, and you may cast spells through it.

– A sorcerer’s staff of 2 weight and close range. You can prepare one extra spell level slot.

– A magic sword of 2 weight and close range. When you hold it, you deal +2 damage and have +2 armor.

– A dark lord’s crown. When you wear it, you can roll+Cha instead of +Int whenever you would roll for a wizard’s move and you have leverage against anyone as long as you have your highest level known spell prepared.

– A soulgem. It contains 3 mana holds. When you roll a 7-9 on a cast a spell roll, you can choose to loose one mana hold instead. You gain 3 mana holds when you prepare spells.

please, feel free to add to this list.