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Skill list
Academics: sciences, law, philosophia, languages, history, foreign countries, geography. Arcana: magic study, wizards, magical beasts, magical research, spellcasting Athletics: running, climbing, swimming, jumping Contacts: find things out, knowing the right people, rumors, carouse, intrigue Crafts: crafting, building, know related information, perform task Deceive: lying, mislead, fake emotions, impersonation, disguises Empathy: spot changes in a persons mood or bearing, guess motivations Fight: attacking and defending with weapons, maneuvers, techniques. Investigate: find information for things you actively look for, eavesdropping, tailing Nature: hunting, plants, identify wild animals, foraging, scavenging, traps, tracking Notice: awareness, alertness, noticing things Occult: Infernal lore, curses, undead, demons, forbidden knowledge Physique: endurance, resisting poison and fatigue, physical strength, breaking things Provoke: intimidation, provocation, mental attacks, torturing Rapport: persuading, good impressions, convincing, diplomacy, seduction Religion: theology, the divine, gods, religions, cults, ceremonies, divine creatures Shoot: attacking with ranged weapons, call shots Stealth: remain unseen and unheard, skulking, hiding, ambushing Thievery: lock picking, disable security, pickpocketing, sleight of hand Will: mental fortitude, self-mastery, courage, resolve, tenacity, and keeping your cool
Extras
Heritage: recall history, traditions and legends. Socialize with your own people. Races/Templates Rgulier (potential de devenir nimporte quoi) Pratiquant (Arcanistes) Hritiers (something-blooded) Serviteurs (du warlock a llu dun dieux) Reflets (transforms)
Serviteurs
http://www.deadlyfredly.com/2013/10/bargains-as-extras-in-fate-core/
Racial Heritage
Every nonhuman race has a skill it can take, like Heritage: Elf, Dwarf, Orc, etc. These skills are somewhat similar to Lore, in that they allow you to recall history, tradition, and legends of your people. They also allow you to Create an Advantage when dealing socially with your own people. So, the Dwarf character can make a Heritage: Dwarf skill check to translate an ancient inscription in an old version of the dwarven language, recall the philosophy and traditions of his people, and to Create an Advantage when speaking with his clanlords. Additionally, for every point of rating in one of these race skills (including the first), you get to select another Trapping to add to your character sheet, often just an additional minor use of the skill, a stunt-like bonus with a limited application, or possibly even an aspect which can be invoked for free once per session of play. Some of the trappings marked by an asterisk are stronger than the others but have a cost (see below).
Hammer and Axe: You can use your Heritage skill for Attack actions when wielding a hammer or axe as a weapon. Robust: +2 on checks to resist poisons, drugs, and other toxins. Stout: +2 to any Defense check to keep your balance, including resisting trips and knockdowns. Tunnelwise: You can use your Heritage skill for the purposes of navigation underground, as well as knowledge of subterranean flora, fauna and hazards. Second Iron Skin: You can use your Heritage skill when making defense check while wearing heavy armor. Stonecunning: You can use your Heritage skill as if it were Crafts to Create an Advantage when dealing with stonework or metal. Actual Crafting of a new thing is an Overcome check, and does not apply to this trapping. Born with a Bow: You can use your Heritage skill for Attack actions when shooting with any kind of bows. Wild Step: +2 on checks to overcome rolls for moving through natural difficult terrain. Night Vision: You ignore the effects of situation aspects for dim light or darkness (but not complete darkness), allowing you to see normally. Elven Grace: You gain the Elven Grace aspect and you have a free invocation per session of play. Natures Cloak: +2 on checks to avoid detection when in a natural environment with plenty of cover. Beguiling Liar: You can use your Heritage skill to convince people youre telling the truth. Fire Resistance: You can use your Heritage skill to defend or resist fire-based attacks. Demonic Appearance: You can use your Heritage skill to intimidate others.
Dwarf
Wood Elf
Tieflings
Schools Artifice: Spells allow the caster to add temporary aspects to an item. It can be anything from giving a mundane weapon a magical property to enchanting a cloak to grant fire protection. Divination: Spells allow the caster to use the Arcana skill in the place of other skills normally used to take in information, like Notice, Investigation, etc. In addition, the Wizard can extend his senses beyond their normal limits. Evocation: Spells allow the caster to use his Arcana skill to Attack. Warding Blood Magic Curses Death Magic Elemental Magic (fire, lightning, cold) Illusion Life Magic Mind Magic Nature Magic Warding
Death Magic
Animate Dead (1)
Cost Death, Summoning, Persistent (Requires 2 other death spells)
You animate a nearby corpse (even if buried) into an animated skeleton or a zombie, to act as your ally. See rules for the Summoning keyword above.
Divination Magic
Arcane Sight (3)
Scene, Cost Divination, Cost, Persistent (Requires Detect Magic or Detect Impurity)
Arcane sight allows you to see through many illusions. You may ignore one situation aspect created by illusion spells.
Clairvoyance (2*)
Cost Divination, Cost, Persistent (Requires Arcane Sight and two other divination spell)
Choose a location you can see or is well known to you. For the rest of the scene, you can see or hear (not both) activity in that location as if you were there.
Comprehend Language
Cost Divination, Persistent (Requires Detect Magic or Detect Impurity)
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Detect Impurity
Minor Divination
When you cast Detect Impurity, you can tell whether a quantity of food or drink in your presence is poisoned, tainted with disease, or contains some other dangerous substance, making it unfit to consume.
Detect Magic
Minor Divination, Trickster
When you cast Detect Magic, you become aware of all magicallygenerated situation aspects in your zone.
Farseeing
Cost Divination, Persistent (Requires Clairvoyance)
Similar to clairvoyance, but rather instead of a location, you can spy on a particular creature or person well known to you, or for whom you have a physical token (a lock of hair, a drop of blood, etc.) Most casters using this spell require a crystal ball, a mirror, a silver bowl, or some similar scrying device.
Fortune
Session, Cost Divination
You may perform a prediction ritual (describe yours rune casting, reading tea leaves, crystal gazing, divination cards, etc.) You glean some insight into the future represented by three boosts you or allies may spend; these boosts persist until they are spent, or you cast this spell again. This spell requires several minutes to cast, usually an entire scene, rather than just one action.
Locate Object
Cost Divination, Trickster, Persistent (Requires Detect Magic or Detect Impurity)
This spell allows you to sense the direction to a well-known object. It can be general (find the nearest fresh water) or specific (find the treasure map those thieves stole from me).
True Sight
Scene, Cost Divination, Persistent (Requires Arcane Sight
Fireball (4*)
Scene, Cost Elemental, Fire (requires Burning Hands and one other elemental spell)
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: Arcana +2 vs. Athletics, deals physical stress
Thunderwave (1)
Cost Elemental, Lightning
You create a whip-crack of deafening thundering sound around you targeting all creatures except you in your zone including allies and bystanders. You make one attack roll, each target defends individually. Attack Action: Arcana vs. Physique, deals physical stress
attacker.
Nameless NPCs: You may take the NPC out; they stay encased in
ice or shatter in thousands of pieces.
Others: They cant act this round unless they choose to take a 2 stress physical hit Create Advantage Action: Arcana +2 vs. Physique
Blizzard (3)
Scene, Cost Elemental, Cold (requires Icy Terrain)
A storm of bitterly cold hailstones pummels a wide swath of ground and covers the area in ice. Once per scene; choose a zone you can see. Attack every creature in that zone. Also, add SLIPPERY FOOTING as a situation aspect in that zone.
Illusion
All illusion spells are persistent in nature at no extra cost. Disguise (0)
Minor Illusion, Trickster, Persistent
You gain a +2 to any attempt to create an advantage related to disguising a person or item.
Impersonate (1)
Cost Illusion, Persistent (Requires Disguise)
You can achieve a disguise that makes your physical appearance and voice (or that of a willing ally) match a particular person in almost every detail. The voice and appearance of the subject of your impersonation must be well known to you. If someone interacts with the impersonator who is also familiar with the subject, they get an opportunity to resist your attempt - thats when you must make an Overcome action Overcome Action: Arcana +2 vs. Empathy
Invisibility (1)
Cost Illusion, Persistent (Requires Minor Illusion)
You render yourself or a willing ally invisible (acquiring the aspect INVISIBLE). The spell does nothing to mask any sounds you make.
Veil (3*)
Cost Illusion, Persistent (Requires Impersonate and Major
Illusion)
Like Impersonate, but veils a group of up to four people.
Life Magic
All life magic require physical contact with the target. Cure Light Wounds
Cost Life
You can close minor cuts and bruises with a touch and promote faster healing. You may touch someone and allow them to clear all of their physical stress.
Heal (4)
Session, Cost Life (Requires Cure Serious Wounds)
You can make all but the worst wounds disappear without a trace. Touch someone; all physical stress and consequences on the recipient disappear. This doesnt affect extreme consequences.
Purify (1)
Cost Life
You can neutralize poisons and cure diseases. Touch a creature suffering from a disease or poison represented by a consequence or other aspect. Erase that aspect. This spell doesnt work on extreme consequences or permanent character aspects (though it does give justification for a player to change a permanent character aspect at the next milestone).
Regeneration
Scenario, Cost Life (Requires Heal)
Your healing magic can restore lost limbs and other body parts and cure lasting conditions. Touch someone with an extreme consequence. That consequence is now a serious consequence instead, and you may rename it to denote healing. When you cast this spell, you also take a moderate mental consequence to represent the fatigue and strain of using healing magic this potent. Both you and the recipient must have the appropriate consequence slot free; otherwise the spell fails.
Resurrection
Scenario, Cost Life (Requires four other life spells)
You can bring the dead back to life. Touch a corpse that has been dead no more than a week and restore it to life. This spell takes several hours to cast, and if the corpse is missing any vital parts (like the heart or head), it will die again. The recipient can clear all physical stress, but any consequences remain. Death always takes a toll when he lets people out of his realm though. When you restore another being to life, the recipient must rename one of her aspects to represent the debt she now owes to Death. She can work with the GM to determine the particulars, but it must be a heavy price. The aspect remains until the price is paid, at which point the recipient can change the aspect at the next milestone. If you wish, you may pay the price (changing one of your own aspects) in the recipients place.
Vigor
Cost Life, Persistent
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 cant use this spell on an extreme consequence.
Mind Magic
Charm (0)
Minor Mind, Trickster, Persistent
Choose a target in your zone. Make an Overcome action. If successful, this allows you to place one of the following aspects on another character: EASILY INFLUENCED, DROWSY, DISTRACTED. You can invoke this once for free, twice if your Overcome action succeeds with style. The same character may not be targeted by this spell more than once in a scene. Overcome Action: Arcana vs. Will
Compulsion (1*)
Scene, Cost Mind (Requires Provoke Emotion)
Select a target in your zone, make an Overcome roll. If successful, choose one benefit from this list (choose two for success with style): The target must truthfully answer one question The target must drop what its holding The target must speak a short sentence that you prescribe Overcome Action: Arcana vs. Will
Forget (1*)
Scene, Cost Mind, Trickster (Requires Provoke Emotion)
Choose one target in your zone, make an Overcome action. If your overcome action succeeds, the target forgets everything thats happened in this scene up until the action after you cast the spell. Overcome Action: Arcana vs. Will
Cast this spell on a willing target in your zone. That target chooses one of the following benefits: Courage: May ignore aspects related to fear or despair. Serenity: May ignore aspects related to confusion or anger.
Warding Magic
Arcane Shield (1)
Cost Ward, Persistent
You can use your Arcana instead of your Athletics when defending against attacks that cause physical stress.