Magic Style Options
This document collects options to expand the Simple Magic
guidelines with more complicated elements. A group might use none, some, or all
of the offered options as they see fit.
- Option: Scrolls: a Stunt based approach to having spell-completion
items like scrolls that grant a bonus
- Option: Prepared Casting: a Stunt based approach
to modeling "prepared casting"
- Option: Alchemists: a Stunt based approach to modeling
alchemy
- Option: Elementalists: a Stunt based approach to modeling
Elementalists (i.e. Aero-, Hydro-, Geo-, Pyro-mancers)
- Option: Primurgy: a Stunt based approach to modeling mastery
of Primal Energy (i.e. Theurges and Voidmancers)
Any magic user might use trappings like a scroll for cosmetic purposes, or scrolls
and similar items can just be handled as a purely narrative consideration.
It is also possible to have more detailed Scroll write ups with a defined effect
and some number of usages. This sort of Scroll is an expendable magic item that
can be acquired and carried around until expended or dropped without requiring a
character to have an Aspect or Stunt to justify having it. They do however require
the character to have at least +1 in the relevant mystical capability to use the
Scroll.
When a character uses this sort of Scroll, they are actually casting the spell using
the Simple Magic guidelines. Scrolls generally grant
a flat +4 bonus if they require a specific Approach and Archetype combination be
used while casting, or a +2 bonus if they only require a Archetype and can be used
with any Approach.
However, and this is important, preparing a Scroll for use takes an action. Thus
to cast a spell from a Scroll requires an action to get it out and prepare to use
it, and an action to use it. Thus the large bonus is factored against the loss of
action economy.
A character can declare that they are preparing a Scroll before a conflict starts
if they had reason to believe that it would be adviseable to do so and had time
to prepare in the scene leading up to the conflict. This indicates that the Scroll
is out and opened (or on display) and the character is poised to cast from it.
Magical Spell Trapped On Paper, Faintly Magical (Transmutation)
Benefit: +2 to cast Slow.
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 (Transmutation), Debuff
Create advantage while Cleverly Arcane vs an Average (+1) difficulty on a target that I can detect within two (2) zones. If I am successful I attach the spell Aspect Soooooo Sloooooow! to the target. While this Aspect is active the target can move one (1) fewer zones per exchange and cannot move a zone and attack.
Overcoming Spell Aspects is explained in the
Simple Magic
guidelines.
However, as an option, a character that wants to be able to make their own Scrolls
and reliably have some available to them can do so by taking a Stunt. The following
example Stunt is for Arcane characters, but Divine and Primal characters could take
a similar Stunt by replacing "Arcane" with "Divine" or "Primal".
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.
Note: a character with this Stunt that wants to make a Scroll with two or more uses
can make multiple copies of that Scroll and just annotate it as being one item with
multiple uses at their discretion. Of course, expendable magic items have a Stress
track and can thus be targetted and destroyed. Therefore it might be more pragmatic
to keep each usage of a Scroll separate to avoid putting all of one's eggs in the
same basket.
Option: Prepared Casting
A common trope of the source material is the so-called "Vancian" magic concept,
wherein some kinds of spellcasters must "prepare" or "memorize" spells chosen from
their list of "known spells" and / or a "spellbook" ahead of time, and have a limited
number of slots determined by their "caster level" and rated in "spell levels".
It's all a bit cumbersome, adds a lot of bookkeeping and extra verbiage, and also
forces that type of character to guess what spells they'll need through the course
of the day and then puts pressure on them to hoard their memorized spells like a
miser. But, it does have the benefit of long familiarity, and some people enjoy
the extra mental challenge and tension it instills.
Pathfinder Fate Accelerated allows free-casting without spell per day or even hard
spell level limits. This is a fast and loose style of play, and it's weighted so
as to keep spellcasters roughly equivalent in potency to non-spellcasters. However,
if the GM and group want to include prepared casting semantics into their game,
it can be "turned on" for a given character at the cost of a Stunt.
NOTE: as Prepared Casting is handled as a Stunt and Fate Accelerated characters
are allowed to swap Stunts at milestones, it is technically possible for strange
shenanigans to come up. However, it is recommended that Prepared Casting Stunts
be anchored by a character's High Concept, and can thus only be taken or removed
when an appropriate High Concept is taken or changed. This equates to character
creation and major milestones, and avoids casual fluctuations.
The below Stunt is appropriate for Arcane characters such as wizards, who must have
Arcane +2 or better to qualify for it. Note that this allows a character
with less than Arcane +3 to cast more than cantrips; the low number of uses and
lack of free-casting compensates.
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.
The below Stunt is appropriate for Divine characters such as clerics, who must have Divine +2 or better to
qualify for it. Note that this allows a character with less than Divine
+3 to cast more than cantrips; the low number of uses and lack of free-casting compensates.
Prepared Caster (Divine)
Because of my devotion to my patron deity, each morning I may 'prepare'
a number of 'prayers' equal to ((Careful + Flashy) * Divine).
To prepare a prayer I roll 4dF against a Mediocre (+0) difficulty, adding a preparation
bonus equal to double my Divine bonus.
I temporarily gain a new personal Aspect corresponding to the prayer I prepared with
one invoke, and annotated with the margin of success.
Later during the day I may 'cast' a prepared prayer by invoking its Aspect as an
action and resolving the prayer using the previously rolled margin of success.
Using Spell Write-ups
If I am preparing a prayer from a write-up that indicates an Approach be combined
with Divine to cast the prayer, with language such as 'while Flashily Divine', I
ignore the requirement and use my prepared bonus instead.
If I am preparing a prayer 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 prayer 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 divine effects known as orisons.
The below Stunt is appropriate for Primal characters such as druids, who must have Primal +2 or better to
qualify for it. Note that this allows a character with less than Primal
+3 to cast more than cantrips; the low number of uses and lack of free-casting compensates.
Prepared Caster (Primal)
Because of my devotion to primordial nature, each morning I may 'prepare'
a number of 'rites' equal to ((Careful + Sneaky) * Primal).
To prepare a rite I roll 4dF against a Mediocre (+0) difficulty, adding a preparation
bonus equal to double my Primal bonus.
I temporarily gain a new personal Aspect corresponding to the rite I prepared with
one invoke, and annotated with the margin of success.
Later during the day I may 'cast' a prepared rite by invoking its Aspect as an
action and resolving the rite using the previously rolled margin of success.
Using Spell Write-ups
If I am preparing a rite from a write-up that indicates an Approach be combined
with Primal to cast the rite, with language such as 'while Sneakily Primal', I
ignore the requirement and use my prepared bonus instead.
If I am preparing a rite 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 rite 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 primal effects known as favors.
Known Spells List
As a rule of thumb prepared casters start play knowing about twice as many spells
as they can cast per day. Thus a prepared caster than can prepare twelve (12) spells
per day would start play knowing around twentyfour (24) spells, give or take a couple.
However to avoid forcing a player to go through the chore of picking them all up
front, which is a bar to starting play, with the GM's permission a player can just
select enough spells to start the game and retroactively add more to the list of
known spells as they are thought up until they hit their limit.
Finally, prepared casters can learn more spells after play starts as they encounter
scrolls and spellbooks. How long it takes, whether a roll is involved, hand-waved
or played out...Pathfinder Fate Accelerated prefers to focus on narrative driven
play and doesn't take a stance on bookkeeping minutia where it can be avoided. Therefore
it is assumed to take some "off screen" time to learn new spells by default, but
the entire matter is left to the GM's discretion.
Some sample spells are provided, and players are also free to
come up with their own per GM's discretion.
Pros and Cons of Prepared Casting
There are some interesting permutations to the choice to play a prepared caster.
Prepared casters:
- Get a large bonus on their roll to prepare.
- Can apply spells that they are pretty sure are going to work to a situation, because
they already know how many shifts are available to the spell rather than having
to hope they succeed at a 4dF roll at the time of casting.
- Don't have to use create advantage actions when the "heat is on" to set up more
esoteric spells, offering better action economy.
- Get potentially far fewer spells per day than characters using the free-casting
model, but as the saying goes "enough is as good as a feast". Eventually a prepared
caster can cast a sufficient number of spells to get through a typical session of
play.
- Excel if sessions are short as their limited number of spells is mitigated.
- Lag if sessions are longer with multiple encounters.
- Lag if the player guesses wrong about what will be useful, or runs out of spells
too soon, or hoards their spells so tightly they end up not doing anything.
Prepared Casting Example
For instance, Amarzedrin can prepare up to twelve (12)
spells per day. Each time he prepares a spell, he rolls 4dF and adds +8 (his Arcane
bonus, doubled). One morning he prepares Fireball (and eleven (11) other spells).
For the Fireball preparation he rolls ++-[] for a total of +9. Amarzedrin's player
writes down the personal Aspect "Prepared Fireball (+9) [ ]" on a scrap of paper.
Because it is useful to this example, it makes sense that later in the day Amarzedrin
is confronted by a couple of mobs of goblins (represented as mooks), damn the luck.
Deciding to not waste time and risk injury, Amarzedrin invokes Prepared Fireball.
The Prepared Fireball Aspect is removed from play as it has been expended, and the
nine (9) shifts from his margin of success are used to power a Fireball spell effect.
Amarzedrin splits his nine (9) shifts into a group of five (5) shifts and a group
of four (4) shifts and allocates each set of shifts as stress to the two goblin
mobs. The first group of goblins defends at +0 (they are not spellcasters, and have
no relevant skill-like abilities) and roll +--- for a total of -2. Amarzedrin succeeds
with style and may take a boost at the cost of a shift; but for purposes of the
example he opts to just blow them up.
The second group of goblins is actually a goblin pyromancer and his apprentice...of
course! They have a relevant Fire Magic skill-like ability at +3, and roll +++-
for a total of Superb (+5), and defend successfully. Looks like Amarzedrin has a
fight on his hands.
Option: Alchemists
Alchemists make potions, elixirs, and similar concoctions
and invest magical effects into them.
Alchemical effects most often take the form of buffs (Potion of Giant's Strength!)
and utility effects (Potion of Invisibility!), but there is no restriction to enforce
that. If an effect can be made to make sense narratively, it is fair game.
Prepared Casting (Alchemy)
The ability to prepare spell-like effects in advance and use them later is functionally
almost identical to the
prepared casting
model, save for the narrative difference of the effect being in item form. A version
of prepared casting that uses alchemical items can be handled in much the same way,
using a Stunt.
A character with Arcane +1 or better can take the following Stunt, thus making themselves
an Alchemist. However, they lose the ability to use Arcane to cast spells directly.
At the GM's discretion, this model could be extended to Divine and / or Primal as
well with suitable name and "chrome" changes.
Prepared Caster (Alchemy)
Because of my studies as a classically trained Alchemist, given time and opportunity
I may 'prepare' a number of potions, elixirs, salves and similar 'concoctions' equal
to ((Careful + Clever + Focused) * Arcane).
Unused concoctions remain until they get activated or destroyed and can be stockpiled.
These Aspects are portable; I may give them to others and they can be taken away
from me.
Making a concoction requires time, materials, and either a lab or a field kit; the
specifics are left to the GM's discretion, but simple potions might take minutes
while very powerful potions might take one or more hours.
If a strict economy is
being enforced in the campaign, it usually costs about half retail price to make
a concoction; GM's discretion applies.
Commodities
Alchemical concoctions can be given, sold to, or stolen by others and
used by them. They are effectively a commodity.
However all of an alchemist's concoctions, including those under another character's
control, count against their preparation limit.
Alchemical Item Write-ups
A variety of write-ups for specific
alchemical items and
potions
are available. Each usage of these kinds of alchemical items counts against an alchemist's
preparation limit.
Note that the provided write-ups are just examples, and not a restricted list of
allowed effects; an alchemist can make any sort of alchemical item the GM allows.
To prepare a concoction I roll 4dF and add (Focused + Arcane) against a Mediocre
(+0) difficulty; failure indicates a botched concoction and that 'slot' is wasted
for the day. I temporarily gain a new personal Aspect corresponding to the concoction
I prepared with one invoke, and annotated with the margin
of success.
Prepared concoctions are activated by invoking its Aspect as an action and resolving
the effect of the concoction using the previously rolled margin of success. It is
possible for a concoction resolution to fail if the margin of success is insufficient
to the difficulty or if opposed successfully. If I am the activator, I can spend
a Fate point at this time to add +2 shifts to the margin of success.
Unfortunately due to my focus on Alchemy, I cannot free cast spells.
This
stunt
requires
Arcane
+1
or better to use.
Sub-Option: Alchemical Dabbling
A character that wants to be able to make and carry around some potions (or similar
spell completion items), but doesn't want to give up their ability to cast spells
still has options. The most direct is to simply take advantage of the guidelines
on
Action Proxies,
to create "items" that are really action proxies. This is neat and tidy and doesn't
require any additional investment of character resources.
Prepared Casting (Alchemy Dabbler)
A character that wants to use the prepared casting model Stunt without giving up
the ability to free cast spells can take a version of the
Prepared Casting (Alchemy) Stunt that offers a smaller prepared item
limit but without the free casting restriction.
A character with Arcane +1 or better can take the following Stunt, thus making themselves
an alchemist. At the GM's discretion, this model could be extended to Divine and / or Primal as
well with suitable name and "chrome" changes.
Prepared Caster (Alchemy Dabbler)
Because I am a capable dabbler in the esoteric science of Alchemy, given time and
opportunity I may 'prepare' a number of potions, elixirs, salves and similar 'concoctions'
equal to (Careful + Arcane).
Unused concoctions remain until they get activated or destroyed and can be stockpiled.
These Aspects are portable; I may give them to others and they can be taken away
from me.
Making a concoction requires time, materials, and either a lab or a field kit; the
specifics are left to the GM's discretion, but simple potions might take minutes
while very powerful potions might take one or more hours.
If a strict economy is being enforced in the campaign, it usually costs about half
retail price to make a concoction; GM's discretion applies.
Commodities
Alchemical concoctions can be given, sold to, or stolen by others and
used by them. They are effectively a commodity.
However all of an alchemist's concoctions, including those under another character's
control, count against their preparation limit.
Alchemical Item Write-ups
A variety of write-ups for specific
alchemical items and
potions
are available. Each usage of these kinds of alchemical items counts against an alchemist's
preparation limit.
Note that the provided write-ups are just examples, and not a restricted list of
allowed effects; an alchemist can make any sort of alchemical item the GM allows.
To prepare a concoction I roll 4dF and add Arcane against a Mediocre (+0) difficulty;
failure indicates a botched concoction and that 'slot' is wasted for the day. I
temporarily gain a new personal Aspect corresponding to the concoction I prepared
with one invoke, and annotated with the margin of success.
Prepared concoctions are activated by invoking its Aspect as an action and resolving
the effect of the concoction using the previously rolled margin of success. It is
possible for a concoction resolution to fail if the margin of success is insufficient
to the difficulty or if opposed successfully. If I am the activator, I can spend
a Fate point at this time to add +2 shifts to the margin of success.
This
stunt
requires
Arcane
+1
or better to use.
Special Purpose Stunts
An ability that is thematically "alchemical" can be expressed as one or more Stunts
that define their own function.
Also, it may sometimes make sense to define such a Stunt in a way that it instead
interacts with a Archetype other than the character's primary spell casting Archetype,
thus expanding the breadth of the kind of effects the character can use.
Theriaxis
For instance, in addition to being a full blown alchemist
Xarren has the Theriaxis Stunt that allows
him to mix up magical medications with powerful and direct curative properties,
which is an ability normally associated with Divine or Primal
Archetypes.
Theriaxis: Because I am a dedicated scholar who has mastered highly esoteric magical and medical lore, I am able to make and apply ointments, salves, nostrums, and elixirs that can heal and repair just about any form of illness, wound, infection, or impurity. While I am Carefully Arcane and I have access to my alchemical supplies, I may clear a Stress box or clear a Consequence by overcoming a difficulty equal to the numerical value of the stress box or Consequence. If I fail to overcome the difficulty of a Consequence I may not attempt to heal that same Consequence again. I may use this ability on others as well as myself if I am able to examine and treat them. I may use this ability (Focused + Arcane) times per day.
This
stunt
requires
Arcane
+1
or better to use.
Potions Poultices Poisons
For instance, the witch
Ruelga has the Potions, Poultices, Poisons
Stunt which allow her to make Arcane concoctions with magical properties normally
associated with Primal magics.
Potions, Poultices, Poisons: Because I know ancient lores from more primitive times, I am able to brew potions, poultices, and poisons that can harm and heal and work odd and subtle magics on those who imbide them. I can be Cleverly Arcane and make substances that replicate effects that are usually the province of Primal. At any given time I can have a number of substances brewed up and ready for use equal to my Arcane + Primal capability.
This
stunt
requires
Arcane
+1
or better to use.
Bombs and Mutagens
Bombs
Acid Bombs: Because of my alchemical studies I am able to create and then later throw alchemical acid bombs.
When I am Quickly Focused I gain +3 to attack a target within two (2) zones of me
by throwing an alchemical acid bomb at them.
If I am successful, the acid bomb shatters, splashing its contents upon my
target and inflicting damage as stress normally, but if I succeed with style, I
must reduce the stress to get a boost and the boost is upgraded to the situational
Aspect Acid Burn! which is attached to the target.
This Aspect is automatically invoked at the beginning of subsequent exchanges to
inflict two (2) stress to the target per invoke. This Aspect can be removed by overcoming
a Good (+3) difficulty.
For a given session I can carry around and use a number of acid bombs equal to my
(Clever + Arcane). Other people can use my acid bombs; they still count against
my per-session limit however.
This
stunt
requires
Arcane
+1
or better to use.
Alchemical Bombs: Because of my alchemical studies I am able to create and then later throw alchemical bombs.
When I am Cleverly Focused I gain +1 to throw a bomb into my zone or an adjacent zone, generally against an Average (+1) difficulty.
If I am successful, my bomb explodes and inflicts a number of shifts of damage equal
to my (Careful + Arcane) against every target in the zone without splitting shifts
between them. This is non-discriminatory, and often causes collateral damage.
For a given session I can carry around and use a number of alchemical bombs equal to my (Clever + Arcane). Other people can not catalyze my bombs, they are only usable by me.
This
stunt
requires
Arcane
+1
or better to use.
Gas Bombs: Because of my alchemical studies I am able to create and then later throw alchemical gas bombs.
When I am Carefully Focused I gain +3 to attack a target zone within two (2) zones of me
by throwing an alchemical gas bomb.
If I am successful the gas bomb shatters, releasing toxic fumes and applying the situational
Aspect Toxic Gas! to the zone with two free invokes.
This Aspect is automatically invoked now and at the beginning of subsequent exchanges to
inflict two (2) stress per invoke to every target within the affected zone that needs to breathe.
This Aspect can be removed by strong winds or focused air by overcoming a Good (+3) difficulty.
For a given session I can carry around and use a number of gas bombs equal to my
(Clever + Arcane). Other people can use my gas bombs; they still count against
my per-session limit however.
This
stunt
requires
Arcane
+1
or better to use.
Holly Water Vials: Because I have learned a special alchemical recipe, I am able to make a mildly magical mixture containing holly water, garlic, powdered silver, and grave dust that causes harm to the undead. These vials can be thrown, with the liquid splashing out upon impact to inflict harm on an undead creature.
When I am Quickly Focused I gain +4 to attack an undead target within one (1) zone
of me.
If I am successful, the holly water vial shatters, splashing its contents upon my
target and inflicting damage as stress normally, but this damage
cannot be reduced by any innate ability of the target (other forms of
protection such as a magic item or a spell do apply).
For a given session I can carry around and use a number of holly water vials equal
to my (Clever + Arcane). Other people can use my holly water vials; they still count
against my per-session limit however.
This
stunt
requires
Arcane
+1
or better to use.
Sticky Bombs: Because of my alchemical studies I am able to create and then later throw alchemical sticky bombs.
When I am Quickly Focused I gain +3 to create advantage against a target within
two (2) zones of me by throwing a sticky bomb at them.
If I am successful, the sticky bomb shatters, splashing its sticky contents upon
my target, attaching the situational Aspect Trapped By
Sticky Goo! to the target with three (3) invokes. While this Aspect is in play, the
target is rooted in their current zone and thus cannot move to another zone. This
Aspect can be removed by overcoming a Good (+4) difficulty, but each failed attempt
to overcome it expends an invoke.
This Aspect can be removed by overcoming a Good (+4) difficulty. However when it
is expended or removed a second situational Aspect, Sticky
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.
Note that this ability can cause flying targets to plummet to the ground if they use winged flight.
For a given session I can carry around and use a number of sticky bombs equal
to my (Clever + Arcane). Other people can use my sticky bombs; they still count
against my per-session limit however.
This
stunt
requires
Arcane
+1
or better to use.
Mutagens
While they may also grant secondary benefits, the fundamental nature of mutagen
Stunts is to allow a character to temporarily move their Approaches and / or Archetype
bonuses around to a different disposition suited to an alternate physical form.
This can range from "hulking out", to taking on the forms and natural abilities
of animals, or something more unusual.
As this kind of ability is unusually powerful and offers a tremendous amount of
flexibility to a single character, it is usually appropriate for this sort of Stunt
to cost a Fate point or have scene or session limits. However, the higher the Refresh
equivalency of a Stunt the less restricted it needs to be.
Ultimately, GM's discretion applies heavily to this sort of ability.
Mutagen (Bruteform): Because I have mastered strange transmogrifying magics I can concoct substances that allow me to change my own physical structure and capacity, becoming much larger and stronger but at the cost of greatly diminished intellgence. I may spend a Fate point to temporarily move all of my Approach bonuses to Forceful (leaving all of my other Approaches at +0), and to move all of my Archetype bonuses to Focused (leaving all of my other Archetypes at +0). I also change my Trouble to 'Mutagenic Brute'. This lasts for an entire scene unless I spend another Fate point to change back to normal.
This
stunt
requires
Arcane
+1
or better to use.
Mutagen (Beastshape; -2)
Because I have mastered strange transmogrifying magics I can concoct substances
that allow me to change my own physical structure and capacity, taking on the forms
of animals. I may spend a Fate point to temporarily assume an animal form. My trappings
magically change with me and are unavailable until I return to my normal form.
When I change forms I move all of my Approach bonuses to a disposition relevant
to the animal form I am assuming, and I move all of my Archetype bonuses to Focused
(leaving all of my other Archetypes at +0). This lasts for an entire scene unless
I choose to return to normal, which ends the effect. Additionally, I may spend another
Fate point to assume a different animal's form, and I do not have to first change
back to normal.
When I change forms I gain an additional Aspect named for the animal form I have
assumed which I can invoke when my current animal form is relevant, and which can
be compelled whenever my animal form or lack of humanoid anatomy might inconvenience
me.
If the animal form I change into has natural weapons I may use Focused in place
of Combatives while in a physical conflict.
If the animal form I change into has an unusual form of movement, such as the flight
of a bird, the running of a wolf, or the swimming of a shark then I gain that mode
of movement while I am in that form as well, at the GM's discretion.
If the animal form I change into has an unusual or extra keen sense, such as the
low light vision of a cat, the olfactory senses of a canine, or the echolocation
of a bat then I gain that sense while I am in that form as well, at the GM's discretion.
This
stunt
requires
Arcane
+1
or better to use.
Mutagen (Elementalform, -2): Because I have mastered strange transmogrifying magics I can concoct substances that allow me to change my own physical structure and capacity. I may spend two (2) Fate points to temporarily change into an Elemental.
When I activate this effect I must choose Air, Earth, Fire, or Water. For the duration
of the effect I use the Large Elemental write-up for the
Elemental type
I have chosen instead of my own character write-up.
My transformation lasts for an entire scene but I may change back to my normal form
at any time, ending the effect.
My trappings change with me and are inaccessible for the duration of the effect.
This
stunt
requires
Arcane
+1
or better to use.
Option: Elementalists
Elementalists channel the powers of the primal elements of Air, Earth, Water, and
Fire.
Using this option, a character with Primal +3 or better and Arcane +1 or better
may take any or all of the following Stunts:
Aeromancer: Because I have mastered the ancient magics of the Element of Air, I may combine my Arcane and Primal Archetypes when I am casting spells or defending against spells related to air, wind, lighting, weather, and so forth.
This
stunt
requires
Primal
+1
or better to use.
Geomancer: Because I have mastered the ancient magics of the Element of Earth, I may combine my Arcane and Primal Archetypes when I am casting spells or defending against spells related to earth, rock, seismic vibrations, and so forth.
This
stunt
requires
Primal
+1
or better to use.
Pyromancer: Because I have mastered the ancient magics of the Element of Fire, I may combine my Arcane and Primal Archetypes when I am casting spells or defending against spells related to fire, heat, combustion, and so forth.
This
stunt
requires
Primal
+1
or better to use.
Hydromancer: Because I have mastered the ancient magics of the Element of Water, I may combine my Arcane and Primal Archetypes when I am casting spells or defending against spells related to water, precipitation, steam, mist, liquids, and so forth.
This
stunt
requires
Primal
+1
or better to use.
These Stunts also cover the summoning of "Elementals", such as Earth Elementals,
Fire Elementals, and so forth, using the
Conjuration And Summoning guidelines.
For instance, Camren is an Aeromancer.
Sub-Option: Para-Elemental
A character that has two or more of these Stunts can also justify "para-elemental"
effects. Alternately, a GM might allow a character to anchor their Elemental Stunt
on a "Para-elemental" instead.
- Ice / Cold: Air & Water
- Ooze / Mud: Water & Earth
- Magma / Lava: Earth & Fire
- Smoke / Soot: Fire & Air
Option: Primurgy
Using this option, a character with Primal +3 or better and Divine +1 or better
may take either or both of the following Stunts:
Valimancer / Theurge: Because I have mastered the ancient magics of the Primal Element of Positive Energy, the raw quintessence from which all material things are formed, I may combine my Divine and Primal Archetypes when I am casting spells related to radiance (pure energy), healing, creation ex nihilo, directly opposing negative energy, and so forth.
Voidmancer / Anatheurge: Because I have mastered the ancient magics of the Primal Element of Negative Energy, the void which eventually claims all things, the null state that counterpoints existence, I may combine my Divine and Primal Archetypes when I am casting spells related to stagnation, entropy, undeath, enervation, life draining, directly opposing positive energy, and so forth.
For instance, Thuvor is a "Demiurge", a master of both
Theurgy and Anatheurgy.