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"Do what you have to. I'll secure the castle."

​Wizards, Mages, Arcanists, Those who study the history and lore of the supernatural

  • An Avatar fitting your race.

  • Read the lore for your character's race.

Grit is 6.

Your carry weight is equal to STRx2+Grit.

Your hitpoints are CONx2+Grit+10.

Your damage is 1dGrit.

Starting Moves

You start with all of these moves:

 

Cast a Spell (INT)

When you choose a spell to cast, roll+INT. You cannot cast a spell unless you have mana equal to the spell's level.

  • On a 10+ the the spell is successfully cast and you may cast the spell again later.

  • On a 7–9, the spell is cast, but Choose One Penalty.

  • On a miss, your spell fails. Take two penalties.

    • The spell and mana equal to the spell's level are lost and cannot be cast until you rest!

    • You are locked in a spell-casting trance and become vulnerable.

    • Take -1 Ongoing to Cast a Spell until you rest.

Note: Every spell requires an audio & a somatic (gesture) component to be cast; you can't cast a spell if you are bound and/or gagged. Maintaining spells with ongoing effects will always cause a penalty to your roll to cast a spell. See Combat Basics under the Basic Play tab for more rules on using spells.

 

Ritual

Wizards must now perform a ritual to access certain powers they once invoked on a whim; if you wish to use a ritual, look under Quests and Dungeons under the Advanced Play tab.

However, wizards are currently unable to produce spontaneous rituals or magical items. Those who attempt it will feel their connection to the weave lost for one hour.

 

School of Thought

Choose two circles of magic. You may not cast spells from these school or that have these tags. Come up with a reason as to why your character does not practice these arts.

  • Cantrips & General

  • Summoning

  • Divination

  • Evocation

  • Enchantment

  • Illusion

Class and Advanced Moves

When you gain a level from 2–5, you may choose one of these moves:

 

Prodigy

Choose a spell. You gain that spell as if it were one level lower (instead of its usual level).  Your character must have access to the spell list for it to be selected.

Note: You cannot use this spell to get around hard caps (level 1-3 spellcasting caps for half-casters like Bard, Paladin, and non-cleric, non-wizard domain spells).  You can, however, use this to lower a spell's mana cost in the wizard spell list by 1 and learn to cast it a level early.

 

"Enhanced" Magic

Requires: Wizard spells only

When you cast a Wizard spell, on a 12+ 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

  • Take +1 forward on your next spell

 

Know-It-All

Free

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.

 

Wizard See, Wizard Do

When you see the effects of an arcane spell you are capable of casting yourself. You take +1 forward when your next cast is the same spell

Study Magic

When you have time and safety to experiment with one of your spells you gain the ability to cast this one spell of your choice silently and still, requiring no audio or somatic component to cast it. Those afflicted by it will still know you’re the source of it, however.

 

Live Long

When you use strict deduction to analyze your surroundings, you can Defy Danger with INT when it would normally require DEX.

 

Arcane Ward

Requires: Wizard

As long as you have at least one ongoing spell, you have +1 armor.

 

Counterspell

Free

When you attempt to counter a spell, stake an amount of your mana (declare the amount out loud) and roll+INT.

  • On a 10+, the spell is countered and has no effect.

  • On a 7-9, you lose your staked mana and the spell is countered unless your target sacrifices an equal amount of mana to overpower you.

  • On a miss, you lose the mana and have no effect.

 

Expanded Thought

Requires: School of Thought

Choose one of your prohibited schools. You may cast spells from this circle, but count rolls of 10+ as 7-9.

When you gain a level from 6–10, you may choose one of these moves or the level 2–5 moves.

 

Master

Requires: Prodigy

Choose a spell. You gain that spell as if it were one level lower (instead of its usual level).  Your character must have access to the spell list for it to be selected.

Note: You cannot use this spell to get around hard caps (level 1-3 spellcasting caps for half-casters like Bard, Paladin, and non-cleric, non-wizard domain spells).  You can, however, use this to lower a spell's mana cost in the wizard spell list by 1 and learn to cast it a level early.

 

Engorged Magic

Requires and Replaces: "Enhanced" Magic

When you cast a Wizard spell, on a 10-11 you have the option of choosing from the 7-9 list. If you do, you may additionally choose one of the following effects. On a 12+ you get to choose one of these effects for free:

  • The spell’s effects are maximized

  • Take +1 forward on your next spell.

 

Magic Prism Power

When you have time and safety with a magic item in a place of power you can empower that item so that the next time you use it the spell bound to the item, you can choose to destroy it as a consequence of a roll of 9 or lower instead.

 

Live Long and Prosper

Requires & Replaces: Live Long

When you use strict deduction to analyze your surroundings, you can Defy Danger with INT when it would normally require DEX or WIS.

 

Arcane Armor

Requires and Replaces: Arcane Ward

As long as you have at least one ongoing spell, you have +2 armor.

Spell Augmentation

When you cast a control spell upon someone, they take a -1 on their Saving Throw to resist it.

Master of Puppets

When you use a control spell to change a person's actions, they have no memory of what you had them do and bear you no ill will for it.

Dimensional Lock

Requires: Counterspell 

Interrupt. When someone attempts to use any sort of teleportation spell, you may use this ability it anchors them to this area. They need to make a Saving Throw + WIS or +STR in order to successfully implement the ability to teleport away from you.

Ethereal Tether (Saving Throw+INT)

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.

Silence, You Fool!

Requires: Counterspell

Free

Allows you to prevent someone from casting spells of any nature for their next turn.

Spells

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Cantrips:

These spells cost 0 Mana when you experience a mishap.

Light [Cantrip General]

An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and requires no fuel, but it 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.

 

Unseen Servant [Cantrip General]

You conjure a simple invisible construct that can do nothing but carry items. It has a maximum carry weight of 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.  Only one Unseen Servant can be active at any time.

Prestidigitation [Cantrip General]

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.

Acid Splash [Cantrip General]

Deals 1d6 acid damage ignoring armor.

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Third Level Spells:

These spells cost 3 Mana when you experience a mishap.

Dispel Magic [Level 3 General]

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

 

Visions Through Time [Level 3 Divination]

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.

 

Firebolt [Level 3 Evocation]

You evoke a mighty ball of flame that envelops your target, inflicting 2d6+1 damage which ignores armor.

 

Lightning bolt [Level 3 Evocation]

You direct an arc of electricity from your hand that strikes your target and arcs to a second target of your choice, inflicting 2d6 damage which ignores armor.

 

Mimic [Level 3 Enchantment Ongoing]

You take the form of someone you touch while casting this spell. Your physical characteristics match theirs exactly but your behavior may not. This change persists until you take damage or choose to return to your own form. While this spell is ongoing you lose access to all your wizard moves.

 

Mirror Image [Level 3 Illusion]

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.

 

Sleep [Level 3 Enchantment-Control] (Saving Throw +WIS)

1d4 enemies you can see of your choice fall asleep. This means they are unable to do anything until they pass a saving throw or you release them at will. They are snapped out of it by hostile actions towards the targets or their allies (if you try to attack, they will awaken before the blow hits home), debilities, sudden movements, loud noises, (basically most circumstances of combat).  Use this spell to make a quick and quiet escape and remember, the allies of slept targets can also wake them up.

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Seventh Level Spells:

These spells cost 7 Mana when you experience a mishap.

Clairvoyance [Level 7 Divination]  (Saving Throw +WIS)

Ritual

Once per day, you may leave your body behind and observe distant events.  By focusing on a person that you have previously met, you are able to monitor their actions, the actions of those around them, but you cannot see their location.  The focus of your Scrying spell must give you the last full round of posts (one from each participant) in the RP scene they are involved in.  If they are not actively interacting with other players, you may observe them for the next 10 minutes before your concentration breaks.

Disintegrate [Level 7 Evocation]

A thin green ray issues from the end of your fingertip, lancing towards your target at an impossible rate of speed.  On impact, the ray deals 2d6 + 3 damage ignoring armor.

Dominate [Level 7 Enchantment-Control] (Saving Throw +INT)

Your touch pushes your mind into someone else’s. You disrupt their thoughts in a short burst. You control the target for a turn and make them execute one of these actions:
• Speak a few words of your choice
• Give you something they hold
• Roll Hack&Slash (or Brawl if a Monk) against an enemy of your choice (an ally of theirs).  Damage is 1dGrit, or Brawl's damage options for Monk.  Do not add additional damage dice from moves.  This move occurs on the target's next turn and occupies their Standard action.  Once the Saving Throw has been failed, the effect cannot be negated.
• Truthfully answer one question
This effect ends immediately if the target takes damage from any source. The target is considered helpless.

Helpless: "The target becomes vulnerable. If broken by damage, the target takes +1d4 damage and its attacker treats any result of 6 or lower as 7-9"

 

True Seeing [Level 7 Divination Ongoing]

You see all things as they truly are. This effect persists until you tell a lie or dismiss the spell.  This spell can see through illusions or other magical falsehoods (such as Hidden Aura) as long as they are of an equal or lower spell level than True Seeing.

 

Shadow Walk [Level 7 Illusion]

Ritual

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.

 

Contingency [Level 7 General]

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; if you cast Contingency while you have a held spell, the new held spell replaces the old one.

 

Cloudkill [Level 7 Summoning Ongoing]

A cloud of fog drifts into this realm from beyond the Black Gates of Death, filling the immediate area. Choose two targets; these will take +1d6 damage ongoing from magical attacks. This spell persists so long as you can see the affected area, or until you dismiss it.

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First Level Spells:

These spells cost 1 Mana when you experience a mishap.

Contact Spirits [Level 1 Summoning]

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.

Detect Magic [Level 1 Divination]

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

Telepathy [Level 1 Divination Ongoing] (Saving Throw +WIS)

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. The range of the spell is limited to shouting distance (90m)

 

Charm Person [Level 1 Enchantment] (Saving Throw +WIS)

​​The person (not beast or monster) you touch while casting this spell counts you as a friend until they take damage or you prove otherwise.

Invisibility [Level 1 Illusion Ongoing]

Touch an ally: nobody can see them. They’re invisible! The spell persists until the target makes a combat move, spell, or aggressive act, or you dismiss the effect. While the spell is ongoing you can’t cast a spell.

Magic Missile [Level 1 Evocation]

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

Alarm [Level 1 General]

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.

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Fifth Level Spells:

These spells cost 5 Mana when you experience a mishap.

Cage [Level 5 Evocation] (Control) (Saving Throw +WIS or +STR)

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, or it will disappear.

 

Contact Other Plane [Level 5 Divination]

Ritual

You send a request to another plane. Specify who or what you’d like to contact by location, type of creature, name, or title. You open a two-way communication with that creature. Your communication can be cut off at any time by you or the creature you contacted.

 

Polymorph [Level 5 Enchantment-Control] (Saving Throw +INT)

Your touch reshapes a creature entirely, they stay in the form you craft unable to retaliate. Describe the new shape you craft! You can dismiss this at will. They cannot do anything for a full turn. This effect ends immediately if the target takes damage from any source, but they are otherwise held. The target is considered helpless.

Helpless: "The target becomes vulnerable. If broken by damage, the target takes +1d4 damage and its attacker treats any result of 6 or lower as 7-9"

 

Summon Monster [Level 5 Summoning Ongoing]

You invoke a roaming elemental to possess to serve you. This elemental servant follows your orders and attacks whatever you attack. It has a +1 modifier for all stats, 1 HP and gives you +1d4 damage. It also gets your choice of 1d4 of these traits:

  • It has +2 instead of +1 to one stat

  • It’s not reckless

  • It does 1d6 damage when acting on its own

  • Its bond to your plane is strong: +1 HP for each level you have

  • It has some useful adaptation

If you are incapacitated by control effects (from a Hold, Charm, Sleep spell, etc) the monster can act in your place. It is immune to control effects. Treat it as your character, but with access to only the basic moves.

This monster is immune against any form of channeling or control moves (except appropriate Turning or Controlling Cleric/Paladin moves). If you are afflicted by a channeled spell, the monster can act in your place, rolling with its own stats and causing 1d4 damage upon a successful attack.

Project Image [Level 5 Illusion, Ongoing]

Ritual

You create an illusory copy of yourself that lasts for three hours (OOC). The copy can appear at any location within the region of Mhirdrun that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible to other players. If the illusion takes any damage, it disappears, and the spell ends.  You can make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.  The image can interact with physical objects (it can walk up stairs, emits sound from its footfalls, and can perform simple tasks such as holding a glass).   It cannot attack, however, nor can it use Cast a Spell or any other moves.  It can speak and observe and the information it gathers is transmitted back to the wizard as it is witnessed by the illusion.  A creature that uses Discern Realities or Spout Lore to examine the image can determine that it is an illusion.

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Nineth Level Spells:

These spells cost 9 Mana when you experience a mishap

 

Antipathy [Level 9 Enchantment, Ongoing]

Ritual

Choose a target and describe a type of creature. Creatures of the specified type cannot come within sight of the target. If a creature of the specified type does find itself within sight of the target, it immediately flees. This effect continues until you leave the target’s presence or you dismiss the spell.

 

Shelter [Level 9 Evocation Ongoing]

Ritual

You create a structure out of pure magical power. It can be as large as a house 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.

 

Perfect Summons [Level 9 Summoning]

Ritual

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.

Meteor Storm [Level 9 Evocation]

You turn your hands towards the heavens, harnessing the winds of magic in the form of powerful elemental forces.  Three fiery boulders rain down from on high to assail your enemies.  2 targets of your choice take 2d6 damage which ignores armor.  You may choose 3 targets if any one of them is an NPC.

Seeming [Level 9 Illusion, Ongoing] (Saving Throw+CHA)

Ritual

This spell allows you to change the appearance of up to five willing player characters that you can see within range. You give each target you choose a new, illusory appearance (making humans appear to be orcs, etc).  An unwilling target can make a Saving Throw+CHA against the effect.

The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts until it is dismissed by the caster.

(Note: The changes wrought by this spell fail to hold up to physical contact. For example, if you use this spell to add a hat to a creature's outfit objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

Discern Realities and Spout Lore cannot be used to see through this illusion.  Only through touching part of the disguise that does not exist can Seeming be detected.)

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