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Skoth

The All Seeing Eye Sees All: Because I am a devotee of Nethys the All Seeing Eye, my powers of observation are divinely enhanced; I may use Arcane + Divine instead of Focused to notice or perceive things, and I can sense things that require mystical awareness to detect.

Champion Sword-magi (-2): Because I have trained as a Sword Magi and can fight using my magic and my blade in tandem, when I am being Combative I may add my Arcane capability to attack and defend with a sword.

Scrollblade: Because I am able to invest my weapon with magical power, I may cause mystical script to appear along each side of the blade which allows it to be used as a spell completion item.

At the beginning of each game day I can choose the effects of any two scrolls that I meet the casting requirements for; the script for the first scroll magically appears on one side of my weapon, and the script for the second scroll magically appears on the other side of my weapon. I can choose the same scroll effect twice if I want. Only I may cast either spell effect gained by this Stunt, and my weapon must be drawn when I cast them.

See Scrolls for detailed write ups.

54 gp, 4 sp, a bag of small loose gems letters of credit from the Cathedral of Abadar bank in Magnimar totalling to 300 gp. Skoth wears expensive robes with a hooded mantle, a master crafted but well-used sword with a hint of the exotic, a masterwork dagger with a small emerald pommel button, high-quality and comfortable swordsman's boots.

Recently he has also acquired a crossbow (a rather inelegant but inarguably pragmatic weapon) and a double handful of bolts, 6 finely balanced darts, a smokestick, some silk rope and a grappling hook. Also, he now has the spell book (contains Grease, Color Spray, and Arcane Bolt) and components of a murderous sorcerer he defeated in a deadly duel which he is keeping for later study.

Skoth discovered a *pendant and just short of 300 gp upon the skeletal remains of some previous delver of the Tower of the Crow.

*: Pendant of the Souk

Consumable Items

Skoth makes a habit of stockpiling consumables like potions, scrolls, and alchemical items to aid him in his adventures and always seems to have a few on hand.

Alchemical Annoyance, Faintly Magical (Transmutation)

Benefit: +2 while Quickly Focused to create advantage on a target that I can detect and have a line of sight to within two (2) zones. If I am successful I attach the situational Aspect Trapped By Tanglefoot Goo! to the target with three (3) invokes which roots them in their current zone and can cause flying targets to plummet if they use winged flight. This Aspect can be removed by overcoming a Good (+4) difficulty, but each failed attempt to overcome it expends an invoke..
     However when it is expended or removed a second situational Aspect, Tanglefoot Goo Residue!, is attached to the target with four (4) invokes. The second Aspect prevents the target from moving more than one (1) zone per action, and they cannot both move and attack. The second Aspect can be removed by overcoming a Superb (+6) difficulty, but each failed attempt to overcome it expends an invoke.

Uses: [1]

Each usage box indicates a seperate use or application and each use expends a usage box; when there are none left the item is expended.

The user must be able to throw the tanglefoot bag at the target.

Alchemical Annoyance, Faintly Magical (Conjuration)

Benefit: +0 while Sneakily Roguish to create advantage against a Fair (+2) difficulty. Success allows me to add the situational Aspect Thick Smoke to any two adjacent zones within one (1) zone of my zone. Any form of stiff wind will disperse the smoke within an exchange or two, but in the meantime the smoke cloud provides Superb (+5) active opposition to seeing in or out of the affected area.

Uses: [1]

Each usage box indicates a seperate use or application and each use expends a usage box; when there are none left the item is expended.

The user must be able to manipulate the smokestick to activate it; if anchoring the smokestick on an adjacent zone the user must also be able to toss the smokestick into the targeted zone.

Magical Spell Trapped On Paper, Faintly Magical

Benefit: +4 to cast Blur

Uses: [1]

Each usage box indicates a seperate use or application and each use expends a usage box; when there are none left the item is expended.

This item requires Arcane +1 or better to use.

Arcane Spell (Illusion), Glamer

Create advantage while Cleverly Arcane vs an Average (+1) difficulty to attach the spell Aspect I'm So Blurry to myself. While this Aspect is active it is difficult for opponents to see or target me clearly, and all attempts to notice me via sight or directly affect me suffer a -2 penalty; this does not work against area affecting abilities. I may invoke this Aspect to gain a bonus on actions where my blurriness and indistinct outline benefit me, such as to defend against attacks or to avoid being recognized.

Overcoming Spell Aspects is explained in the Simple Magic guidelines.

Magical Spell Trapped On Paper, Faintly Magical

Benefit: +4 to cast Protection from Harm

Uses: [1][1][1]

This effect is keyed to Nethys

Each usage box indicates a seperate use or application and each use expends a usage box; when there are none left the item is expended.

This item requires Divine +1 or better to use.

Divine Spell (Protective)

Create advantage while Carefully Divine vs an Average (+1) difficulty to apply the spell Aspect Protection From Harm to myself or someone else in my zone. While this Aspect is active the person it is attached to can justify defending against all abilities that would cause physical or magical harm used by those with an outlook or innate nature that is at odds with my faith and my diety's purview. Additionally, the recipient of the spell Aspect gains +2 when attempting to overcome mind-affecting effects. This Aspect may also be invoked to offer further protection when defending from physical or magical harm. The Aspect lasts for a scene or until no invokes remain.

Overcoming Spell Aspects is explained in the Simple Magic guidelines.

Potion In A Flask, Faintly Magical (Healing)

Benefit: A character may drink the potion as an action to 'cast' the spell Heal on themselves. Treat this as if the overcome attempt succeeded with four (4) shifts of effect.

Uses: [1][1]

Each usage box indicates a seperate use or application and each use expends a usage box; when there are none left the item is expended.

Divine Spell (Healing)

While Carefully Divine I may attempt to clear a specific stress box or consequence by overcoming a difficulty equal to the numerical value of the stress box or Consequence.

Potion In A Flask, Faintly Magical (Illusion)

Benefit: A character may drink the potion as an action to 'cast' the spell Invisibility on themselves. Treat this as if the create advantage attempt succeeded and the resulting spell Aspect has two (2) invokes.

Uses: [1]

Each usage box indicates a seperate use or application and each use expends a usage box; when there are none left the item is expended.

Arcane Spell (Illusion), Invisibility

Create advantage while Sneakily Arcane vs a Good (+3) difficulty to create a spell Aspect on myself called Invisible for one (1) scene or until all invocations are used. While the Aspect is in play, I cannot be seen by normal senses. I may invoke the Aspect to gain a bonus on an action where being invisible helps me succeed, such as attacking an unaware opponent. The spell Aspect can be temporarily neutralized by those with unusual senses or magic or special items creating an applicable advantage; the ability or item will generally specify how it works or what the difficulty is. The spell Aspect can also be overcome and thus removed by some abilities that explicitly counter invisibility or dispel magic in which case the difficulty is determined as normal per the simple magic guidelines.

Overcoming Spell Aspects is explained in the Simple Magic guidelines.

Known Spells

Skoth is but a journeyman arcanist (+2 Arcane), and thus only able to manage cantrips and a handful of minor spells. Additionally, he can only have two active spell Aspects in effect at any given time. Cantrips can take many forms, but the following are the minor spells he is able to cast.

Arcane Spell (Illusion), Invisibility

Create advantage while Sneakily Arcane vs a Good (+3) difficulty to create a spell Aspect on myself called Invisible for one (1) scene or until all invocations are used. While the Aspect is in play, I cannot be seen by normal senses. I may invoke the Aspect to gain a bonus on an action where being invisible helps me succeed, such as attacking an unaware opponent. The spell Aspect can be temporarily neutralized by those with unusual senses or magic or special items creating an applicable advantage; the ability or item will generally specify how it works or what the difficulty is. The spell Aspect can also be overcome and thus removed by some abilities that explicitly counter invisibility or dispel magic in which case the difficulty is determined as normal per the simple magic guidelines.

Overcoming Spell Aspects is explained in the Simple Magic guidelines.

Arcane Spell (Divination), Buff

Create advantage while Cleverly Arcane vs an Average (+1) difficulty to create a spell Aspect on myself called True Strike for one (1) scene or until all invocations are used. I may invoke this Aspect to improve my aim when making magical or physical attacks.

Overcoming Spell Aspects is explained in the Simple Magic guidelines.

Arcane Spell (Transmutation), Buff

Create advantage while Quickly Arcane vs an Average (+1) difficulty to create a spell Aspect on myself called Expeditious Movement for one (1) scene or until all invocations are used. I may invoke this Aspect to move one additional zone or to gain a +2 bonus to overcome obstacles to my movement.

Overcoming Spell Aspects is explained in the Simple Magic guidelines.

Arcane Spell (Illusion), Pattern

Create advantage while Flashily Arcane vs an Average (+1) difficulty to create a spell Aspect on a target within one zone called Bedazzled! for one (1) scene or until all invocations are used. While the Aspect is active the target is partially blinded by brightly colored glittery spots of light that dance before their eyes; the target suffers a -2 penalty on all notice attempts and attacks that rely on sight. Anyone attacking or acting against the target may invoke this Aspect against the target to take advantage of their temporary blindness.

Overcoming Spell Aspects is explained in the Simple Magic guidelines.

Arcane Spell (Conjuration), Creation

Create advantage while Cleverly Arcane vs an Average (+1) difficulty to attach the spell Aspect Slippery! to either a zone, a person, or an object for very different effects. If attached to a zone the Aspect causes the ground to be very slippery, increasing the likelihood that people moving on the ground in the affected area will fall down or lose their balance. If attached to an object it makes the object extremely difficult to hold on to. If attached to a person it makes the person difficult to hold on to and also makes it difficult for that person to hold on to anything else. In all cases the Aspect can be invoked as appropriate to the narrative given the slippery situation. The Aspect lasts for one (1) scene or until no invocations remain.

Overcoming Spell Aspects is explained in the Simple Magic guidelines.

Divine Spell (Knowledge)

Create advantage while Cleverly Divine vs a Good (+3) difficulty to create a spell Aspect on myself called True Seeing for one (1) scene or until all invocations are used. While this Aspect is active I may perceive things that require mystical senses to perceive and I may use Divine instead of Focused to notice things. I may also use my Divine capability to defend against mind-affecting effects and illusions, and to perceive that which is invisible. I may also invoke this Aspect to gain a bonus when attempting any of these things.

Because I am a Magus of Nethys, I may add my Arcane capability as a bonus when casting this spell.

Overcoming Spell Aspects is explained in the Simple Magic guidelines.