\documentclass[8pt]{extarticle}

\input{assets/prelude}

\pbClass{Mage}
\pbBaseHP{4}
\pbDamage{4}

\pbNames{Elf}{Byakuren, Enkirash, Fenfaril, Halwyr, Lautrec,
  Lilliastre, Phirosalle, Quelann}

\pbNames{Human}{Aldara, Avon, Logan, Marisa, Morgan, Ovid, Rath,
  Vitus, Uri, Xeno, Ysolde}

\pbNames{Rihamm}{Aremin, Yuqedem, Ulsodumm, Yaqi, Epremis, Almudra,
  Samun, Dremm}

\pbLook{Styled Hair, Wild Hair, or Pointed Hat}
\pbLook{Worn Robes, Stylish Robes, or Strange Robes}
\pbLook{Pudgy Body, Creepy Body, or Thin Body}

\begin{document}
\openup -0.1em

\charbanner

\begin{minipage}[t]{3.2in}
\leftbanner{Folk}

\begin{optfeature}{Elf}
  Whenever \condition{a magical effect happens close by}, you can feel
  it, and tell roughly which direction and how far it is from you.
\end{optfeature}

\begin{optfeature}{Human}
  When you \condition{Parley}, you can always offer to cast a spell as
  Leverage.
\end{optfeature}

\begin{optfeature}{Rihamm}
  When you \condition{\move{Cast A Spell} to help someone or something
    dear to you avoid danger}, take +1.
\end{optfeature}

\ 

\leftbanner{Alignment}

\begin{optfeature}{Good}
  Use magic to directly aid another.
\end{optfeature}

\begin{optfeature}{Neutral}
  Discover something about a magical mystery.
\end{optfeature}

\begin{optfeature}{Evil}
  Use magic to cause terror and fear.
\end{optfeature}

\ 

\leftbanner{Bonds}

\vfill\null
\end{minipage}
\begin{minipage}[t]{4.6in}

\rightbanner{Starting Moves}

\begin{basicmove}{Arcane Learning}
  You are a font of esoteric knowledge. When you
  \condition{\move{Spout Lore} or \move{Discern Realities} about
    something magical or otherwise arcane}, on a 10+ the GM will also
  tell you a little-known secret about the subject.
\end{basicmove}

\begin{basicmove}{Cast a Spell (INT)}
  When you \condition{weave a spell to help solve a problem}, describe
  it and roll +INT. Spells cast this way can never deal damage
  directly. \onSuccess, the spell certainly helps, but choose
  one. \onPartial, the spell takes effect, but the choose two:
  \begin{itemize}
  \item Your spell won't last long---you'll need to hurry to take
    advantage of it.
  \item Your spell affects either much more or much less than you
    wanted it to.
  \item Your spell has unforeseen side effects, and might draw
    unwanted attention.
  \item The casting saps your energy. You take \ongoing{-1} to INT
    until you have a few minutes to clear your head.
  \end{itemize}

  On a miss, something's gone horribly wrong. Your spell may well have
  worked, but you will regret casting it.
\end{basicmove}

\begin{basicmove}{Spell Focus}
  Your magical studies are centered on a particular kind of magic, an
  aspect of the metaphysical world from which you take
  inspiration. When you first learn magic, select a Focus from the
  list, and record it below. There is more information on Spell Foci
  on the attached page.

  When you \condition{weave a spell that is Aligned to your Focus},
  your modifier to the roll can't be less than +1. When you
  \condition{weave a spell that is neither Aligned nor Opposed to your
    Focus}, take -1 to the roll. \condition{You can never weave a
    spell if it is Opposed to your focus}.

  \begin{quote}
  \textbf{Focus:} \hrulefill\ \textbf{Look:} \hrulefill \\
  \textbf{Aligned:} \hrulefill \\
  \textbf{Opposed:} \hrulefill
  \end{quote}

\end{basicmove}

\vfill\null
\end{minipage}

\vfill\null

Choose either \move{Black Magic} or \move{Counterspell} to start
with. You can take the other as an Advance when you Level Up.

\begin{multicols}{2}

\begin{amove}{Black Magic (INT)}
  When you \condition{weave a spell to inflict pain}, choose two tags
  and roll +INT. If you do not pick any Range tags, the Range defaults
  to \itag{hand}. \onHit, deal 1d8 damage. \onPartial, also choose 1:
  \begin{itemize}
  \item You draw unwanted attention or put someone in a spot.
  \item The GM removes a non-range tag of their choice, and you deal
    -1 damage.
  \item The casting saps your energy. You take \ongoing{-1} to INT
    until you have a few minutes to clear your head.
  \end{itemize}

  \directive{Tags}: \itag{reach}, \itag{near}, \itag{debilitating (-1
    damage)}, \itag{elemental} (choose 1), \itag{forceful},
  \ntag{1}{piercing}, \itag{subtle}, \itag{two targets (-1 damage)}
\end{amove}

\vfill\null
\columnbreak

\begin{amove}{Counterspell (INT)}
  When you \condition{counter a magical spell as it is cast}, roll
  +INT. \onSuccess, choose 2. \onPartial, choose 1:
  \begin{itemize}
  \item The spell deals no damage.
  \item The spell's effects are superficial and temporary.
  \item You take \forward{+1} against the caster.
  \item Use \move{Black Magic} against the caster immediately, even
    if you don't have the move. You don't need to specify a Range tag.
  \end{itemize}
\end{amove}

\end{multicols}

\charlower

\clearpage

\gearbanner

\begin{multicols}{2}

  \yourLoad{7}. You start with dungeon rations (\uses{5},
  \weight{1}) and an indestructible arcane treasure through which you
  draw power (such as a wand, crown, or book) describe it (\weight{1}).

  Choose your defenses:
  \begin{choices}
  \item Leather armor (\armor{1}, \weight{1})
  \item Bag of books (\uses{5}, \weight{2}) and 3 healing potions
  \end{choices}

  Choose your weapon:
  \begin{choices}
  \item Dagger (\itag{hand}, \weight{1})
  \item Staff (\itag{close}, \itag{two-handed}, \weight{1})
  \end{choices}

\columnbreak

  Choose one:
  \begin{choices}
  \item One healing potion
  \item Three antitoxins
  \end{choices}

\vfill\null

\end{multicols}


\widebanner{Advanced Moves}

\begin{multicols}{2}

\firstAdvances

\begin{amove}{Arcane Ward}
  You have \armor{+2} against magical attacks, and nearby allies have
  \armor{+1} against magical attacks.
\end{amove}

\begin{amove}{Battle Mage}
  Add the following tags to the \move{Black Magic} list: \itag{close},
  \itag{area} (-2 damage), \itag{messy} (+1d4 damage),
  \ntag{2}{piercing}. In addition, selecting a Range tag for your
  move{Black Magic} does not count as one of your two tag choices.
\end{amove}

\begin{amove}{Enchanter}
  When you \condition{have time and safety with an item in a place of
    power}, you may weave a spell to imbue it with magical
  power. Describe what kind of magic you want to imbue the item with,
  then roll +INT. \onSuccess, choose two. \onPartial, choose one.
  \begin{itemize}
  \item The enchantment is permanent.
  \item The enchantment has no unknown side effects.
  \item The enchantment does not have a weird limitation.
  \end{itemize}

  \onMiss, the item you made is cursed. The GM will let you know the
  nature of the curse, but only after it is too late.
\end{amove}

\begin{amove}{Impressive Counterspell}
  \onMassiveSuccessFor{Counterspell}, choose 3 options.
\end{amove}

\begin{amove}{Know-It-All}
  When another player’s character comes to you for advice and you tell
  them what you think is best, they get \forward{+1} when following
  your advice and you mark experience if they do.
\end{amove}

\begin{amove}{Logical}
  When you \condition{use strict deduction to analyze your
    surroundings}, you can \move{Discern Realities} with INT instead
  of WIS.
\end{amove}

\begin{amove}{Multiclass Dabbler}
  Gain one move from another class. Treat your level as one lower for
  choosing the move.
\end{amove}

\begin{amove}{Prodigy}
  Select a Focus other than the one you have, and add one of its
  Aligned elements and one of its Opposed elements to your list of
  Aligned and Opposed elements. You cannot select an element that
  contradicts your existing Aligned and Opposed elements.
\end{amove}


\begin{amove}{Ritual}
  When you \condition{draw on a place of power to create a magical
    effect}, tell the GM what you’re trying to achieve. Ritual effects
  are always possible, but the GM will give you one to four of the
  following conditions:
  \begin{itemize}
  \item It’s going to take days/weeks/months
  \item First you must \blank
  \item The result will be a lesser version, unreliable or limited
  \item It will need help from \blank
  \item It will require a lot of money
  \item You’ll have to disenchant \blank\ to do it
  \item You and your allies will risk danger from \blank
  \end{itemize}
\end{amove}

\columnbreak

\begin{amove}{Spellweaver}
  \onMassiveSuccessFor{Cast a Spell}, your spell defies expectations,
  helping above and beyond what you intended. Choose nothing from the
  list.
\end{amove}

\secondAdvances

\begin{amove}{Arcane Armor}
\moveReplaces{Arcane Ward}

  You have \armor{+4} against magical attacks, and nearby allies have
  \armor{+2} against magical attacks.
\end{amove}

\begin{amove}{Archmage}
\moveRequires{Prodigy}

  Select a Focus other than the one you have or the one you selected
  for Prodigy, and add one of its Aligned elements and one of its
  Opposed elements to your list of Aligned and Opposed elements. You
  cannot select an element that contradicts your existing Aligned and
  Opposed elements.
\end{amove}

\begin{amove}{Beyond Limitation}
  Select one of your Opposed elements and remove it.
\end{amove}

\begin{amove}{Enchanter's Soul}
\moveRequires{Enchanter}

  When you \condition{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 amplifed. The GM will tell you exactly
  how.
\end{amove}

\begin{amove}{Highly Logical}
\moveReplaces{Logical}

  When you \condition{use strict deduction to analyze your
    surroundings}, you can \move{Discern Realities} with +INT instead
  of +WIS. \onMassiveSuccess, you get to ask the GM any three
  questions, not limited by the list.
\end{amove}

\begin{amove}{Perfect Counterspell}
  Add the following to your list of \move{Counterspell} options:
  \begin{itemize}
  \item The enemy's spell affects its caster at full strength.
  \end{itemize}
\end{amove}

\begin{amove}{Reflexive Counterspell}
\moveRequires{Impressive Counterspell}

  When you use \move{Counterspell}, choose one additional option, even
  on a 6-.
\end{amove}

\begin{amove}{Ritual Master}
\moveRequires{Ritual}

  When the GM tells you the requirements you need to perform a Ritual,
  you can veto one of those requirements.
\end{amove}

\begin{amove}{Spell Mastery}
  \moveRequires{Spellweaver}

  When you roll a 10+ on \move{Cast a Spell}, you do not need to
  select any options from the list. \onPartial, choose only one option
  from the list.
\end{amove}

\begin{amove}{War Mage}
\moveRequires{Battle Mage}

  Add the following tags to the \move{Black Magic} list: \itag{far},
  \itag{messy} (+1d8 damage), \ntag{3}{piercing}, \itag{three targets}
  (-2 damage). In addition, you choose three tags instead of two.
\end{amove}

\vfill\null
\end{multicols}


\clearpage

\topbanner{The Mage's Spell Focus}
\

\widebanner{The Elements of a Spell Focus}

Your Spell Focus is the crux of your Mage's power---it is that element
around which their abilities gravitate, and determines what sort of
magic they can use well and what sorts of magic they
really... can't. Each Spell Focus is made up of a number of elements,
detailed below.

\begin{multicols}{2}
\begin{fragment}{Focus}
  Your Focus is the name of the brand of magic you have consigned
  yourself to. It is a thematic bind that ties your powers into a
  cohesive whole. Your Focus must always begin with the word
  ``The''---this is important for magic.
\end{fragment}

\begin{fragment}{Aligned Elements}
  The Aligned elements of a focus are those that define your Mage's
  specialty.  Each Focus has 3 Aligned options, which form an outline
  for what kind of spells you excel at. When you \move{Cast a Spell},
  if the spell you describe falls within one or more of your Aligned
  options, then the minimum bonus your roll can have is +1. This also
  applies to the Black Magic and Counterspell moves, when applicable.

  The Mage can still cast spells that fall outside of these Aligned
  elements. If they do, however, they take -1 to the roll. The Mage's
  powers are wide and varied, but they only have practice with their
  Aligned elements.
\end{fragment}

\columnbreak

\begin{fragment}{Look}
  Your magical bond of power has altered you in strange and unforeseen
  ways. Each Focus has a set of Look options associated with it, which
  are a bit more unusual than most. Select one Look from the list.
\end{fragment}

\begin{fragment}{Opposed Elements}
  The Opposed elements of a focus are those that define your Mage's
  limits.  Each Focus has 2 Opposed options---one of which that
  prohibits you from using magic towards a certain ends, and another
  that prohibits you from using magic with certain methods. For
  example, The Dragon's Opposed elements are "Healing or Repairing"
  and "Using Subtlety." The former stops the Dragon Mage from ever
  using magic to heal or repair anything, and the second prevents the
  Dragon Mage from using magic in a subtle or hidden manner. The Mage
  can NEVER cast a spell (including Black Magic and Counterspell) if
  it would fall under these Opposed elements.
\end{fragment}

\vfill\null
\end{multicols}


\begin{fragment}{Prodigy, Archmage, and Beyond Limitation}
  There are three advanced moves The Mage can take that alter the
  nature of their \move{Spell Focus}: \move{Prodigy}, \move{Archmage},
  and \move{Beyond Limitation}. \move{Beyond Limitation}'s function is
  very simple, but \move{Prodigy} and \move{Archmage} can be a bit
  complicated. When you take either of these Advanced moves, you
  select a Focus you do not have, and add one of its Aligned elements
  and one of its Opposed elements to your list of Aligned and Opposed
  elements. In this way, you broaden your mastery of spellcasting, at
  the cost of narrowing the variety of magic you have at your
  disposal. You can never pick elements that contradict any of your
  existing elements: a Dragon Mage cannot take The Mask's "Using Brute
  Force" Opposed option, for instance.
\end{fragment}

\

\widebanner{List of Spell Foci}
\begin{multicols}{2}

\begin{description}
\item[Focus:] The Abyss
\item[Look:] Missing Eyes, Replaced Limb, or Touch of Rot
\item[Aligned:] Conjure Horrors, Corrupt the Innocent, Transfigure
  Living Flesh
\item [Opposed:] Purification or Enhancement, Using Spells that
  Aren't Horrifying
\end{description}

\

\begin{description}
\item[Focus:] The Clock
\item[Look:] Hourglass pupils, Impossibly Old, or Ticking Heartbeat
\item[Aligned:] Adjust the Flow of Time, Stop Aging and Movement,
  Erode to Dust
\item[Opposed:] Manipulate Emotions, Moving Anything Around
\end{description}

\

\begin{description}
\item[Focus:] The Dragon
\item[Look:] Aura of Warmth, Dragon Tail, or Scaled Body
\item[Aligned:] Form of the Dragon, Burn with Fire or Passion,
  Reckless Destruction
\item[Opposed:] Healing or Repairing, Using Subtlety
\end{description}

\

\begin{description}
\item[Focus:] The Forest
\item[Look:] Green Skin, Leafy Hair, or Tree-Sap Blood
\item[Aligned:] Rampant Growth, Unmake the Artificial, Commune with
  Nature
\item[Opposed:] Assist or Create Anything Artificial, Desecrating the
  Natural Order
\end{description}

\

\begin{description}
\item[Focus:] The Horizon
\item[Look:] Immaculate Grooming, Never Touches the Ground, or No
  Blood
\item[Aligned:] Reveal the Way Forward, Purification, Grant Freedom or
  Movement
\item[Opposed:] Elemental Magics, Forcing or Restricting Movement
\end{description}

\

\begin{description}
\item[Focus:] The Mask
\item[Look:] Eternal Smile, Poker Face, or Silver Palms
\item[Aligned:] Mislead Others, Avoid Notice, Cunning or Elaborate
  Plans
\item[Opposed:] Break the Facade, Using Brute Force
\end{description}


\columnbreak

\begin{description}
\item[Focus:] The Stars
\item[Look:] Galactic Hair, Speckled Skin, or Star-shaped Pupils
\item[Aligned:] Foretell Destiny, Call Across Space, Peel Back the
  Veil
\item[Opposed:] Earth and Stone, Hiding the Truth
\end{description}

\

\begin{description}
\item[Focus:] The Storm
\item[Look:] Aura of Wind, Purple Skin, or Touch of Static
\item[Aligned:] Fog and Lightning, Control Wind and Rain, Move like
  the Wind
\item[Opposed:] Stasis and Calm, Creating Anything Solid or Permanent
\end{description}

\

\begin{description}
\item[Focus:] The Tower
\item[Look:] Eyes of Mercury, Metal Arms, or Quicksilver Blood
\item[Aligned:] Shield From Harm, Give Strength to the Weak, Iron and
  Steel
\item[Opposed:] Fleeing or Escaping, Using Magic for Your Own Gain
\end{description}

\

\begin{description}
\item[Focus:] The Twilight
\item[Look:] Inky Black Eyes, Missing Shadow, or Monochrome Body
\item[Aligned:] Dance with Shadows, Incite Terror and Panic, Shroud
  the Truth
\item[Opposed:] Fire and Light, Being Loud or Obvious
\end{description}

\

\begin{description}
\item[Focus:] The Winter
\item[Look:] Aura of Cold, Blue Skin, or Touch of Frost
\item[Aligned:] Chill them to the Bone, Induce Stasis, Reveal Grim
  Portents
\item[Opposed:] Create or Empower Life, Showing Generosity
\end{description}

\vfill\null
\end{multicols}

\end{document}
