More Wizards goodness. A couple things I had to mull around, like the "sacred earth" substitute and various Ceremonies.
The jar of sacred earth becomes Alchemics. Wizards have a broad knowledge of the magical properties of various substances, especially when combined with other substances in arcane ways. Thus the Wizard can create various potions and magical substances out of strange objects and elements at their disposal.
As an example, the Wizard can declare he has used Alchemics to create a "Flash Powder", and now he will use it to blind his enemy's eyes. Yep, right there in play, in the middle of the conflict he's retroactively defined some sort of magical stuff he's been carrying around.
Anything created by Alchemics crumbles and fades away to nothing after it is used (either after the conflict is resolved, or immediately after use) unless the Wizard takes some Fallout that lets him define a new Belonging. Then he can write it down as normal for later use. As Sluggy Frelance would say, "Nifty."
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Ceremonies
Authority of the Cabal: Wizards are much more powerful when they work together in rituals. Whenever three or more wizards work together, they can accomplish incredible things and their magic becomes much harder to resist. Fallout is d8.
Formulaic Recitation: There's a reason Wizards carry books of spells around with them, and that's because a Wizard's Grimoire is more than just a collection of spells. It is a powerful artifact of magic on its own. For reasons known only to the Wizards themselves, reading from one, especially one of their own, adds extra power to a Wizard's words when confronting magic and magical creatures. Fallout is d6.
Ceremonial Circle: Wizards can draw circles of chalk, silver, gold and flame, of a variety of different geometries and sizes. Often these are used to summon and contain demons, or to keep things out. They are, of course, drawn and empowered by the Wizard's staff. Fallout is d6.
Read the Stars: By reading the position of the stars and other celestial bodies in the heavens, the Wizard gains knowledge of the future. He can declare this knowledge to others and reveal their fates to them, even the course of nations...though it isn't always foolproof. Fallout is d4.
Channel the Staff: The Wizard's staff is the symbol of his authority, both physical and arcane. By gripping his staff and channeling magical energies through it, causing it to glow and emit other obviously supernatural effects, the Wizard can increase the strength of his own magic. Fallout is d8.
Invoke the Tower: The Tower is the source of all Wizardry in the world. Neither other Wizards nor even Mages can ignore the Wizard who invokes the authority of the Archmagi of the Tower. Fallout is d4.
That's all I've got for now. Back to pondering more on the ceremonies, and how to link them with the staves. Wondering if there's some subtle design to Ceremonies and rituals I'm missing: the regular Dogs Ceremonies seem more like actions one undertakes rather than results one hopes to achieve.
The jar of sacred earth becomes Alchemics. Wizards have a broad knowledge of the magical properties of various substances, especially when combined with other substances in arcane ways. Thus the Wizard can create various potions and magical substances out of strange objects and elements at their disposal.
As an example, the Wizard can declare he has used Alchemics to create a "Flash Powder", and now he will use it to blind his enemy's eyes. Yep, right there in play, in the middle of the conflict he's retroactively defined some sort of magical stuff he's been carrying around.
Anything created by Alchemics crumbles and fades away to nothing after it is used (either after the conflict is resolved, or immediately after use) unless the Wizard takes some Fallout that lets him define a new Belonging. Then he can write it down as normal for later use. As Sluggy Frelance would say, "Nifty."
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Ceremonies
Authority of the Cabal: Wizards are much more powerful when they work together in rituals. Whenever three or more wizards work together, they can accomplish incredible things and their magic becomes much harder to resist. Fallout is d8.
Formulaic Recitation: There's a reason Wizards carry books of spells around with them, and that's because a Wizard's Grimoire is more than just a collection of spells. It is a powerful artifact of magic on its own. For reasons known only to the Wizards themselves, reading from one, especially one of their own, adds extra power to a Wizard's words when confronting magic and magical creatures. Fallout is d6.
Ceremonial Circle: Wizards can draw circles of chalk, silver, gold and flame, of a variety of different geometries and sizes. Often these are used to summon and contain demons, or to keep things out. They are, of course, drawn and empowered by the Wizard's staff. Fallout is d6.
Read the Stars: By reading the position of the stars and other celestial bodies in the heavens, the Wizard gains knowledge of the future. He can declare this knowledge to others and reveal their fates to them, even the course of nations...though it isn't always foolproof. Fallout is d4.
Channel the Staff: The Wizard's staff is the symbol of his authority, both physical and arcane. By gripping his staff and channeling magical energies through it, causing it to glow and emit other obviously supernatural effects, the Wizard can increase the strength of his own magic. Fallout is d8.
Invoke the Tower: The Tower is the source of all Wizardry in the world. Neither other Wizards nor even Mages can ignore the Wizard who invokes the authority of the Archmagi of the Tower. Fallout is d4.
That's all I've got for now. Back to pondering more on the ceremonies, and how to link them with the staves. Wondering if there's some subtle design to Ceremonies and rituals I'm missing: the regular Dogs Ceremonies seem more like actions one undertakes rather than results one hopes to achieve.
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