— Magical Stunts —

Again, it is presumed that you own a copy of the Fate Freeport Companion by Green Ronin publishers in order to make use of these stunts. While the wording and mechanics may be different here you may still be referred to the original text in certain cases. All rights to the original owners.

There are also many original spells here that take their inspiration from Dungeons & Dragons. Naturally, it is assumed that a character taking one or more of these stunts has an aspect that grants him permission to do so.

However – no Player Character may begin play with access to more than two schools of magic. Also, if a player takes the Dabbler in Magic stunt during character creation they cannot take an extra magical stunt until that milestone has been purchased.

If using the rules suggested in the Wealth & Milestones section it is highly advisable to demand the inclusion of material components where likely as part of the cost of casting a spell. You can always improvise something if a PC mage attempts something unusual, like invoking a magical aspect to declare a story detail. With few exceptions, extravagant and powerful magic should eat into a wizard’s coffers!

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Arcane Devotee: Either you have spent years studying the Art or a life spent in meditative prayer has brought you closer to understanding the will of the gods. Either way your devotion grants you greater access to magical resources, granting you two free boosts per session provided they are invoked when attempting to use magic.

N.B. It’s at the DM’s discretion whether or not a player can choose this stunt during character creation. I would advise that this is best saved as a milestone that may be earned further into the game’s current arc.

Bless: Your prayers are heard… and typically answered! Once per session, at the cost of a fate point, you may allot two free boosts to any intelligent creature of your choice (no animals or extraplanar entities, etc.) that you touch. The material component is a sprinkling of blessed water (or something else appropriate).

Conjurer: Those mages who can produce something out of nothing, pulling on the strands of the Weave to conjure up all manner of things, from bouquets of flowers to bizarre fiends better left to their own dimensions.

You may invoke the School of Conjuration and cast three of the following signature spells:

  • Blade Barrier: Once per scenario you may conjure a vertical wall of whirling, razor-sharp blades. The wall may obstruct an entrance to one zone or surround up to four characters. The wall functions like a character for the purposes of defence, providing active opposition at Fair (+2) Warrior. Creatures may choose to fight or dodge their way through. The barrier remains in place for one scene or until dispelled – though the caster carries the aspect Concentrating Intently. The material component for this spell is a serviceable blade, no smaller than a dagger which is consumed upon casting.
  • Evrard’s Black Tentacles: (Requires Misty Step) – Once per session you may create the aspect Squirming Extra-Planar Tentacles and apply it to one zone with one free invocation. You may invoke this aspect to make an attack against any creature in that zone with the tentacles attacking at Fair (+2) and dealing bludgeoning damage. The material component for this spell is a piece of tentacle from a giant octopus or squid.
  • Melf’s Acid Arrow: (Requires Poison Spray) – Twice per session you may fire a magical arrow of acid that speeds towards a target of your choice. Roll your spell-casting profession +2 versus target’s Acrobat with the spell dealing acid damage. If you succeed with style the target must take another shift of corrosive acid damage during it’s next turn.
  • Misty Step: Twice per scenario the caster may teleport to any nearby location (briefly surrounded by a silvery mist), effectively ignoring any aspect that would normally impede movement, including moving to an adjacent zone or escaping a conflict. The material component is a silver coin.
  • Poison Spray: Once per scene you may extend your hand toward a creature you can see within your zone and project a puff of noxious gas from your palm. Roll your spell-casting profession versus target’s Acrobat to deal poison damage. If you succeed with style you may attach the aspect Choking On Fumes to the target granting you one free invocation. Armour aspects may not be invoked against this spell.

Counterspell: As a free action you may launch a counterspell, providing active opposition to any spell being cast that you are aware of regardless of the cost demanded by that specific magical effect – however, this counts as a signature spell and comes with the mandatory cost (see the entry under the Dungeon Master’s Guide for a more detailed explanation).

Additionally, you may also invoke the School of Abjuration as an aspect.

Dabbler in Magic: You may choose two signature spells from the various stunts here and choose one related school of magic as an additional aspect. Additionally you may also use Aristocrat as your spell-casting profession.

Druid: Priests of the wilds, these shamans revere the magical power of nature. This may come in the form of devotion to a nature deity, a powerful animal spirit or sacred spot or even allegiance to a circle of fellow druids devoted to a specific goal.

You may invoke the School of Evocation and gain access to the following cantrip:

  • Continual Light: You may attach the aspect Illuminated by Magic to one zone (or object) that you can see (note: covering the object with something opaque blocks the light). Alternatively, if you target an object held or worn by an unwilling creature, you must make an overcome action vs. target’s Acrobat profession. The aspect lasts for one scene.

Additionally choose two of the following signature spells:

  • Faerie Fire: Once per scene you may cast a pale luminescence that surrounds and outlines all creatures in that  zone – each creature defends individually, your spell-casting profession vs. target’s Mystic – outlined subjects gain the aspect Faerie Fire – though the caster acquires the aspect Concentrating Intently. You gain one free invocation on this aspect whenever you succeed with style against any target. Outlined creatures do not benefit from the concealment normally provided by darkness-related aspects; blur, displacement, invisibility or other related aspects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting.
  • Goodberries: Once per session, cast a spell on a handful of freshly picked berries to endow them with magical properties. Make an overcome action using the caster’s spell-casting profession + 2. Let the result determine how many berries are enhanced, so for example a Good result would produce three goodberries and a Great result would produce four goodberries and so on. For each goodberry consumed during play you may eliminate one shift of stress. Consuming  goodberries counts as a free action.
  • Shillelagh: Once per session, a non-magical wooden quarterstaff you wield may be considered a heavy weapon for purposes of Attack. It is assumed that wielding the weapon requires both hands (though you’re not obliged to use Brute). The stunt functions for the duration of one conflict.
  • Thunderwave: Once per scene, a wave of thunderous force sweeps forth from you, bowling over any foe in it’s path. When you cast, choose one option: 1. Target one or two creatures in your zone. 2. Target all creatures except you in your zone—including allies and bystanders. In either case, make one attack roll, each target defends individually. Attack action; caster’s spell-casting profession vs. target’s Acrobat or Brute, attack does thunder damage. Whenever you succeed with style against any target they suffer the aspect Bowled Over gifting you one free invocation.
  • Wall of Wind: (Requires Thunderwave) – Once per session, you can create a nearly solid wall of pure wind between two adjacent zones to protect you and your allies. The wall blocks most missile weapons, like arrows, bolts, gunfire, or sling stones, though very large missiles (swivel guns, cannon-fire, etc.) or magical projectiles might still be able to make it through. In addition, anyone who tries to pass through the wind wall must overcome a Fair (+2) obstacle as an action to do so, unless you choose to let them through.

Elemental Arsenal: Choose one magical damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant or thunder. Any attacks dealing damage with  one of the former properties will inflict an extra shift of stress. You may also use your spell-casting profession to launch ranged attacks against any opponent in your current or adjacent zone by firing magic missiles that inflict damage of this type. Additionally whenever you face damage of this type you gain a +2 to any defence action.

Guardian: Mages who wrap the Weave around themselves to forbid intruders and protect life. Many independent wizards make a very good living for themselves fitting the homes of security-conscious merchants with wards and glyphs. Also, those faithful whose gods are sworn to protect often work magic of this type.

You may invoke the School of Abjuration and cast three of the following signature spells:

  • Alarm: Once per session you may ward an area against unwanted intrusion. Select any number of doors, windows or known entrance points within your current zone. Until the end of the scenario a magical alarm alerts you whenever a creature enters or touches the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell and lasts for the duration of one scene or dismissed by the spell’s caster.
  • Anti-Magic Field: (Requires Globe of Invulnerability) – At the cost of fate point you may apply an invisible field of anti-magic to one zone for the duration of a scene. No magical properties or effects function within this zone (including those stemming from magical items and weapons). Any summoned creatures wink out but may return to the zone if the effect ends that scene. The caster acquires the aspect Concentrating Intently – and the field cannot be dispelled while this aspect is in play.
  • Blade Ward: You extend a finger and trace a sigil in the air. Twice per session you may cast this spell, gaining the aspect Blade Ward which may be invoked once for free on any defence action where you face damage of the bludgeoning, slashing or piercing type.
  • Death Ward: (Requires Blade Ward or Mage Armour) – Twice per session the caster may touch one target and grant it a measure of protection from death for the duration of one scene. The recipient may choose to ignore any stress that would inflict a severe consequence though they must still account for any excess shifts that would normally be absorbed by a stress track.
  • Lesser Globe of Invulnerability: You may cast the following spell once per scenario: an immobile, faintly shimmering magical sphere surrounds you and as many as three others, excluding any magical spells or effects that do not cost at least one fate point to cast. The globe may be dismissed by a hostile mage, as per the rules in the Magic & Damage section but it will automatically cost a Fate point to attempt this. Additionally, the globe carries the aspect Fading Fast. The material component is a small, spherical gem of some value that shatters upon the spell’s expiration.
  • Mage Armour: (Requires Blade Ward or Shield) – Once per session you may touch a willing creature who isn’t wearing any armour, and a Protective Magical Force surrounds it that may be invoked twice for free. The spell lasts until the end of the scene.
  • Shield: An invisible barrier of magical force appears and protects you. Once per conflict you may choose to make a Defend action using your spell-casting profession (though you must declare your intent prior to any dice being rolled), or; choose to ignore the effects of one magic missile attack.

Exorcist: Vampire hunters and paladins, holy warriors and clerics – those who stand for the light and regard the undead and other fiends as being nothing so much as ghastly abominations, to be rid from the world with undue haste.

Holy symbols held aloft, prayers shouted from fevered lips, they may invoke the School of Abjuration and command three of the following signature spells:

  • Banish: With a word, you can cast creatures back to their home planes. Choose an extra-planar target that’s been summoned to your plane that’s in your zone or an adjacent zone. You take an overcome action (your spell-casting profession vs. the target’s Mystic), if you succeed with style, the creature is immediately banished to its home plane, and cannot return for a year and a day. Otherwise, resolve the action as an attack that causes mental stress. The material component is a holy symbol of some kind.
  • Holy Water: You start every session with a vial of Holy Water or something similar. This holy water is a boost that lasts until you use it or until the end of the session, whichever comes first. In addition to the normal ways you can use a boost, you may use your boost to make an attack with your spell-casting profession against an undead or demonic creature within your zone (or holy creature, if your own god isn’t on the side of the angels), opposed by the target’s Brute. Any stress you deal is both mental and physical in equal measure. You can create additional bottles of holy water during a game session given sufficient down time; each bottle costs you a fate point. They only function in the hands of someone devoted to your deity or spiritual cause.
  • Remove Curse: Once per session, you may remove malign magics from a cursed person. Touch a willing ally carrying a curse and that aspect is automatically removed. The material component is a holy symbol of some kind.
  • Turn Undead: The power of your god can repel or destroy undead beings. The material component is a holy symbol of some kind. When you call upon the power of your deity to do so, choose one of the following:
  1.  Destroy Minor Undead: Make an attack against all undead nameless NPCs in your zone. Roll your spell-casting profession once; each nameless undead NPC gives passive opposition equal to its quality. If you succeed with style, they are all destroyed utterly, turning to ash. If you succeed, deal stress normally. If you tie, they have difficulty approaching you; in order to approach you during their next turn, they must each overcome passive opposition equal to the effort on your attack roll. If you fail, your mind touches theirs for the briefest of moments, causing you mental anguish; take one shift of mental stress.
  2. Repel Greater Undead: Use your spell-casting profession to create an advantage against each named undead NPC in your zone; this advantage represents fear, awe, or some other emotion your deity instills within them. Each undead creature resists you separately using Mystic as passive opposition, but you only roll once. You can use your free invocations (or fate points) to compel the creatures to be repelled on an individual basis, cowering in fear or moving away from you.
  3. Command Undead: Use your spell-casting profession to create an advantage against a single undead creature in your zone or an adjacent one. The undead creature resists with Mystic, and the advantage represents your hold over the creature. You can use your free invocations (or fate points) to compel the creature to act according to your desires.

Healer: Some have spent their whole lives in devoted prayer and meditation, others just call it a gift but these mages all tap the raw energies flowing through the Weave for the purposes of healing.

You may invoke the School of Transmutation and cast three of the following signature spells:

  • Cure Light Wounds: You can close minor cuts and bruises with a touch and promote faster healing. Once per scene, you may touch someone and allow them to clear all of their physical stress.
  • Radiant Bolt: Twice per session you may choose one target that you can see. Make a ranged attack roll with your spell-casting profession vs. target’s Acrobat dealing radiant damage and covering the target in a glittering aura – the target gains the aspect Lit Up granting you one free invocation if successful.
  • Spare the Dying: Once per scene you may touch any willing creature and allow it to re-use one of the boxes on it’s physical or mental stress track during a conflict – provided that stress-track is already full.
  • Vigour: (Requires Cure Light Wounds or Spare the Dying) – You can instill a creature with false health, allowing them to ignore the effects of their injuries for a short time. Doing so can be dangerous though. Touch a creature and choose a physical consequence. For the rest of the scene, the recipient may ignore that consequence entirely. However, at the end of the scene it increases in severity to the next highest consequence slot; rename it accordingly. You can’t use this spell on an extreme consequence.
  • Warding Bond: Once per session you may choose one willing creature within your zone and establish a mystic connection for the duration of that session so long as you both occupy the same zone. The bonded creature gains the aspect Warding Bond and gains one free invocation on this aspect. Additionally it takes one less shift of stress whenever hurt. However, each time it takes stress you take the same amount, including any consequences incurred. The material components for the spell are a pair of platinum rings (worth at least 50gp each), which you both must wear for the spell to function.

Magical Maestro: When you employ a magical effect that targets an entire zone you may filter out unwanted targets or ‘friendlies’ when applying damage and/or situation aspects. The cost is one fate point.

N.B. It’s at the DM’s discretion whether or not a player can choose this stunt during character creation. I would advise that this is best saved as a milestone that may be earned further into the game’s current arc.

Mind Games: You possess a sixth sense that warns you whenever someone begins the process of casting any kind of spell that could potentially harm or hinder you, provided you both occupy the same area (be it a complex or small geographical region, DMs should apply common sense here).

You may also invoke the School of Abjuration as an aspect.

Necromancer: Among those who practice the Art, this is the darkest of arts. Defying the sanctified laws of life and death, the necromancer is often the most feared and reviled of magical practitioners. This stunt could represent mages seeking to cheat death, disciples of foul, morbid gods, death cultists or even mad scientists experimenting on dubiously procured cadavers.

You may invoke the School of Necromancy and cast three of the following signature spells – although you also suffer any corrupting effect they may invoke:

  • Animate Dead: Once per scene, you animate a nearby corpse (even if buried) into an animated skeleton or a zombie, to act as your ally. You must place a black onyx gem worth at least 25 gp (or more, in the case of very powerful entities), into the mouth or eye socket of each corpse you intend to animate (see the rules on Summoning in the Freeport Companion); the magic of the spell turns these gems into worthless, burned-out shells. This spell is a major infraction.
  • Cause Exhaustion: (Requires Cause Fatigue) – Once per session, choose a target in your current zone and make an overcome roll using your spell-casting profession (+2) vs. target’s Brute. The target’s lowest-rated empty consequence slot is rendered unusable for the current scene’s duration. The spell causes necromantic damage.
  • Cause Fatigue: Once per scene, choose a target in your current zone. Make an overcome action using your spell-casting profession vs. target’s Brute. On a successful casting, the target must mark off their highest-rated empty physical stress box; if you succeed with style, you gain a boost. If they have no unchecked physical stress boxes, this spell has no effect. The spell causes necromantic damage.
  • Ghoul’s Touch: Attack a target in your zone that you can touch using your spell-casting profession (+2) vs. target’s Mystic, dealing physical stress. The spell causes necromantic damage and is considered a minor infraction.
  • Grave’s Reach: (Requires Ghoul’s Touch) – Once per scene, attack any target you can see using your spell-casting profession (+2) vs. target’s Mystic, dealing physical stress. The spell causes necromantic damage and is considered a minor infraction.

Practiced Ritual: When you create an advantage to begin casting a spell you do not have to wait until your next turn to cast that spell. As soon as the next exchange begins (on initiative count zero), you may unleash that spell at any point, even interrupting an opponent’s turn, provided the action is taken before any dice are rolled.

War Wizard: Often flashy and combustible, this stunt befits pyromancers, evokers, elemental cultists and wild mages who are not shy of battle. You may use your spell-casting profession to launch ranged attacks against any opponent in your current or adjacent zone by firing magic missiles that inflict force damage.

You may invoke the School of Evocation and gain access to the following cantrip:

  • Continual Light: You may attach the aspect Illuminated by Magic to one zone (or object) that you can see (note: covering the object with something opaque blocks the light). Alternatively, if you target an object held or worn by an unwilling creature, you must make an overcome action vs. target’s Acrobat profession. The aspect lasts for one scene.

Additionally choose one of the following signature spells:

  1. Burning Hands:  Twice per conflict, flames leap from your hands, engulfing your targets. When you cast, choose one option: 1. Target one or two creatures in your zone. 2. Target all creatures except you in your zone—including allies and bystanders. In either case, make one attack roll, each target defends individually. Attack action; caster’s spell-casting profession vs. target’s Acrobat, attack does fire damage.
  2. Chain Lightning: Once per scene, cast a crackling lightning bolt at a target you can see in your zone or an adjacent zone. If this attack succeeds with style, you may choose to reduce the value of your hit by one and make another attack against a different target you can see; make a new attack roll vs. their defence. You may chain up to 4 total attacks this way. Attack action, caster’s spell-casting profession +2 vs. target’s Acrobat, attack does lightning damage.
  3. Cone of Cold: Once per scene, launch a blast of freezing cold air from your hands at a maximum of three targets that you can see in your immediate zone. Attack action is the caster’s spell-casting profession +2 vs. target’s Acrobat or Brute profession and the spell deals cold damage. Increase the value of opposition by one for every creature above one that is targeted. If you succeed with style against any target you may also add the aspect Frozen Solid to them with one free invocation for each success: a Brute-based action is required to overcome this aspect.
  4. Darkness: Once per scene, a supernatural darkness envelops a near-by zone or object, applying the situation aspect Impenetrable Darkness to that zone. No light source can penetrate this darkness (including most existing magical aspects), and creatures with Darkvision can’t ignore it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
  5. Fireball: Conjure a mighty burst of white-hot fire, engulfing everything nearby. Once per scene, choose a zone you can see. Attack every creature in that zone. Also, add On Fire as a situation aspect in that zone. Attack action, caster’s spell-casting profession +2 vs. target’s Acrobat, attack does fire damage.

Wild Shape: Once per session you may assume the form of any natural animal (N.B. as a signature spell you can always spend a fate point to waive this restriction). When you’re in your wild shape, your weapons and armour meld into your new form meaning you can’t use them. Your new form lasts for the rest of the scene, or until you dismiss it with a mental command.

Choose one of the forms below. When an entry tells you that your professions change, they change for the purposes of rolling them only; you don’t gain extra stress boxes or consequences unless the form specifies that you do. No matter what form you assume, your Instincts sometimes get in the way, though they can be helpful too.

Additionally you may invoke the School of Transmutation as an aspect.

  1. Falcon: Brute becomes Mediocre (+0), but Acrobat becomes Superb (+5). You have Wings that allow you to fly and Claws that you can snatch and rake with. You also have Keen Eyesight and are Small.
  2. Wolf: Brute and Acrobat are both Good (+3). You have Fangs with which to rend and tear, and you can fight using Pack Tactics. You have Keen Senses, which you can use to track with Survivalist.
  3. Bear: Brute is Superb (+5). You get two extra physical stress boxes and an extra minor physical consequence; these go away (and might roll up) when you shed this form. You have Claws and Fangs, but you are also Large and Clumsy.
  4. Mouse: Brute is Terrible (-2) but Acrobat becomes Superb (+5). You are Tiny enough to escape notice and fit through very small openings, and Fast enough to get away from trouble quickly.

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