Dropping the Veil
Some humans are born with the potential to cast magic. With special training and practice these people become Wizards. Wizardry is broken down into several schools. Wizards pick one school as their specialty, and two other schools as trained. Wizards can only cast spells belonging to these schools.
Wizards can gather the Power around them to cast magic. A Wizard requires a focus item, such as a wand, to be in hand to cast magic. Once per scene a Wizard gets a free invocation for their Wizard aspect to cast a spell with their specialty school. Wizards can use Lore for supernatural and arcane knowledge.
Casting a Spell with Wizardry
- Use Lore to create a situation aspect of Gathered Power on yourself. This has a base difficulty of Fair (+2). If you tie or succeed you gain the aspect, if you fail then nothing happens. If you succeed with style you gain a boost for your spell effect.
- You can expend your Gathered Power on the next exchange to cast a spell, or hold the power until a later exchange. You can only hold the power for a number of exchanges equal to your Lore, then the power dissipates. Holding power requires concentration, and any action that would require a roll suffers a -2 penalty unless the power is released. If you gained a boost with the initial Lore roll, then you can expend that boost to cast the spell immediately.
- The effect of a spell generally mimics anything that could be accomplished with a stunt or aspect, and if a roll is required it would use the skill typically used for the effect attempted. Aspects directly created by a spell are situation aspects, and a Wizard can only maintain one such aspect at a time.
Schools of Magic:
Abjurers master the art of defensive and warding magics.
Conjurers focus on the study of summoning creatures and magic alike to bend to his will.
Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Enchanters use magic to control and manipulate the minds of others.
Evokers manipulate magical energy to produce a desired end.
Illusionists use magic to deceive the senses or minds of others.
Necromancers manipulate the power of death, unlife, and the life force.
Transmuters change the properties of a creature, thing, or condition.