← STRANGE  ·  PLAYBOOK 2 OF 2
The WIZARD
Magic is real. Most people spend their whole lives not knowing that. You have spent yours learning what that actually means and you are still not done.
PERSONNEL FILE
STAT: STRANGE
PRIMARY: +2
ACCESS: OPEN
The Wizard  ·  FILE STRANGE
The WIZARD
PRIMARY: STRANGE
HERO / ANTI-HERO / VILLAIN
Magic is real. Most people spend their whole lives not knowing that. You have spent yours learning what that actually means and you are still not done.
SPELLCAST

When you direct a focused magical attack, roll +Strange.

  • 10+: Deal 3 harm and choose one additional effect: knock them prone / disarm them / stun them for one action / push them up to 20ft.
  • 7–9: Deal 2 harm with no additional effect.
ARCANE SHIELD

When you raise a magical barrier against incoming harm, roll +Strange.

  • 10+: Take half harm. The barrier holds, you can use this move again this scene.
  • 7–9: Take half harm but the barrier shatters, you can't raise it again until you have a quiet moment to recover.
RITUAL

When you have time to prepare, at least one scene of uninterrupted focus, materials, and concentration, you can attempt magic significantly beyond what you can do in combat. Describe what you're attempting. Roll +Strange.

  • 10+: It works as intended.
  • 7–9: It works, but with a complication, a cost, or an unintended side effect.
COUNTERSPELL

When another magic user or strange entity uses a power near you, you may attempt to negate it. Roll +Strange.

  • 10+: Fully negated. It doesn't happen.
  • 7–9: Partially negated, the effect is halved or redirected.
FAMILIAR

You have a magical companion, small, strange, and bound to you. It has 5 harm before it dissipates and returns to wherever it came from. Between missions it recovers fully. It can scout, carry small objects, and act as a focus for your magic, when it's physically close to a target, your spells against that target deal +1 harm.

TRANSMUTE

When you change the properties of a nonliving object, turn wood to stone, freeze water, harden air, roll +Strange.

  • 10+: The change is complete, stable, and lasts as long as you need.
  • 7–9: The change holds for one scene before reverting.
ARCANE KNOWLEDGE

Your study of the occult, magical traditions, and strange entities is extensive. You auto-pass all knowledge rolls about magic, supernatural creatures, cursed objects, and arcane history. For rarer or more obscure knowledge, roll +Smarts with +1.

CONJURE

When you summon an object from elsewhere, not creating it, pulling it from another place, roll +Strange.

  • 10+: The object arrives intact and usable.
  • 7–9: It arrives, but damaged, incomplete, or with something attached to it.
DETECT MAGIC

You passively sense magical presences, enchanted objects, and supernatural activity within your immediate area (passive). For precision, exact location, strength, or type, roll +Strange.

ENCHANT

When you imbue an object with temporary magical properties, roll +Strange.

  • 10+: The enchantment holds for the full mission. Choose the effect with the GM.
  • 7–9: The enchantment is unstable, it works for one scene, then fades.
FORCE FIELD

When you create a sustained magical barrier around yourself or a location, roll +Strange.

  • 10+: The field holds and provides 2 armor to anyone inside it. Maintaining it requires your focus, you can't make other Strange rolls while holding it.
  • 7–9: The field provides 1 armor and is already straining.
OVERCAST

(1/session)

You push your magic beyond what you should be able to do. Describe what you're attempting, it should be significantly beyond your normal capability. Roll +Strange.

  • 10+: It works. Take 2 harm from the strain.
  • 7–9: It partially works, the GM decides how. Take 2 harm.
BLINK

Teleport up to 30ft in a single instant. Roll +Strange.

  • 10+: Arrive exactly where intended, immediately.
  • 7–9: Arrive but land prone or disoriented, take -1 forward.
HEX

When you place a curse on a target, roll +Strange.

  • 10+: They take -1 ongoing on all rolls for the rest of the scene AND take 1 harm each time they act against you or your allies.
  • 7–9: They take -1 ongoing for the scene only.
DISPEL

Remove an active magical or supernatural effect in the scene. Roll +Strange.

  • 10+: Completely removed.
  • 7–9: Suppressed for one scene, then it returns.
ARCANE BOLT VOLLEY

When you fire multiple rapid magical projectiles at a group of targets, roll +Strange.

  • 10+: Deal 2 harm to up to 3 targets.
  • 7–9: Deal 2 harm to 2 targets, or 1 harm to 3.
MYSTIC SENSES

Your magical awareness is always active. You automatically detect magical traps, wards, and enchantments before triggering them (passive). For identifying exactly what they do, roll +Strange.

BIND

When you attempt to magically restrain a target, roll +Strange.

  • 10+: They cannot move or act until they break the binding (Tough roll vs your Strange).
  • 7–9: They're slowed, -2 ongoing to all physical actions until they spend an action breaking free.
MIRROR IMAGE

When you create illusory duplicates of yourself, roll +Strange.

  • 10+: Three copies surround you. Each absorbs one attack before vanishing, attackers must destroy all copies to reach you.
  • 7–9: Two copies. Same rules.
SPELLSTEAL

(1/session)

When a powered or magical opponent uses an ability near you, attempt to copy it. Roll +Strange.

  • 10+: You can use that ability once this session.
  • 7–9: You gain a weakened version, half effect, GM describes it.

### Improvements, At 5 XP, Choose One

  • Take a new Wizard move
  • Take a move from another playbook
  • Add +1 to Strange (max +3)
  • Add +1 to Smarts (max +3)
  • Add +1 to Intuition (max +3)
  • Add 1 to your harm track maximum
  • Your ARCANE KNOWLEDGE extends: you auto-pass all knowledge rolls about one additional domain, describe it
  • Your Familiar upgrades: it now has 10 harm and can act independently in combat dealing 2 harm

### Advanced Improvements, After 5 Improvements, Choose One

  • Master Caster: Your spell rolls cannot come up 6 or lower. Partial successes still carry complications but you never fully miss.
  • The Art Perfected: Choose one spell or magical effect you use regularly. It now works automatically on 7+ with no complications.
  • Change playbook: You have grown into someone different.
  • Retire: You closed the book. Tell the table whether you burned it.
PERSONAL ASSESSMENT
  • FaceFocused, a little distant, the look of someone who is always paying attention to something others cannot see
  • BodyWhatever your studies did to you. Magic has a cost and it shows somewhere.
  • StyleFunctional with personal significance. At least one thing you are wearing means something specific.
  • PresenceRooms feel slightly different when you enter them. Most people cannot say why.
  • FamiliarDescribe your familiar if you have one, or the form your magical focus takes.
ORIGIN
  • You found a book, an object, a teacher, a door. You went through it.
  • It runs in your family. You are the first generation to take it seriously.
  • You studied for years with someone who knew more than they told you. You have spent the time since figuring out why.
  • An event opened something in you. You have been trying to understand what since.
  • You sought it deliberately and found more than you bargained for. You kept going anyway.
GEAR & EQUIPMENT

Your tools are mostly arcane. But sometimes you need something you can hold.

Choose one weapon:

  • Bound staff (2 harm, magical — your Familiar can channel through it for +1 harm)
  • Enchanted blade (2 harm, bypasses mundane armor, glows faintly near magic)
  • Wand or focus (no harm on its own, but all your spell rolls take +1 when using it)
  • A mundane weapon you've enchanted yourself (describe it, 2 harm, one enchanted property)

Choose two additional items:

  • Spell components pouch (no roll required for materials on standard rituals)
  • Grimoire (auto-pass Arcane Knowledge rolls on topics you've researched)
  • Circle of protection (drawn chalk or portable — one use per mission, creates a warded area)
  • Familiar (small magical companion, 5 harm, scouts and focuses your spells — see move)
KNOWN ASSOCIATES / CONNECTIONS
A spell you cast has had ongoing effects on them that you haven't fully disclosed. Ask them: when do you tell them?
They've read something from your grimoire. Ask them: which page, and what did they take from it?
You've used their name in a ritual. Ask them: do they know what that means where you come from?
They've seen you fail at something magical in a way that frightened you. Ask them: what did they think was happening?
Your Familiar has an opinion about them. Ask them: have they noticed, and what do they make of it?
You've kept them safe from something magical they walked into unknowingly. Ask them: do they know how often this happens?
You've looked into their past through arcane means. Ask them: do you tell them what you found, and when?
They've interrupted a ritual at a critical moment. Ask them: do they understand what that cost?
You've enchanted something of theirs without telling them. Ask them: what was it, and are they glad?
They know the name you use for magic — not the one you use everywhere else. Ask them: how did they earn that?

YOUR STATS

Your primary stat is STRANGE: +2

Distribute the following among your remaining 9 stats:

+1+1 00 00 -1-1 -2

Improvements (every 5 XP)

  • Take a new Wizard move
  • Take a move from another playbook
  • Add +1 to Strange (max +3)
  • Add +1 to Smarts (max +3)
  • Add +1 to Intuition (max +3)
  • Add 1 to your harm track maximum
  • Your ARCANE KNOWLEDGE extends: you auto-pass all knowledge rolls about one additional domain, describe it
  • Your Familiar upgrades: it now has 10 harm and can act independently in combat dealing 2 harm

Advanced Improvements (every 5 level-ups)

  • Master Caster: Your spell rolls cannot come up 6 or lower. Partial successes still carry complications but you never fully miss.
  • The Art Perfected: Choose one spell or magical effect you use regularly. It now works automatically on 7+ with no complications.
  • Change playbook: You have grown into someone different.
  • Retire: You closed the book. Tell the table whether you burned it.