Skip Navigation Links
MenuExpand Menu
Skip Navigation LinksMenu>Class Translations>The Sorcerer

The Sorcerer

This document provides suggestions and insights into how to translate the ideas of the Sorcerer class from the source material into Pathfinder Fate Accelerated.

"Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine.

Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats.

Just as varied as these innately powerful spellcasters' abilities and inspirations are the ways in which they choose to utilize their gifts.

While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results."

Archetype Considerations

Arcane is the only Archetype a sorcerer has to concern themselves with; everything else is optional.

To be considered a sorcerer (and not some other hybrid concept), a character should start with at least Arcane +3.

Arcane +3 allows unrestricted spell casting using the simple magic guidelines, which you should read first if you are serious about playing a spellcaster. Free casting is the norm in Pathfinder Fate Accelerated, so there is no need to concern yourself with "known spells".

For a standard starting character, this leaves only the decision of where to put the final +1.

A hyper-specialized, dedicated sorcerer will go all in on Arcane +4, but putting a +1 into one of the other Archetypes goes a long way towards suggesting a more interesting background for the character.

Roguish +1 is a great choice for a resourceful sorcerer who knows their way around civilized lands, has some people skills, and is familiar with the use of daggers, crossbows, slings, and the like.

Combative +1 is a great choice for a sorcerer who knows which end of a weapon to point towards an enemy. It also opens the door to becoming a magus or something similar later on.

Primal +1 is a less common choice overall, but could make perfect sense for sorcerers of certain bloodlines.

For instance, the aquatic, boreal, fey, elemental, and verdant bloodlines require Primal +1.

Focused +1 is a very solid and safe choice for an adaptable sorcerer. Also, it goes well with bloodlines that offer innate physical or esoteric abilities.

For instance, the imperious and destined bloodlines require Focused +1.

Divine +1 is perhaps the most unusual choice, and would most likely be taken purely for concept reasons or something like the celestial bloodline.

Sample Iconics

Ilsa, Voxel, Royce

Starting Archetype Sets

Eldritch

Arcane +4

Cryptic

Arcane +3, Roguish +1

Spellblade

Arcane +3, Combative +1

Primordial

Arcane +3, Primal +1

Support / Utility

The source material offers sorcerers as full casting utility characters with an array of options including buffing, debuffing, and control spells.

Blaster

A sorcerer can serve as a blaster, loading up on ranged damage spells.

There is a point of view among Pathfinder grognards that blasting is not an optimal strategy for a full arcane caster, but it can be a fun way to go nonetheless and it is the rare sorcerer who doesn't have at least one or two ranged damage spells.

Bloodlines

Sorcerers are able to choose a bloodline in the source material, from which their innate magical abilities manifests. Each bloodline offers some thematic abilities, and they provide a significant way to individualize sorcerers.

Diverging From Source Material

The sorcerer is a solid and flexible class in the source material...indeed, it is often considered to be among the most powerful base classes in the game. But Pathfinder Fate Accelerated offers even more flexibility to personalize your sorcerer to make a character that is as distinctive as they are capable.

Free casting is the default in Pathfinder Fate Accelerated, so there is no need to worry about "known spells" for your sorcerer. Decide what kind of effects are appropriate for your sorcerer to cast, and self-police on any urges to cast spells that don't make sense per your character's shtick.

You are free to personalize your sorcerer with abilities suited to a concept such as a bloodline. As a player interested in expressing their creativity you should first check with your GM to determine what they will and wont allow.

You can also opt to dispense with the idea of a bloodline altogether, and just make a straight up arcane spellcaster with no frippery.

Approach Considerations

Sorcerers are diverse, and thus all Approaches are equally viable, depending upon what sort of sorcerer is being represented. Sorcerers are ultimately great individualists, and thus they defy easy stereotyping. Having said that, many sorcerers are Flashy with their overt magic and strange bloodlines.

Blasting sorcerers will tend to favor Flashy or Forceful, while the more charming sort opt for Sneaky or Clever.

Some sorcerers are Careful, or Quick but not in any statistically normative ways.

What Kind Of Sorcerer, Exactly?

Generally speaking, when defining a character in Pathfinder Fate Accelerated that you envision falling into the sorcerer category, you might start out by asking yourself the following questions:

Role?

A sorcerer can be individualized to fill a variety of roles, and you get to decide what role you want your sorcerer to attempt to fill.

You might intend for your sorcerer to be optimized for conflicts. Or perhaps you want to play more of a smooth operator who opts for more subtle resolutions via stealth, guile, and / or charm. Or you might want your sorcerer to be a problem-solver or "support" character who is either specialized to address a particular niche or generalized to have a broad range of "utility" allowing them to adapt to emerging challenges that the group might face in their adventures. And of course, your sorcerer might attempt to fill more than one role or not be intentionally designed to fit any particular role as you prefer.

Voxel is a cryptic cypher who reveals little of what he is actually thinking, possesses an imperative air of command with expectations of immediate obedience, and shows a callous disregard for the feelings of others.

Voxel's arcane mastery is impressive; he focuses his magic via Words of Power uttered by his darkly mellifluous voice, and few things can stand between him and his goals for long. Voxel is a leader, not a follower, and he knows how to get things done. He takes no more risks than are necessary, but he is well prepared for conflict. Voxel is also well practiced at influencing the minds of others as necessary to get what he wants.

Bloodline Or No Bloodline?

You should decide if you want your character to have bloodline oriented abilties, or drop the concept altogether as you prefer.

If you do want to incorporate a bloodline concept into your sorcerer, you can use one of the bloodlines described in the source material   for inspiration or come up with your own idea.

If you do opt for a bloodline, it will probably influence your High Concept.

You may also want to anchor your bloodline concept with at least one Stunt. Alternately you might choose one of the bloodline Stunt sets provided as examples, which bundle thematic Stunts together.

And finally, you might also incorporate your bloodline into your Trouble; for instance a person of Abyssal bloodline might experience complications in their life.

Ilsa is a survivor of the Worldwound, descended from a once mighty family of lost Sarkoris, and inheritor of potent boreal magics with a deep affinity for cold and ice.

Ilsa's people have fought tirelessly in the ensuing years in the Mendevian Crusades, vainly struggling to push back the tide of evil seeping into the world.

The wars have ground her family to dust and bones; Ilsa is the last alive and she has had enough, abandoning the futile dream and seeking a new future elsewhere.

The source material added in the concept of bloodlines to differentiate sorcerers from wizards, and to round out the class with interesting thematic abilities. This addition made sense, as the idea of bloodlines is internally consistent with the source material's premise that sorcerers are born with an inherited connection to magic.

The addition of sorcerous bloodlines in the source is a feature that offers a mechanical solution to a class differentiation problem, and also a conceptual solution by anchoring a premise that was previously stated to be true in D&D 3e but was meaningless as anything other than a roleplaying suggestion due to being pure fluff.

In Pathfinder Fate Accelerated the mechanical impetus for bloodlines offers no relevance or benefit.

This leaves only the conceptual facet of bloodlines, and thus the decision to incorporate a bloodline into your character is one based entirely upon your character concept.

If a particular bloodline helps you to realize your character concept, take it.

If the bloodline idea is not relevant to your character concept, ignore the entire idea of bloodlines and make the character you want to play.

Pure Spellcaster Or Thematic Hybrid?

The third question is about refining your character concept; it will mostly influence your choice of Archetypes and your Stunt selections.

If a bloodline is an important part of your character concept and you want to take some thematic abilities as Stunts and perhaps slide a +1 into a Archetype other than Arcane, it will make your sorcerer more interesting and distinctive but it does reduce your sorcerer's focus on spellcasting.

Of course, this decision is relevant even for sorcerers that eshew the bloodline concept. There are all sorts of interesting directions to explore with the design of an individual sorcerer, but finding a balance between spellcasting potency and other abilities is key.

Generic Generalist Spellcaster Or Conceptual Specialist?

The fourth question is asking you to think about what kind of spells your sorcerer can cast. Pathfinder Fate Accelerated doesn't impose restrictions on your spell choices; if your character has a high enough Arcane Archetype you are allowed to attempt to cast any spell you want unless the GM says no.

However, it can be a lot more rewarding and fun to self-impose a theme or shtick to your sorcerer and attempt to solve problems while staying within it. This can inspire you to creativity, and make your sorcerer seem a lot more interesting. Consider giving it a try.

Alternately you may prefer to have a list of known spells to operate from for convenience; not everyone is comfortable with coming up with things on the fly and that's ok. Feel free to make a list of known spells with sample spell write-ups and run with it, but remember that it is just a list of convenience and not a restriction that you can't deviate from.

Royce is a dangerously curious trickster, burglar, mountebank, and Gnome-about-town who uses illusions and deceit in the course of his daring heists and cons. His inability to do anything in a direct and honest way leads to all sorts of unlikely misadventures.

While he does know a bare handful of general purpose spells, it is Royce's mastery of illusions that defines his magic use. His illusions range from the simple to the elaborate, and the ease with which he slips them into place in the most innocuous of ways makes it very difficult for any unsuspecting victims to know for sure what is real and what is not when they are in Royce's vicinity.

Stunts

Sorcerer characters might find the following Stunt categories of interest: Arcanist, Special, Innate, Bloodline.

The following Stunts are offered as samples that might be relevant for some sorcerers.

However, the best Stunts are those that are tailor made to fit your concept, so don't hesitate to come up with your own or work with your GM to define something that is "just right" for your character. See the Stunt options document for ideas on how to do this.

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 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.

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.

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.

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.

Heed Me!: Because I have a magical knack that allows me to augment my spoken voice with enchanting magics I may use Arcane for social interactions if I can talk and my target can hear me. I am resisted by Arcane when I do so. This is a form of mind-affecting magic.

This stunt requires Arcane +1 or better to use.

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.

Reverberation: Because I know many Words of Power, if I am currently able to speak as a non-action I may spend a Fate point to utter a Word and immediately remove from play any one situational Aspect in my zone or an adjacent zone with a difficulty of Legendary (+8) or less to overcome. Though there is no 4dF roll involved, I am considered to be acting in a Flashily Arcane manner when I do this and the reverberations of the Word are very noticeable.

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 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.

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.

Bloodlines

A few write-ups are provided for a handful of bloodlines. It is important to note that these are not intended as "the one true way" to model bloodlines; they are purely suggestions.

It is entirely possible, and valid, to model bloodlines in different ways up to and including allowing a High Concept or Aspect to fully represent all nuances of the idea via a combination of narrative support, the create advantage action, and fate points.

But, there is much to be gained by opting for a more concrete representation as well.

Each bloodline bundles together several Stunts and usually one or more Archetype or Approach requirements. Ideally a character using the bloodline will take the full set at character creation, but it is also possible to just cherry-pick individual items.

Elemental Bloodlines

Characters using the Elemental bloodlines of Fire, Earth, Air, and Water may want to consider using the Elementalist option suggested in the magic style options guidelines.

Taking this approach ties the character more closely to natural and elemental forces, and also allows the character to be more successful in wildland scenarios where Primal provides other benefits beyond spellcasting.

Mechanically this is a simple matter of taking Primal +3, Arcane +1 instead of Arcane +3, Primal +1, and taking a Stunt that is already included in the Elemental bloodline bundles.

Camren, master of lightning, is an example Aeromancer.

Abyssal Bloodline (-5)

This bloodline requires Flashy +1 and Focused +1 or better to use.

Natural Weapons: Because I have natural weapons and am skilled in their use, I may use Focused instead of Combative when my natural weapons are relevant. In situations where it matters I can choose to be treated as attacking barehanded or attacking with a weapon, whichever benefits me more in the situation. Finally, though I can be inconvenienced and my natural weapons can be fouled or restrained, being disarmed is generally off the table for me.

Demonic Durability: Because my demonic nature makes me much more durable than normal, I reduce by two (2) all stress inflicted on me by physical attacks. However this does not work against magic, cold iron, or weapons blessed by a benign deity.

Fiendish Teleportation: Because I inherited the ability to teleport (though not effortlessly), once per session as an action I can remove myself from the scene by teleporting myself elsewhere. My range is limited to somewhere within approximately fifty (50) miles of my current location.

Mantle Of Abyssal Power (-2): Because I am invested with Abyssal power that cloaks and protects me, I gain +1 when Sneaky to create advantage or overcome to avoid notice, and I may use Focused to defend against magic.

Accursed Bloodline (-5)

This bloodline requires Primal +1 or better to use.

This bloodline 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.

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.

Forbidding Presence: Because I present a very intimidating and stern visage while emanating a frightenting aura, I gain +1 when being Flashy and attempting to frighten or demoralize.

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.

Damage Reduction: Because I am more durable than normal, I reduce by one (1) all stress inflicted on me by physical and magical attacks.

Aquatic Bloodline (-5)

This bloodline requires Primal +1 or better to use.

Water Breather: Because I am able to breath underwater and I am comfortable when in aquatic environments, I am able to breath underwater indefinitely even if unconscious and I gain +1 to create advantage and overcome while in the water.

Fast Swimmer: Because I am a fast swimmer, I may move an extra zone for free when swimming and this does not prevent me from attacking. Alternately, if I do nothing but move while swimming I may use this ability to move two (2) extra zones.

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

Damage Reduction: Because I am more durable than normal, I reduce by one (1) all stress inflicted on me by physical and magical attacks.

Control Aquatic Creatures: Because I can control aquatic creatures, I can justify using Primal to have social encounters with aquatic creatures as if I share a language with them, and under most circumstances they are generally friendly to me. I also gain +1 to create advantages related to gaining aid or cooperation from aquatic creatures.

Boreal Bloodline (-5)

This bloodline requires Primal +1 or better to use.

This bloodline 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.

Enervating Cold: Because I am able to drain the life energy from others with intense cold, if I inflict a Consequence on a target with cold or ice based magics I afflict them with enervation and ennui. Consequences such as Easily Fatigued, Frostbitten, Debilitating Shivers, and Cold Stiffened Limbs cause those afflicted to struggle to take even basic physical and mental actions, struggle against cold-numbness, and so forth.

Freezing Bolt: Because I can offensively focus blistering coldness, I gain +1 to attack while Flashily Arcane by projecting a ray of freezing cold air and ice shards at an opponent within two (2) zones of me. If I get a boost, it is automatically upgraded to the Aspect Numbed By Cold with two (2) invokes on it. This aspect can be overcome as a Great (+4) challenge.

Icy Shield: Because I am able to create a shield of hardened ice to protect myself, I gain +2 to defend against physical and elemental attacks while Quick if I am aware of the attack and able to move. This ability does not work in hot and dry environments.

Immune To Cold: Because I am immune to cold, I am unaffected by any malign effect that relies on cold.

Celestial Bloodline (-5)

This bloodline requires Flashy +1 and Divine +1 or better to use.

Rally Leader: Because I am able to inspire my allies to regroup and rally, once per scene I can give a motivating monologue or shout out words of courage and valor to allow all allies within one (1) zone of me to clear one of their stress boxes or a Mild consequence.

Celestial Ray: Because I have learned to channel my celestial lineage into an attack, I gain +1 to attack while Flashy by projecting a brightly glowing arc of energy at an opponent within two (2) zones of me. I may also add my Divine Archetype (if any) as a bonus to my roll.

Celestial Bane: Because of my celestial nature, I inflict two (2) extra shifts of damage when I physically attack devout followers of malign deities.

Mantle Of Celestial Power (-2): Because I am invested with celestial power that empowers and protects me, I gain +1 while Flashy to defend against attacks, and I may cast pure revealing light in all directions from my person to brightly illuminate my zone.

Destined Bloodline (-5)

This bloodline requires Sneaky +1 and Focused +1 or better to use.

Better Lucky Than Good: Because I am unusually lucky, whenever I make a 4dF resolution roll and the result is 0 0 0 0 (all blanks) I treat the outcome as if I had rolled + + + + (all pluses).

Secret Signs: Because I have an unusual mystical talent I sometimes see signs, portents, and sigils that provide me with information about the present or near future that I could not possibly know otherwise. I gain +2 while I am Focused and create advantage when I attempt to discover or notice some detail, fact, Aspect, or truth about the scene, or a person or group in it, even if it would not normally be possible for me to know or detect this information with merely mundane senses.

Close Call: Because I excel at getting out of really bad situations, I can spend a fate point to concede after I already rolled to defend (normally a concession must be made instead of rolling to defend).

Sublime Expertise (-2): Because I am extremely skilled and rarely blunder, whenever I make a 4dF roll I treat any result of less than 0 as -1.

Draconic Bloodline (-5)

This bloodline requires Forceful +1 and Focused +1 or better to use.

Natural Weapons: Because I have natural weapons and am skilled in their use, I may use Focused instead of Combative when my natural weapons are relevant. In situations where it matters I can choose to be treated as attacking barehanded or attacking with a weapon, whichever benefits me more in the situation. Finally, though I can be inconvenienced and my natural weapons can be fouled or restrained, being disarmed is generally off the table for me.

Supernatural Durability: Because I am descended from one or more supernatural ancestors I am more durable than normal. I reduce by one (1) all non-magical stress inflicted on me.

Spell-like Abilities: Because my lineage grants me innate magical capabilities, I may use my Focused Archetype instead of the Arcane Archetype to activate a small set of specific magical abilities and to intuitively understand magical phenomenon related to my particular lineage. GM's discretion applies.

Breath Weapon (-2): Because I am able to expel a specific kind of breath attack from my mouth, once per scene I may make a special attack affecting all targets (animate and inanimate) in my zone without having to split my shifts between them. In addition to inflicting stress, I can also re-use the results of my attack roll to attempt to overcome or alter a single situtational aspect present in the affected zone if I can narratively justify it; for instance I could overcome an obstruction by destroying it. This attack is non-discriminatory and often causes collateral damage at the GM's discretion, such as modifying ambient descriptors within the affected zone to reflect a damaged or ruined state; for instance a Fancy Hotel Room descriptor aspect might be altered to instead be Scorched Hotel Room.

Eldritch Bloodline (-5)

This bloodline requires Arcane +4 or better to use.

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.

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

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.

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.

Elemental Air Bloodline (-5)

This bloodline requires Flashy +1 and Primal +1 or better to use.

This bloodline requires Arcane +1 or better to use.

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.

Air Walk: Because of my elemental affinity, I may walk upon the air as if I weighed no more than a feather. I am never harmed or unduly inconvenienced by falling, even if I am unconscious. However this effect is temporarily cancelled if I am encumbered or anchored by more than half my own body weight.

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.

Lightning Arc: Because of my elemental affinity I am able to project an arc of electricity that jumps from target to target, when I am Flashily Primal and attack I may spend a Fate point to affect all enemy targets in my zone without having to split my shifts between them.

Immune To Electricity: Because I am immune to electricity, I am unaffected by any malign effect that relies on electricity.

Elemental Earth Bloodline (-5)

This bloodline requires Flashy +1 and Primal +1 or better to use.

This bloodline requires Arcane +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.

Stoney Skin: Because of my elemental affinity I am able to protect myself with a stoney skin that shields me from damage, I reduce by one (1) all stress inflicted on me by physical and magical attacks.

Hammer Of Stone (-3): Because of my elemental affinity I can conjure a fearsome stone hammer at will; I gain +1 to attack and defend and can use Primal in place of Combatives while wielding it. If I get a boost while attacking or defending with it, I may upgrade the boost to apply the Aspect Stunned! with two (2) invokes on it to the opponent I am engaged with.

Elemental Fire Bloodline (-5)

This bloodline requires Flashy +1 and Primal +1 or better to use.

This bloodline requires Arcane +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.

Immune To Fire: Because I am immune to fire, I am unaffected by any malign effect that relies on fire.

Blade Of Fire (-3): Because of my elemental affinity I can conjure a flaming magical sword at will; I gain +1 to attack and defend and can use Primal in place of Combatives while wielding it. If I get a boost while attacking or defending with it, I may upgrade the boost to apply the Aspect On Fire! with two (2) invokes on it to the opponent I am engaged with.

Elemental Water Bloodline (-5)

This bloodline requires Flashy +1 and Primal +1 or better to use.

This bloodline requires Arcane +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.

Control Water: Because I am skilled at controlling and manipulating water with my magics, I gain +1 while I am Cleverly Arcane and attack, defend, create advantage, or overcome when I can make a reasonable volume of water relevant to the narrative.

Water Breather: Because I am able to breath underwater and I am comfortable when in aquatic environments, I am able to breath underwater indefinitely even if unconscious and I gain +1 to create advantage and overcome while in the water.

Fast Swimmer: Because I am a fast swimmer, I may move an extra zone for free when swimming and this does not prevent me from attacking. Alternately, if I do nothing but move while swimming I may use this ability to move two (2) extra zones.

Fluid Resistance: Because I excel at avoiding harm and rolling with whatever comes my way, I can use more than one stress box to absorb stress from an attack (normally, only one stress box may be used to offset stress from a single attack).

Fey Bloodline (-5)

This bloodline requires Sneaky +1 and Primal +1 or better to use.

This bloodline 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.

Pass Without Trace: Because of my mastery of the natural world, I gain +1 when I am Sneakily Primal while in the wildlands, I am unobstructed by undergrowth, and if I take a full move I may move three zones instead of two. Finally, tracking me in wildland areas is very difficult; those attempting it must overcome a difficulty equal to my ((Sneaky + Primal) * 2).

Willful Invisibility: Because I can turn invisibile at will, if I do not attack or create advantage in an exchange I may place the situational Aspect 'Invisible' on myself as a free action that takes no time before or after my normal action. If I attack or create advantage while invisible, this Aspect is immediately removed and I become visibile for at least one (1) exchange before I am able to use this ability to become invisible again. My innate invisibility can be temporarily neutralized by those with unusual senses or magic or special items creating an applicable advantage; the difficulty to do so is Superb (+5). It can also be overcome and thus removed by some abilities that explicitly counter invisibility or dispel magic; the difficulty to do so is Fantastic (+6).

Wild Shape (-2)

Because I have the ability to change into the form of any normal animal of my choice, 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.

Imperious Bloodline (-5)

This bloodline requires Flashy +1 and Focused +1 or better to use.

Inspiring Leadership: Because I inspire my allies and followers, any allies who join me in battle gain +1 on all actions they take within a conflict while being Combative. Allies must be within three (3) zones and within line of sight of me to benefit from my leadership. This ability applies for the duration of the conflict even if I am taken out, as my allies are moved to protect or avenge me.

Commanding Voice: Because I am able to speak in a commanding voice that compels obedience in those of lesser willpower; I may use Focused for social interactions if I can talk, and I am resisted by Focused when I do so. This is a mind-affecting effect.

Will To Power: Because my will to push forward to victory is absolute, once per session I may gain +4 when attempting to overcome any one (1) situational Aspect in my zone or an adjacent zone.

Reflect Magic (-2): Because I am able to reflect magic to protect myself, once per exchange if I am the target of a spell and I am aware of it I may overcome the same difficulty required to cast the spell while Quickly Focused; 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.

Infernal Bloodline (-5)

This bloodline requires Clever +1 and Focused +1 or better to use.

Diabolic Agony: Because I have learned to project intense pain into the minds of others, I gain +1 to attack while Cleverly Focused by intensely concentrating upon an opponent in my zone or an adjacent zone. If I get a boost it is automatically upgraded to the situational Aspect Debilitating Pain with two (2) invokes. This Aspect can be removed as a Great (+4) challenge. This is a mind-affecting effect.

Diabolic Durability: Because my infernal nature makes me much more durable than normal, I reduce by two (2) all stress inflicted on me by physical attacks. However this does not work against magic, cold iron, or weapons blessed by a benign deity.

Diabolic Teleportation: Because I inherited the ability to teleport (though not effortlessly), once per session as an action I can remove myself from the scene by teleporting myself elsewhere. My range is limited to somewhere within approximately fifty (50) miles of my current location.

Mantle Of Infernal Power (-2): Because I am invested with infernal power that empowers and protects me, I may choose to gain +2 when Clever to create advantage and overcome in social encounters when I can bring my sharp wits to bear; I am resisted by Arcane, Divine, or Focused when I do so (target's choice) and this is a form of mind-affecting magic. Additionally, I gain +1 to defend while Arcane.

Verdant Bloodline (-5)

This bloodline requires Primal +1 or better to use.

This bloodline 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.

Plant Traits: Because of my verdant nature, I am immune to mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun. However I take +1 shift of stress from attacks that rely on cold, fire, acid, or are described as being especially effective vs plant life.

Pass Without Trace: Because of my mastery of the natural world, I gain +1 when I am Sneakily Primal while in the wildlands, I am unobstructed by undergrowth, and if I take a full move I may move three zones instead of two. Finally, tracking me in wildland areas is very difficult; those attempting it must overcome a difficulty equal to my ((Sneaky + Primal) * 2).

Barkskin Knack: Because I have a minor magical knack, I can create advantage while Carefully Primal vs an Average (+1) difficulty to apply the Aspect Barkskin 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 Primal +3 or higher.

Entangling Undergrowth: Because I am a master of natural magics, when I am in a rural area with vegetation, while I am Carefully Primal I may attempt to overcome a Great (+4) difficulty to cause the undergrowth in my zone or an adjacent zone to animate and wrap itself around and entangle all targets. See the Entangling Undergrowth profile for details. I am immune to this effect.

Animated Undergrowth, Creeping Vines

Good At: Entangling (+5)

Limitation: An immobile construct anchored to its zone.

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