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Arcanist Stunts

Stunts that allow Arcane characters to expand or specialize their abilities, better model concepts found in the source material, or take advantage of ideas presented in the Simple Magic guidelines and Simple Magic Options.

Arcane Aegis: Because I have mastered protecting myself with magic, I may use Arcane to defend against physical attacks without needing to first create an advantage to invoke.

Arcane Archery: Because I am an Arcane Archer, when I am Cleverly Arcane and use a bow and arrow I get +2 when I attack and the attack is considered to be magic rather than mundane.

Arcane Bolts: Because I have mastered the art of Arcane Bolts, I gain +2 when I am Flashily Arcane and attack with ranged magic.

Arcane Domination (-2): Because of my mastery of mind-affecting enchantments, while I am Forcefully Arcane I can make mental attacks against a living target in my zone or an adjacent zone. Consequences inflicted by this ability pertain to my gaining increasing control over the target's mind. If the target concedes to me, the target must do as I command in general but retains enough control to avoid doing anything fundamentally against the target's nature. If the target is taken out with this ability I assume full control of the target's behavior until they are able to recover from the Consequences.

Arcane Senses: Because I have developed my arcane senses to impressive heights, I may use Arcane instead of Focused to notice or perceive things and I can sense things that require mystical awareness to detect.

This stunt requires Arcane +1 or better to use.

Bestow Curse: Because I am skilled at afflicting others with curses, I get +2 while Arcanely creating advantage by using my magic to put a situational Aspect representing a curse or other temporary magical impediment on a living sentient person or creature. The difficulty to overcome one of my curses with appropriate magic is equal to my (Arcane + Primal) bonuses; the target can also overcome the curse themselves while Carefully Focused but the difficulty is +1 higher. There is no zone restriction on this ability, but I must be able to see my target, and I cannot move zones in the same exchange that I use this ability.

Chained Lightning: Because I am able to project a bolt of lighting that jumps from target to target, once per session when I am Flashily Arcane and attack I may affect all enemy targets in my zone without having to split my shifts between them.

Charmingly Arcane: Because I practice using my magic to charm the unwitting, I'm very good at it. While I am Sneakily Arcane I can make social attacks against a living target in my same zone. Consequences inflicted by this ability pertain to my gaining increasing control over the target's mind. If the target concedes to me, the target must do as I command in general but retains enough control to avoid doing anything fundamentally against the target's nature. If the target is taken out with this ability I assume full control of the target's behavior until they are able to recover from the Consequences.

Disenchant: Because I am adept at dispelling persistent magical effects, I gain +2 while Arcane to overcome situational Aspects put into play via any kind of magic.

Diviner's Warning: Because my skills with divination magics are very advanced, I can use Arcane instead of Focused to notice things that could harm me and I gain +2 to do so.

Enchanting Beauty: Because I am adept at using subtle enchantments to magically enhance my beauty, I may add my Arcane capability as a bonus to any social interaction where my appearance can be a factor; however this can be resisted by Arcane and is a Mind-Affecting effect.

Enchanting Empathy: Because I am a master of enchantment magics that allow me to manipulate the emotional states of others, while I am Cleverly Arcane I can engage a target in a social conflict and if I inflict a Consequence I can afflict them with a propensity for a specific emotion. Consequences such as Fits Of Uncontrollable Rage, Plunged Into Deep Sadness, Gripped By Passionate Love, and Overwhelmed By Euphoric Happiness incite those afflicted to act out in ways appropriate to the emotional state I have imposed on them. If, while I share a scene with the target, a Consequences I have inflicted with this ability is compelled and the target spends a fate point to refuse the compel, I gain the fate point immediately.

Evil Eye: Because I can hex others with the power of the Evil Eye, I gain +2 while Arcanely creating advantage to attach the spell Aspect The Eye Is Upon You to a person or creature in my zone that I can see. This spell Aspect lasts until it has no more invokes remaining or it is overcome. Anyone in the scene may invoke this Aspect to penalize or interfere with the target's actions.

Familiar (Bonded): Because I have a mystical familiar I am always accompanied by an animal that is particularly smart and capable for its kind. However, the life force of my familiar is bound to my own. If my familiar is slain I immediately take a Severe Consequence Severed Familiar Bond and I cannot gain a new familiar until this consequence has been cleared.

Two (2) Aspects

Good At: Spread +4 around one to four skill-like abilities

Bad At: Spread -4 around one to four skill-like abilities

Stress [1][2][3]

Mild (2)

Moderate (4)

Familiar (Proxy): Because I have a mystical familiar I am always accompanied by an animal that is particularly smart and capable for its kind. However, my familiar is the repository of all my known spells and if they are killed I cannot cast Arcane spells until I get a replacement familiar.

Two (2) Aspects

Good At: Spread +2 around one or two skill-like abilities

Bad At: Spread -4 around one to four skill-like abilities

Stress [1][2][3]

Mild (2)

Moderate (4)

Spell Proxy: My owner can treat targets in the zone that I am in as if they were in their zone for purposes of spells and spell-like abilities that only affect targets in the caster's zone.

Fireburst: Because I am able to cause a mystical explosion to occur, once per session when I am Flashily Arcane and attack I may affect all targets in up to two contiguous adjacent zones without having to split my shifts between them. This is non-discriminatory, and often causes collateral damage.

Forced Dementia: Because I have the ability to afflict the minds of others with mental confusion and temporary insanity, I gain +1 while Arcane to create advantage on a foe within my zone to place the situational Aspect Demented Confusion upon them. The recipient may be compelled by the GM or other players to do bizarre and illogical (but not suicidal) things. The Aspect lasts for a scene but can be overcome via appropriate magic as a Superb (+5) difficulty challenge. The recipient themselves can also overcome the Aspect while Carefully Focused as a Fantastic (+6) difficulty challenge. This is a mind-affecting ability.

This stunt requires Arcane +1 or better to use.

Hedge Arcanist: Because I practice a more ancient form of Arcane magic that remains connected to the natural world, while Arcane I can cast spells that replicate effects that are usually the province of Primal. Further, I may also add Primal as a bonus to my roll when I do so.

This stunt requires Primal +1 or better to use.

Herbal Lore: Because I know the secrets of many plants, when I am Carefully Arcane I may create a potion, poultice, or poison using magics that are normally the domain of Primal, and I may add my Primal capability modifier (if any) as a bonus. Additionally, I can identify mundane poisons, provide simple remedies for headaches and minor mundane illnesses, embellish prepared food, and other such things when my herbal lore is relevant.

Levitation: Because I have mastered the art of mystic levitation, while I am Flashily Arcane I may attempt to overcome a Superb (+5) difficulty to create the situational Aspect Levitating on myself. While this Aspect is in play I may levitate; while levitating I am unaffected by obstacles that I can levitate over, and I can hover out of easy reach of the ground thus frustrating melee attackers. This Aspect can be overcome by appropriate magic, with a Legendary (+8) difficulty. I cannot invoke the Aspect for any additional benefit.

Mage Armor Knack: Because I have a minor magical knack, I can create advantage while Carefully Arcane vs an Average (+1) difficulty to apply the Aspect Mage Armor to myself. While this Aspect is active I gain +2 when defending against physical or damaging magical attacks. This Aspect may also be invoked to offer additional protection when defending from physical or magical harm. This Aspect can be overcome and removed as a Superb (+5) difficulty by those with Arcane +3 or higher.

This stunt requires Arcane +1 or better to use.

Mana Bolts: Because I am able to launch target-seeking magical bolts, when I am Cleverly Arcane and attack I may spend a Fate point or suffer the Mild Consequence Spell Fatigue to affect all enemy targets in an adjacent zone without having to split my shifts between them.

Necromantic Enervation: Because I am a master of necromancy, I am able to drain the life energy from others. While I am Sneakily Arcane I can attack others with 'Life Draining' spells; in addition to the stress if I inflict a Consequence on my target I afflict them with enervation and ennui. Consequences such as Easily Fatigued, Fits Of Ennui, Prone To Depression, and Sunk Into A Deep Funk cause those afflicted to struggle to motivate and empower themselves, to unexpectedly lose interest in being active, become unconcerned about succeeding in their endeavors, and so forth. If a target is taken out in this way, they die and rise again as an Undead minion that I can control for the remainder of the scene and possibly longer at the GM's discretion.

Prepared Caster (Arcane)

Because of my studies as a classically trained arcanist, each morning I may 'prepare' a number of 'spells' equal to ((Careful + Clever) * Arcane).

To prepare a spell I roll 4dF against a Mediocre (+0) difficulty, adding a preparation bonus equal to double my Arcane bonus.

I temporarily gain a new personal Aspect corresponding to the spell I prepared with one invoke, and annotated with the margin of success.

Later during the day I may 'cast' a prepared spell by invoking its Aspect as an action and resolving the spell using the previously rolled margin of success.

Using Spell Write-ups

If I am preparing a spell from a write-up that indicates an Approach be combined with Arcane to cast the spell, with language such as 'while Cleverly Arcane', I ignore the requirement and use my prepared bonus instead.

If I am preparing a spell from a write-up that states a particular difficulty level, with language such as 'vs a Good (+3) difficulty)', the previously rolled margin of success is applied against the stated difficulty when I 'cast' it; any remaining shifts can be allocated per the simple magic guidelines.

It is possible for a spell resolution to fail if the margin of success is insufficient to the difficulty or if I am opposed successfully. I can spend a Fate point at this time to add +2 shifts to the margin of success.

Unfortunately due to my focus on prepared casting, I cannot free cast anything other than simple arcane spells known as cantrips.

Scorching Touch: Because I am able to generate intense heat on contact, I may use Arcane instead of Focused when fighting barehanded or grappling. This is a fire attack and I cannot use this Stunt against opponents who are immune to heat and flames.

Scroll Scrivener: Because I have mastered the art of scribing scrolls, I can be Cleverly Arcane and prepare 'spell completion' items as scrolls or similar items for specific spell effects that I can cast. I can later cast the inscribed spell (using the simple magic system guidelines) from the item, gaining a bonus in the process. Other characters with Arcane +1 or better can also use my scrolls. I can also stockpile unused scrolls, as well as use scrolls inscribed by others. Unless explicitly denied means and opportunity, I can prepare a number of new scrolls ready for use equal to my Arcane capability each day.

Shocking Touch: Because I am able to generate a magical paralyzing shock, I may use Arcane instead of Focused when fighting barehanded or grappling. This is an electric attack and I cannot use this Stunt against opponents who are immune to electricity.

Skilled Abjurer: Because I am skilled at using abjurations to nullify magic, I get +1 when I am Arcane and defend or overcome using abjuration magic.

Skilled Conjurer: Because I am skilled at using conjurations for summoning minions to do by bidding, I get +2 when I am Arcane and overcome using conjuration magic to summon a servitor.

Skilled Diviner: Because I am skilled at using divinations to know the unknown, I get +1 when I am Arcane and create advantage or overcome using divination magic.

Skilled Enchanter: Because I am skilled at using enchantments to bend others to my will, I get +1 when I am Arcane and create advantage or overcome using enchantment magic.

Skilled Illusionist: Because I am skilled at using my illusions to hide the truth, I get +2 when I am Arcane and create an advantage using illusion magics to deceive.

Skilled Invoker: Because I am skilled at using evocations to wreak mayhem, I get +1 when I am Arcane and attack using evocation magic.

Skilled Necromancer: Because I am skilled at using my necromancy, I get +1 when I am Arcane and create advantage or attack using necromantic magic.

Skilled Transmuter: Because I am skilled at using transmutations to change the fundamental nature of things, I get +1 when I am Arcane and create advantage or overcome using transmutation magic.

Spell Mastery (Hideous Laughter)

Because I have mastered the Hideous Laughter spell, whenever I am being Arcane and gain a boost I may use that boost to add two (2) additional free invokes to any Hideous Laughter situational Aspects that I have put into play (if any).

Spell Mastery (Prismatic Spray)

Because I have mastered the Prismatic Spray spell, I've gotten really good at catching as many people as possible inside of the arc. When I cast 'Prismatic Spray' and split shifts between multiple targets within my zone or an adjacent zone, the targets each suffer a -1 penalty to defend against my attack.

Additionally, if any target takes a consequence from this attack I can force it to be called Dazzled By Prismacolor! and I get an extra free invoke on it.

Spell Turning: Because I am able to reflect magic to protect myself, once per scene if I am the target of an Arcane spell and I am aware of it I may overcome the same difficulty required to cast the spell while Cleverly Arcane; however I suffer a -2 penalty to my roll. If I am successful the spell has no effect on me and I turn the spell back upon its caster, against whom the spell has its full normal effect.

Spell Turning (-2): Because I am able to reflect magic to protect myself, once per exchange if I am the target of an Arcane spell and I am aware of it I may overcome the same difficulty required to cast the spell while Cleverly Arcane; however I suffer a -2 penalty to my roll. If I am successful the spell has no effect on me and I turn the spell back upon its caster, against whom the spell has its full normal effect.

Witch's Fire: Because I can sicken others with magical energies, while Flashily Arcane I suffer a -1 penalty to attack one or more targets in my zone with a blast of eerie mystical energies, but if I split shifts between multiple targets the targets each suffer a -1 penalty to defend against my attack. If I succeed with style against any of the targets in all cases I must reduce the stress to get a boost, but the boost is automatically upgraded to the situational Aspect Sickened with two (2) invokes, which is attached to the affected target. This Aspect is automatically invoked at the beginning of subsequent exchanges to inflict two (2) stress to the target per invoke as the magical attack continues to linger; the target cannot defend against this additional stress but may apply any resistances or protection they have such as damage reduction or immunity to magic.