Wizard Playbook Names

Wizard Playbook Names

Wizard Playbook Names

I’m having some trouble coming up with cool names for the playbooks in Wizard World (my Ars Magica hack). At the moment I’ve got:

Artisan

Analyst

Politician

Scholar

Warrior

They are functional, and they accurately describe the angles the playbooks take, but they don’t have much… pizazz.

Hit me with your best Ars-Magica-appropriate playbook names! (or tell me why I should just leave them the way they are).

NOTE: While I do like them, I feel like the classic D&D sub-types (diviner, evoker, etc) are too close to D&D to be appropriate for Ars Magica.

Messing about with yet another spellcasting move for Wizard World (my Ars Magica hack). What do you think of this:

Messing about with yet another spellcasting move for Wizard World (my Ars Magica hack). What do you think of this:

Messing about with yet another spellcasting move for Wizard World (my Ars Magica hack). What do you think of this:

Spontaneous Magic

When you spontaneously and quickly use magic to solve a problem or overcome an obstacle, describe how you do it and roll. If you do it…

…by creating something, +Creo

…by perceiving, understanding or gathering information about something, +Intellego

…by changing the shape, size or other properties of something, +Muto

…by destroying something, +Perdo

…by controlling or moving something, +Rego

On a hit, fill in sections of an obstacle cycle equal to your mastery of the Form that is most appropriate to the target and situation. When the cycle is full, the problem is solved and/or the obstacle overcome. You may fill in extra sections of the cycle by suffering harm on a 1:1 basis.

On a 10+ the spell works perfectly. On a 7-9 the spell works but the GM will choose one appropriate to the situation.

– There is a flaw in your spell that causes a complication.

– The target proves resistant to your efforts; further attempts to use the same Form will not fill sections of the cycle.

– You suffer harm based on the situation (retaliation from the target, strain from the spell itself, or damage from something in the environment). The GM will tell you how much.

– You gain +1 Warping.

On a 6- you lose control of the magic – the GM will tell you what happens.

One of the key pieces of my current revision of Wizard World (my Ars Magica hack) was arriving at some spellcasting…

One of the key pieces of my current revision of Wizard World (my Ars Magica hack) was arriving at some spellcasting…

One of the key pieces of my current revision of Wizard World (my Ars Magica hack) was arriving at some spellcasting moves I was happy with. It’s been a big hit with early playtesters, but I’d love to hear feedback from the community.

Thanks in advance!

The baseline requirements for casting a hermetic spell are:

– About 10 seconds of clearly enunciated arcane words and gestures.

– A single target.

– The target must be clearly visible.

– The target must be within the distance the caster’s voice could carry (about 50 paces).

– The duration must be momentary or concentration.

Spontaneous Magic

When you spontaneously create a significant magical effect, build the spell using the process described in Crafting a Spell, then roll+Technique. On a 10+ the spell works exactly as you described. On a 7-9 the spell works but you must choose a mishap from the list below. The GM will interpret how the mishap manifests. On a 6- you lose control of the magic.

– The effect is weakened.

– You suffer strain (in addition to any you may have accepted in the casting).

– The magic draws immediate, unwelcome attention.

– The spell has a problematic side effect.

– You lose concentration on other spells you are currently sustaining (you can’t choose this if you aren’t concentrating on any spells).

– You gain +1 Warping.

Crafting a Spell

Begin by describing your intent and agreeing with the GM about the Technique and Form involved.

For each point of mastery in the spell’s Form you may make one choice from the list when you build your spell (each point of strain you accept allows you to make an additional choice). A – 1 score in a Form means you must accept 1 strain to cast the spell (and you may accept further strain to make further choices).

Far – the spell can affect any target the caster can see.

Area – the spell can affect an area rather than a single target. Once = an entire group or everything in a room; Twice = everything within a defined structure.

Precise – the spell can be precisely controlled. This could be a small part of the target or select individuals within a group. May also apply if you are using Creo to conjure something or Rego to move something and you want to hit a target that is moving quickly or erratically.

Persistent – the spell will persist for a while without requiring concentration. Once = 2 minutes; Twice = until the next sunrise or sunset (which ever comes first); Thrice = until both the new and full moons have set.

Still – you can cast the spell without making obvious gestures.

Silent – you can cast the spell without needing to speak in a clear, loud voice.

Quick – you can cast the spell very quickly. When multiple magi cast spells at once, the spell with the most quick tags goes first.

Penetrating – the spell will penetrate the target’s magic resistance. Powerful targets may have layers of magic resistance.

Resilient – the spell is resistant to countermagic. Multiple applications make the spell progressively more difficult to dispel.

Devastating – the spell will inflict terrible harm.

Looks like I’ll be running a couple of sessions of MotW at Breakout Con (https://breakoutcon.com) in March.

Looks like I’ll be running a couple of sessions of MotW at Breakout Con (https://breakoutcon.com) in March.

Looks like I’ll be running a couple of sessions of MotW at Breakout Con (https://breakoutcon.com) in March. Please share your one-shot wisdoms/tips/resources so I can be the best possible ambassador!

Parameters:

– 2-5 players

– 3 hour time slots

– players may or may not know MotW

Thanks!

https://breakoutcon.com

“If you’re interested in glamorous celebration of hyper-competence and sexuality, this is the game for you.”

“If you’re interested in glamorous celebration of hyper-competence and sexuality, this is the game for you.”

“If you’re interested in glamorous celebration of hyper-competence and sexuality, this is the game for you.”

Thanks to a prompt from Christopher Stone-Bush, I just revisited my James Bond AW hack, Agent World. It hasn’t seen enough playtesting to be considered a finished product yet, but it’s fully playable and I’m very happy with the way it captures the genre.

If you get a chance to check it out, please let me know how it worked for you. Enjoy!

https://www.dropbox.com/s/ltocr2q6n9h0v45/Agent%20World.pdf?dl=0

I finally got around to incorporating all the playtest notes into my Ars Magica hack, Wizard World.

I finally got around to incorporating all the playtest notes into my Ars Magica hack, Wizard World.

I finally got around to incorporating all the playtest notes into my Ars Magica hack, Wizard World.

I’ve updated pretty much everything, including substantial refinement of the covenant, companion and harm rules. The page count is down by a little over 10%, which is definitely the direction I want to go.

If you’ve ever wanted to run a long campaign based on the exploits of powerful wizards, this just might be the ruleset for you!

Let me know what you think!

https://www.dropbox.com/s/lpxhvnt7pw16cll/Wizard%20World.pdf