Basic Info


Attributes


Combat Stats

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Bonds

will play an important role in the events to come. I have foreseen it!
is keeping an important secret from me.
is woefully misinformed about the world; I will teach them all that I can.

Starting Moves

Spellbook

You have mastered several spells and inscribed them in your spellbook. You start with three first-level spells in addition to your cantrips.

Prepare Spells

When you spend uninterrupted time preparing spells, choose spells from your spellbook to prepare. You can prepare spells equal to your level +1.

Cast a Spell

When you release a spell you’ve prepared, roll+INT. On a hit, the spell is successfully cast.

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 come with constraints.

Advanced Moves

Prodigy

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

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 additionally choose one of the following effects: The spell’s effects are maximized, or the spell’s targets are doubled.

Fount Of Knowledge

When you Spout Lore about something no one else has any clue about, take +1.

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 spell list of any class to your spellbook.

Enchanter

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

Logical

When you use strict deduction to analyze your surroundings, you can Discern Realities with INT instead of WIS.

Arcane Ward

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

Counterspell

When you attempt to counter an arcane spell that will otherwise affect you, stake one of your prepared spells 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 that you staked. Your counterspell protects you alone; if the countered spell has other targets, they are affected as normal.

Quick Study

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.

Inventory

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