And we continue with my notes for using Spirit of the Century to run a game in Eberron…
Choose three stunts. Remember that spells that are anything beyond basic Cantrips or Orisons need to be represented by Stunts for the school/category of spell being used. So, for example, the Spellcraft skill lets you roll to use Cantrips, but you will need to take the Stunt: Evocation in order to fling elemental damage or Stunt: Divination to scry on someone. Similarly, you will need to take not only the Religion skill but also a Stunt: Curing Wounds or Stunt: Turn Undead in order to do classic Cleric stuff like magical healing. (You can also take a Domain as a Stunt with similar effects)
Feel free to create your own Stunts and propose them. If they seem equivalent to Stunts found in the SotC book, they’ll probably be fine.
New Stunts (D&D Style Arcane magic): Rooted in Spellcraft: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation
–> Arcane Stunts require an arcane Aspect of some kind, chosen to represent your special training
–> Spells that have an area of effect require the expenditure of a Fate Point – otherwise, they have one target or target a discreet area
Abjuration: used to negate spells or Aspects created by spells and to defend against offensive spells. Might also enable you to add Aspects to yourself that will help you defend yourself from mundane threats.
Conjuration: used to place Aspects on a scene or on a character, including allies. These Apsects are related to ongoing, summoned effects of some kind – they might be Minions of various kinds or ongoing effects. Minions summoned with Conjuration have a Quality one lower than the Conjuror’s Spellcraft skill and no Grit.
Divination: used to answer questions, possibly to reveal Aspects at a distance, and also to perceive at a distance.
Enchantment: used to socially manipulate people, possibly place Aspects on them for others to call on, and to deal Composure stress in a conflict. Can be used as a stand-in for social skills, but it will be obvious you’ve used a spell once the spell has worn off.
Evocation: used to attack at a distance, or to attack groups, with elemental-Apsected damage – Acid, Cold, Electricity, Fire, Force. Deals straight health stress.
Illusion: used to place more powerful Aspects on a scene or person which can then be resisted by Alertness or Resolve, can deal Composure stress. Resisted by Alertness or Resolve or possibly even Empathy. Maybe must risk a Fate point to “disbelieve” without evidence that the Illusion is such?
Necromancy: used to place unfavorable Aspects on others, to damage living targets and heal undead targets. Deals direct damage like Evocation, but with the Necrotic descriptor, and can also inflict things like disease and poison.
Transmutation: used to place Aspects on objects and willing characters which improve or change them physically. These Aspects are related to physical changes in the object or person.
More New Stunts (D&D Style Artificer Magic, Cleric Magic and Bardic Magic)
Artifice: rooted in Crafting, the Stunt that enables a PC to create magical items (that is, to create a permanent Aspect). Can also be used to stick a temporary bonus on an item-Aspect someone already has, so that when they call on that item Aspect they get a +3 instead of a +2. Lastly, this Stunt can be used to strengthen or weaken objects, bind them together, break them apart, and so on.
Cure Wounds: rooted in Religion, enables a Cleric to magically remove Aspects inflicted in combat which represent wounds – consequences and so on
–>Curative/Turning Stunts require a divine Aspect of some kind – “Faith” of some kind
Remove Disease and Poison: rooted in Religion, enables a Cleric to magically remove Aspects or consequences related to disease and poison
Turn Undead: rooted in Religion, allows damage or Aspects to be put on Undead (essentially, an AoE maneuver)
Inspire Courage: rooted in Art, enables everyone to call on the Aspect “Courage” once in a scene. Can also be used to “cure” social/composure stress and remove consequences early
–>Requires the Aspect “Bardic Lore”
Inspire Greatness: requires Inspire Courage, calling on “Greatness” grants +3 instead of +2 and enables mass healing of stress consequences and hits
Countersong: requires Inspire Courage, can be used as a defence on anyone’s behalf against spells with verbal components or sound-based effects
If there is a D&D Feat that you love, write it up as a Stunt and propose it! If I get a chance, I’ll write up some of my own; we’ll see.