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Amarzedrin

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.

Staves Are Just So Useful: Because I have learned to put my staff to good use, I gain +1 when I am Careful and narratively describe how my staff helps me. This can be used to aid me in my spell casting as well as to fend off pesky attackers, or whatever fits the story.

Behold, The Globe Of Invulnerability: Because I have mastered a potent magical discipline, when I am Carefully Arcane I can spend a Fate point to allow create an advantage to add the situational Aspect Globe Of Invulnerability with two (2) invokes to myself for the remainder of the scene (and perhaps longer). I can add more invokes to this Aspect by being Carefully Arcane and creating an advantage against a difficulty of Great (+4). While this Aspect is available I can invoke it to use Carefully Arcane to defend against any kind of attack affecting me or the area immediately around me (including any allies). This Aspect can be overcome and removed by a character with Arcane, Divine, or Primal of +4 or higher opposed by a Legendary (+8) difficulty.

This stunt requires Arcane +4 or better to use.

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.

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.

At my current level of arcane skill, I can prepare twentyfive (25) spells per day, and I gain a +10 preparation bonus when I do so.

Note: If a player chooses to play Amarzedrin, they should select fifty (50) or so spells for Amarzedrin's spell book. Alternately, with the GM's permission, the player could select enough spells to start the game and retroactively add more to the list of known spells as they are thought up until the GM and player agree that "enough" have been selected to flesh the Amarzedrin out.

Spells

Amarzedrin is master Wizard, and his dedication to prepared casting makes him a limited but potent spellcaster.

While Amarzedrin knows many spells, he can only prepare up to twentyfive (25) spells to cast on any given day. However he gains a staggering +10 bonus to his preparation roll, making his relatively small selection of spells extremely powerful. Note that Amarzedrin can still free cast cantrips.

Additionally, Amarzedrin can have up to five (5) active spell Aspects in effect at any given time. Following are just some of Amarzedrin's most frequently prepared spells.

Arcane Spell (Evocation), Force

Hits: [1][1][1][1]

While Forcefully Arcane I may attack a target within two (2) zones with a bolt of pure eldritch force. I may also attack targets further away with this spell, taking a -1 shift penalty for each additional two (2) zones between us. If I succeed with style I cannot reduce the stress to gain a boost, but if my target defends against this attack with style they do not get a boost either.

Arcane Spell (Transmutation), Buff

Hits: [1][1]

Create advantage while Carefully Arcane vs an Average (+1) difficulty to create a spell Aspect on myself called Arcane Speed for one (1) scene or until all invocations are used. While this Aspect is active I am faster than I normally am. I may invoke this Aspect to go first in an exchange or to move an extra zone and still attack, or invoke it twice to do both at the same time (this is an exception to the general rule about invoking an Aspect twice for the same action, as it does two different things when invoked in this way).

Overcoming Spell Aspects is explained in the Simple Magic guidelines.

Arcane Spell (Universal), Teleportation

Hits: [1][1]

Overcome while Cleverly Arcane to immediately teleport myself a short distance by overcoming a difficulty equal to the number of zones away the target is, +1. Thus to dimension door up to three (3) zones away would require me to overcome a Great (+4) difficulty, while five (5) zones would require me to overcome a Fantastic (+6) difficulty. When using this ability, I can not move a zone in the normal way, and if I fail the spell I go nowhere at all.

Arcane Spell (Abjuration), Dispel

Hits: [1][1]

Dispelling magic is handled using the overcome action.

Overcoming Spell Aspects is explained in the Simple Magic guidelines.

Arcane Spell (Evocation), Fire

Hits: [1][1]

While Carefully Arcane I suffer a -1 penalty to attack one or more targets in my zone, but if I split shifts between multiple targets the targets each suffer a -1 penalty to defend against my attack. For any target that I succeed with style against I must reduce the stress against the target by one (1) to get a boost but the boost is automatically upgraded to the situational Aspect On Fire with two (2) invokes, 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 from fire per invoke. It is a Fair (+2) difficulty to remove this Aspect.

Arcane Spell (Transmutation), Buff

Hits: [1][1]

Create advantage while Arcane vs a Fair (+2) difficulty to create a spell Aspect on myself called At-Will Flight for one (1) scene or until all invocations are used. While this Aspect is active I can fly at will. While flying I am unaffected by obstacles that I can reasonably fly over, and I can hover out of easy reach of the ground thus frustrating melee attackers. Additionally when moving one or more (1+) zones I may move one (1) additional zone. I may invoke this Aspect to move one (1) 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 (Universal), Force

Hits: [1][1]

Create Advantage while Forcefully Arcane vs an Epic (+7) difficulty to attach the spell Aspect Forcewall to a zone up to two zones away to summon a Forcewall construct and cause it to attempt to bar all movement and block all physical attacks and most magical attacks across it. All attacks attempted across the wall attack the wall instead. See the Forcewall servitor profile for details.

Servitors are explained in the Simple Magic guidelines.

Summoning Difficulty: +7

Transparent Magical Wall, Force, Immobile

Limitation: An immobile wall anchored to its zone that takes no actions

Stress [1][2][3]

Mild (2)

Moderate (4)

Severe (6)

Force Screen: Reduce stress caused by all physical damage inflicted against the wall by two (2) unless the stress is caused by something involving arcane force

A Forcewall bars passage, even against most magical effects and is even effective against incorporeal things; however it does not bar teleportation. All attacks made 'through' the Forcewall are blocked by and applied to the Forcewall. Do not roll to actively defend against physical attacks; instead just reduce damage as indicated in the write-up.

Arcane Spell (Universal), Cold

Hits: [1]

Create Advantage while Carefully Arcane vs a Superb (+5) difficulty to attach the spell Aspect Icewall to a zone up to two zones away to summon an Icewall construct and cause it to attempt to bar all movement and block all physical attacks and most magical attacks across it. All attacks attempted across the wall attack the wall instead. See the Icewall servitor profile for details.

Servitors are explained in the Simple Magic guidelines.

Summoning Difficulty: +5

Transparent Magical Wall, Cold, Immobile

Good At: Numbing Cold (+3), Semi-Opaque (+1)

Limitation: An immobile wall anchored to its zone that takes no actions

Hits: [1][1][1][1][1][1][1]

Ice Screen: Reduce all physical damage inflicted against the wall by two (2) unless the stress is caused by something involving heat or fire

While it takes no overt actions, the icewall 'attacks' and creates advantage against anything touching it via the extreme numbing cold it emanates. Do not roll to actively defend against physical attacks; instead just reduce damage as indicated in the write-up.

Arcane Spell (Illusion), Invisibility

Hits: [1]

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.

Arcane Spell (Conjuration), Force

Hits: [1][1]

Create advantage while Carefully Arcane vs an Average (+1) difficulty to apply the spell Aspect Mage Armor to myself. While this Aspect is active I can justify using Arcane to defend against physical attacks. This Aspect may also be invoked to offer protection when defending from physical or magical harm.

Arcane Spell (Abjuration)

Hits: [1][1]

Summoning magic is handled using the servitor guidelines.

Servitors are explained in the Simple Magic guidelines.

Arcane Spell (Abjuration), Force

Hits: [1][1]

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.