Advanced Moves
When you gain a level from 2-5, choose from these moves. You also add a new spell to your spellbook at each level.
Prodigy
Choose a spell. You prepare that spell as if it were one level lower.
Empowered Magic
When you cast a spell, on a 10+ you have the option of choosing from the 7-9 list. If you do, you may choose one of these as well:
- The spell’s effects are maximized
- The spell’s targets are doubled
Fount of Knowledge
When you spout lore about something no one else has any clue about, take +1.
Know-It-All
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 and you mark experience if they do.
Expanded Spellbook
Add a new spell from the spell list of any class to your spellbook.
Enchanter
When you have time and safety with a magic item you may ask the GM what it does, the GM will answer you truthfully.
Logical
When you use strict deduction to analyze your surroundings, you can discern realities with INT instead of WIS.
Arcane Ward
As long as you have at least one prepared spell of first level or higher, you have +2 armor.
Counterspell
When you attempt to counter an arcane spell that will otherwise affect you, stake one of your prepared spells on the defense and roll+Int. On a 10+, the spell is countered and has no effect on you. On a 7-9, the spell is countered and you forget the spell you staked. Your counterspell protects only you; if the countered spell has other targets they get its effects.
Quick Study
When you see the effects of an arcane spell, ask the GM the name of the spell and its effects. You take +1 when acting on the answers.
When you gain a level from 6-10, choose from these moves or the level 2-5 moves.
Master
Requires: Prodigy
Choose one spell in addition to the one you picked for prodigy. You prepare that spell as if it were one level lower.
Greater Empowered Magic
Replaces: Empowered Magic
When you cast a spell, on a 10-11 you have the option of choosing from the 7-9 list. If you do, you may choose one of these effects as well. On a 12+ you get to choose one of these effects for free:
- The spell’s effects are doubled
- The spell’s targets are doubled
Enchanter’s Soul
Requires: Enchanter
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 its effects are amplified, the GM will tell you exactly how.
Highly Logical
Replaces: Logical
When you use strict deduction to analyze your surroundings, you can discern realities with Int instead of Wis. On a 12+ you get to ask the GM any three questions, not limited by the list.
Arcane Armor
Replaces: Arcane Ward
As long as you have at least one prepared spell of first level or higher, you have +4 armor.
Protective Counter
Requires: Counterspell
When an ally within sight of you is affected by an arcane spell, you can counter it as if it affected you. If the spell affects multiple allies you must counter for each ally separately.
Ethereal Tether
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.
Mystical Puppet Strings
When you use magic to control a person’s actions they have no memory of what you had them do and bear you no ill will.
Spell Augmentation
When you deal damage to a creature you can shunt a spell’s energy into them—end one of your ongoing spells and add the spell’s level to the damage dealt.
Self-Powered
When you have time, arcane materials, and a safe space, you can create your own place of power. Describe to the GM what kind of power it is and how you’re binding it to this place, the GM will tell you one kind of creature that will have an interest in your workings.