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MagisterKhrysm

Derro Magister (-3): Becuase I'm a derro magister, I have several spell-like abilities (see write ups in my 'Spell-like Ability' section below), and other derro give great deference to me.

Darkvision: Because I have Darkvision I can see perfectly in total darkness.

Immune To Mind-Affecting: Because I am immune to mind-affecting abilities, I am unaffected by any malign effect that relies on mental coersion or disorientation.

Ghost Sound: Becuase I'm a derro, at will I can make illusory sounds up to two zones away.

Derro Darkness: Because I am a derro, as an action I have the ability to add the situational Aspect Darkness to my zone or an adjacent zone. This effect provides active Good (+3) defense to notice attempts and targeted abilites. This Aspect lasts for four exchanges, though it can be overcome and removed by a character with Arcane, Divine, or Primal of +3 or higher opposed by a Superb (+5) difficulty. Thanks to my Darkvision, I am not affected by this.

Headband of Vast Intellect: Because I have a magical item that boosts my intelligence, I gain +2 while Cleverly Focused to recall obscure details, lore, or even general knowledge, and also when attempting to figure things out via sheer intellect.

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.

I can create and carry four (4) alchemical bombs at a time, and they each inflict three (3) shifts of damage.

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.

At my current level of arcane skill, I can prepare up to eight (8) alchemical concoctions per day.

Vulnerability To Sunlight (+1): Because I am vulnerable to bright light, I suffer -1 to all 4dF resolutions while exposed to sunlight or other intense light. If exposed to sunlight for more than an hour, my [1] stress box is considered to be checked at all times; I recover from this after being in darkness for at least an hour.

Khrysm has a masterwork aklys (a funky and exotic rope and hook weapon), and wears masterwork leather armor. She also has a number of sharp stabby implements she uses in her work worn about her person.

Finally, Khrysm wears a magical headband of intellect. In addition to being valuable for purposes of re-sale, an adventurer wishing to make such a device their own (by using a Stunt slot on it) will be happy to discover that the item will magically resize itself to fit any small, medium, or large sized head.

Spell-like abilities

Khrysm is a Derro Magister with the following Spell-like abilities

Spell-like Ability (Transmutation), At Will

Create advantage while Flashily Arcane vs an Average (+1) difficulty to create a spell Aspect on myself called Levitating for 1 scene or until all invocations are used. While the Aspect is in play 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 Superb (+5) difficulty. I cannot invoke the Aspect for any additional benefit.

Spell-like Ability (Transmutation), Once Per Session

Create advantage while Carefully Arcane vs an Average (+1) difficulty to create a spell Aspect on a target within my zone called Modified Memory indefinitely until it is overcome. This Aspect can be detected by unusual senses with deliberate effort. The Aspect can be removed by appropriate magic or abilities by overcoming a Superb (+5) difficulty. I cannot invoke the Aspect for any additional benefit.

Spell-like Ability (Enchantment), Once Per Session

Create advantage while Sneakily Arcane vs an Average (+1) difficulty to create a spell Aspect on a target within my zone called Narcoleptic Slumber for 1 scene or until all invocations are used. This Aspect can be overcome by the target or an ally shaking them vigorously or otherwise attempting firm measures as a Great (+4) difficulty. While under the effects of the Aspect, the target is trapped un a deep slumber, unable to defend themselves. Being injured removes the Aspect and awakens the target immediately. This is a mind-affecting effect.

Spell-like Ability (Evocation), Once Per Session

Gain +1 while Forcefully Arcane to attack one or more opponents in my zone with painful magically-generated sound waves. If I split my shifts to affect multiple targets, each target suffers a -1 to their defense roll. This ability does not affect targets that are deaf or are otherwise unable to hear me.

Potions

Khrysm is an alchemist; she typically carries the following potions of her own concoction.

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]

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 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 (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 two (2) 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 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][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 an Average (+1) 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.

Potion In A Flask, Faintly Magical (Abjuration)

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

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.

Arcane Spell (Abjuration), Force

Create advantage while Carefully Arcane vs an Average (+1) difficulty to apply the spell Aspect Magic Shield to myself. While this Aspect is active I reduce damage from physical and magical attacks by one (1). This Aspect may also be invoked to offer protection when defending from physical or magical harm.

Potion In A Flask, Faintly Magical (Illusion)

Benefit: A character may drink the potion as an action to 'cast' the spell Disguise 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)

Create advantage while Sneakily Arcane vs an Average (+1) difficulty to create a spell Aspect on myself called Magical Disguise for one (1) scene or until all invocations are used. While it is active this Aspect allows me to look like someone else. Attempts to imitate a specific individual are more likely to be disbelieved unless a convincing portrayal is given. I may invoke the Aspect to gain a bonus on an action where looking like someone else 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 illusions 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.