TEXT: APPEARANCE
  HERITAGE
  ALIGNMENT
  TRAITS & TAGS
  ARMOR
  HIT DIE
  d4
  HIT POINTS
  current
  max
  Strength
  max
  current
  STR
  (       )
  modifier
  Constitution
  max
  current
  CON
  (       )
  modifier
  Dexterity
  max
  current
  DEX
  (       )
  modifier
  Intelligence
  max
  current
  INT
  (       )
  modifier
  Wisdom
  max
  current
  WIS
  (       )
  modifier
  Charisma
  max
  current
  CHA
  (       )
  modifier
  max
  current
  modifier
  LUC
  (       )
  Luck 
  Ability scores
  Ability score modiﬁ ers
  Score  Modifier  Score  Modifier
  3     -3        13-15  +1
  4-5   -2        16-17  +2
  6-8   -1        18     +3
  9-12   0
  magic-user
  level
  name
  GEAR
  experience points (xp)
  nnnnn nnnnn nnnnn Level 2 
  nnnnn nnnnn nnnnn nnnnn Level 3 
  nnnnn nnnnn nnnnn nnnnn nnnnn Level 4 
  nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn Level 5 
  nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn Level 6 
  nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn Level 7 
  nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn Level 8 
  nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn Level 9 
  nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn nnnnn Level 10
  SILVER in stash
  (1 circle = 100sp = 1XP)
  shoulder burden
  When you carry more weight than your Capacity but 
  equal to or less than twice your Capacity, you suff er -1 on-
  going until you lighten your load. When you carry more 
  weight than twice your Capacity, you are slow and clumsy.
  spells & notes
  CAPACITY
  weight carried
  str +4
  silver IN HAND
  
  Advanced Moves  Choose 1 of these at level 3, 5, 7, and 9.
    Antiquarian
  When you spend 1 week of downtime studying an artifact or other item of interest, roll 
  +INT: on a 10+, the Judge will tell you all you need to know about it; on a 7-9, the Judge 
  will tell you something useful about it.
    enchanter
  When you Cast a Spell, the power cost for that spell’s duration is one step lower.
    formulate spell
  When you spend 1 week of downtime studying arcane lore in order to create your own spell, 
  roll +INT: on a 10+, hold 3; on a 7-9, hold 2; on a 6-, hold 1, mark XP, and the Judge 
  makes a move. Spend your hold to complete each of the following steps, in order. If you 
  don’t complete all of the steps in 1 week, you may continue your inquiry at a later time.
    Spend 1 hold to roll a Spell Name template for the spell.
    Spend 1 hold to fill in 1 Spell Name part (Form, Adjective etc.) on your rolled
     template, using words from spells already inscribed in your spellbook. If you fill in a 
     Wizard’s Name, make it your own. You will need to spend more than 1 hold on this 
     step to complete the spell name before moving on to the next step.
    Spend 1 hold to pay 50sp per Spell Name part (i.e., a spell comprised of [Wizard 
     Name] [Element] [Form] costs 150 silver).  
    Spend 1 hold to inscribe the spell in your spellbook. 
  When you Cast a Spell you formulated yourself, take +1.
    magician
  When you Cast a Spell, you may burn 1 Dexterity to take +1 to that roll. 
    necromancer
  When you Perceive, on a 7+ you sense any spirits of the dead in the vicinity in addition to 
  the usual result, and may ask your questions directly of them. In addition, when you make 
  any move against the dead or undead, take +1.
    ritualist
  When you Cast a Spell after careful and disciplined preparations, take +1 to that roll. 
    scholar
  When you Establish something you read in a book, take +1 to that roll.
    sorcerer [must be Chaotic or Evil]
  When you Cast a Spell, you may burn 1 Constitution to recombine words from all the 
  spell names in your spellbook to make a new spell on the spot, using any Spell Name 
  Template of your choice. However, you take -1 to cast that spell.
    thaumaturge
  When you Cast a Spell, you may burn ability points of your choice to increase your avail-
  able power, at a cost of 2 ability points per 1 point of power.
    wizard
  When you Study your Spellbook, forget all memorized spells and memorize a number of 
  spells equal to your level +INT instead of your level +1.
  Magic-User Moves  You start with all of these.
  Spellcaster
  You are a student of the sorcerous arts. You start with 2 spells,
  memorized and inscribed in your spellbook. Roll them up on the Spell Name table.
  Power represents your ability to manipulate arcane energy. Your power is equal to your 
  current level +INT (minimum of 1). Each time you Cast a Spell, you start with full power 
  and must decide how to distribute that power among the four aspects of the spell:
  Effect           Range        Area of effect  Duration   Power cost
  ...............................................................................................................................................................................................................................................................
  parlor trick (0)      touch          self             instant      0
  minor (+1/1d6)     close or reach    single target      1          1
  moderate (+2/2d6)   near          several targets     3          2
  major (+3/3d6)     far           small area        5          3
  spectacular (+4/4d6)  within sight    large area        7          5
  legendary (+5/5d6)   out of sight     vast area         permanent   9
  The effect column includes both a descriptive tag and suggested numerical modifer or 
  number of dice (i.e., a moderate effect costs 2 power and might be used to create a +2 to a 
  move roll, +2 armor, or 2d6 worth of damage). But spell effects are not limited to num-
  bers! Use your imagination and work with the Judge to determine a spell’s effect level.
  Study spellbook
  When you spend a few hours studying your spellbook, you forget all memorized spells and 
  memorize a number of spells equal to your level +1. Make a note of which those are.
  Inscribe
  When you spend 1 week of downtime copying a new spell from another source, add it to 
  your own spellbook.
  Cast Spell
  When you cast a memorized spell, say what effect you want to create within the scope of the 
  spell’s name, spend power to define it, and roll +INT, +1 per point of unspent power: on a 
  10+, it does what you want; on a 9-, you suffer an arcane accident according to your roll:
  9  Disturbance! The spell works as intended, but your casting draws unwanted attention.
  8  Vacuity! The spell works as intended, but you forget it and may not cast it again until 
     you re-memorize it.
  7  Perplexity! The spell works as intended, but you burn 1d4 Intelligence.
  6  Misfire! Mark XP. The spell works, but affects a target other than the intended target. 
  5  Disruption! Mark XP. The spell fails and you forget it, but arcane forces temporarily 
     warp reality for the worse, in proportion to the spell’s intended effect.
  4  Disaster! Mark XP. The spell fails and you forget it, but someone or something nearby 
     (which might be you or an ally) suffers a permanent affliction or alteration of the 
     Judge’s choosing, in proportion to the spell’s intended effect.
  3-  Incursion! Mark XP. The spell fails, you forget it, and some annoying, troublesome, or 
     dangerous arcane force is released into this world. Left unchecked, it will worsen.
  All questions raised by the results of your roll are answered by the Judge.
  When you successfully cast a spell of duration greater than your INT, you suffer -1 ongoing 
  to all rolls until you choose to end the spell, are forced to do so, or its duration runs out.
  power
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Supplements/(Perilous Wilds) Lampblack & Brimstone/Freebooters on the Frontier 2e (Playtest)/Older versions/FotF2e_playbook_magic-user.pdf