Wizard

Permission

Aspect describing your arcane training.

Cost

Stunt slot, reduce Refresh by 1.

You can cast spells. Spells are essentially aspects that fall into a middle ground between situational aspects and boosts. You have a spellbook from which you must prepare spells. Take one of the following stunts:

Journeyman Wizard

You have completed your basic wizard training and have access to spells up Good or lower. These spells may be from any school. You may choose 3 cantrips that you have access to at all times.

Specialist Wizard

You have completed your basic wizard training and have access to spells up Good or lower. You completed your training in a specific school of magic and are unable to cast spells from two other schools of magic (Divination may not be one of these schools). You may memorize an additional 2 spells from your specialized school. You may choose 3 cantrips that you have access to at all times.

Spellcasting Rules

Spells

You begin play knowing a number of spells equal to your Lore + Will. During the course of play you may come across new spells in the form of scrolls or other wizard’s spellbooks. Each spell has a difficulty (as represented on The Ladder). The difficulty of spells you have access to depends on the stunt(s) you take at character creation and during advancement.

You may attempt to add a spell to your spellbook from scroll by completing a a Lore check to Overcome against a passive defense based on the level of the spell. Adding a spell from another Wizard’s spellbook is more difficult with the passive difficulty of the Overcome challenge equal to the level of the spell plus the Wizard’s own Lore.

Memorizing Spells

You may memorize a number of spells equal to your Lore (+2 for a Specialist Wizard).  A character may never have more spells of a higher level memorized than a lower level and must have at least 1 spell of a lower difficulty memorized in order to memorize spells of a higher level.

Example: Loric, with a Lore of Great (+4) may memorize 4 spells and can cast spells up to Good (+3) . This can be split up as he desires:

A character may memorize multiple copies of the same spell however repeated castings of the same spell creates an increasing drain on the caster. Each time you cast a spell beyond the first increases the amount of Stress you take when casting, or the difficulty of the spell when using Create an Advantage.

Casting Spells

Typically, spells can be cast in one of the following ways:

Once cast a spell is gone and cannot be used again.

You may also cast spells from a scroll. However, doing so is mentally taxing and the magical energies are difficult to manipulate without memorization. In order to cast a spell from a scroll you must succeed with a Lore check to Overcome against a passive difficulty equal to the spell’s level. Success means you cast the spell and must take a point of mental stress, success with style means you may ignore the mental stress.

Counterspelling

When facing another Wizard you may make a Lore check to determine the school of magic of a spell being cast and the level of the spell. Presuming it is a school of magic you have access to you may spend a Fate point to attempt a counter spell. This works as follows:

  1. You expend a spell of equal or higher level than the spell that you are attempting to counter.
  2. You make a Lore check actively opposed by the target’s Will. You gain a bonus to this roll equal to the difference in levels between the spells.