Wizard for Fantasy FATE / Approximated Fray

Amazingly enough I have found some time today to do some writing on a second magical career for Fantasy Fate/ Approximated Fray – the Wizard.

I am not totally happy with the Wizard in its current iteration. It both almost lack character and some sort of flare so I think I will have to rework it a bit. It seems a bit lame and not as low key  Gandalfy as I would like it to be.

Built a separate skill for Wizardry – same model used for Druidic magic as well, think it works nicely and sets a “price” for having magic at your disposal. Think I will add one lower refresh as well to balance things.

Wizard

The wizards have left the north west. Many perished in the Great War and of those left few have been spotted in the north west ever since. There are rumours of a few wandering the lands.

Should any wizard turn up in a village or town and make their presence known half of the people would believe them to be charlatans and imposters and treat them accordingly. The other half would treat them with weary respect at best and plain fear at worst.

In the Blue Kingdom the practice of magic is formally forbidden by law which might or might not concern any wizard passing through.

Primary Skills: Journeying, Lore, Will and Wizardry

Secondary skills: Contacts, Perception, Resources and Respect

Suggested skills: Charm

Wizardry

The skill used to conjure the magic of Wizards.

O Overcome: You cannot   use the magic of wizards to overcome any natural or mundane obstacle.
C Create an Advantage: The magic of wizards can be used to create an   advantage on just about anything as long as it is thematically right. Dulling   the edge of a sword, brightening the light of a torch, darkening the shadows   in a room, making a warrior appear more powerful than she is etc.
A Attack: Not meant as an attack skill
D Defend: You can use Wizardry to defend against any magic trying to affect you   without a physical manifestation.

Wizardry stunts

No conjurer of cheap tricks (Wizard). By the use of simple tricks you can use your Wizardry skill instead of Respect.

Conjure cheap tricks. You can use cantrips, small, basically harmless spells and effects, like lighting a candle, make the top of your staff glow like a torch, create ghost sounds, whisper at a short distance etc. Nothing that can harm and no telekinesis

Seal (Wizard). You can lock and seal any door and use your Wizardry result as opposition to any attempt to force it open using strength or Larceny etc

Earthquake (Wizard). You can set loose intense tremor to shake an area giving it the aspect “Tremors” with five free invocations.

Enfeeblement (Wizard). The affected is inflicted with the aspect “Enfeebled” with at least three free invokes against any action it attempts except crawling or walking.

Feather fall (Wizard). The wizard and one creature per shift slow down their fall to that of a feather and lands without taking any damage.

Induce uneasy sleep (Wizard). All creatures of a certain kind, Humans, Halflings, Lizardmen, Dragons etc, fall asleep instantaneous but rapidly awakes to defend themselves should anyone attack. The sleep somewhat more lightly than during normal sleep and sounds etc will most likely wake them up.

Repel metal (Wizard). All metal in your area are pushed out of it in a straight line from you. Anyone holding on to a weapon or clad in metal armor can resist using Strength or other suitable skill.

Reverse Gravity (Wizard). You reverse the gravity in one area. Objects and creatures fall upward. Athletics or equivalent can be used to defend by holding onto something. The effect is ephemeral making it an attack.

Dispel magic (Wizard). You can cancel out another spell by overcoming it

This work is Copyright (C) 2014 Approximated Fray.

This work is based on Fate Core System and Fate Accelerated Edition (found at http://www.faterpg.com/), products of Evil Hat Productions, LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).

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