← CompendiumCampaigns

Archetypes & Pathways

Arcane Knight

For the Arcane Knight, magic and martial skill are inseparable. They weave Sorcery into every strike, defence, and movement, using arcane power to strengthen their presence on the battlefield. Arcane Knights thrive on the front line, combining steel and spell into a single fighting style. To walk this path is to wield weapon and Word as one.

Level 1 Abilities

Spellstrike: Once per Scene, when you make a weapon attack, you may incorporate a single Word of Power into the attack as part of the same Scene Action.

Arcane Armour: When you use {Grit} to reduce Harm caused by Sorcery, gain +1 Outcome to the Throw.

Magic Armoury: Increase your maximum Load by (10). The first time you use a weapon that you have not used each scene, gain +1 to the Outcome.

Mystic Bulwark: Once per Scene, when you or a nearby ally would suffer Harm from Sorcery, reduce that Harm by 1 Level.

Stored Sorcery: You may expend a Word of Power to store a one-Word Sorcery within a weapon or piece of armour. The Sorcery remains there until released and does not need to be cast again when activated. May be activated by any player in control of the weapon or armour.

Level 5 Abilities

Arcane Riposte: Once per Scene, when you successfully reduce incoming Harm with {Grit}, you may immediately cast a Sorcery against the attacker.

Conduit Weapon: Once per Long Rest you are able to summon a magical copy of a weapon. Choose a weapon, gain [Mastery 1] in that weapon. This weapon takes no load, and acts under your control making seperate attack throws for you. If you have [Mastery 1], gain [Mastery 2] instead. You may choose to swap the weapon when you level up, you do not keep the [Mastery] of the previous weapon if swapped.

Battle Mage: Become Focused in {Spellcraft}. You may Throw {Spellcraft} with STONES when casting a Sorcery through a weapon or armour.

Martial Reserve: Choose a number of Words of Power you know equal to half your Level, rounded down, from among any of your known Achetypes or Pathways. Those Words gain an additional use. (This continues to update as you level)

Level 10 Abilities

Arcane Momentum: Gain a 6-section Arcane Momentum Track. Successful weapon attacks and Sorceries each fill 1 section. You may clear the Track at any time to cast a three-Word Sorcery without expending those Words.

Arcane Denial: Once per Long Rest, create a zone around you 10 metres in across. Any Sorceries cast by any character not deemed an ally zone are immediately expended to no effect. This effect lasts until the end of scene or until you dispel it.

Spellsteel: Any metal weapon or armour you wield becomes Spellsteel. You may reshape Spellsteel at will into another weapon or piece of armour of equal or lesser Load, retaining any magical properties it possessed.

Level 1 Words of Power

Armour, Parry, Blade, Pierce, Bolt, Reach, Brand, Shield, Charge, Shock, Edge, Slash, Guard, Spark, Imbue, Steel, Lance, Strike, Mark, Ward

Level 5 Words of Power

Arc, Overcharge, Barrier, Repulse, Channel, Surge, Deflect, Sword, Discharge, Temper, Empower, Enchant, Fortify, Infuse, Justice

Level 10 Words of Power

Arsenal, Bastion, Cataclysm, Dominion, Invincible, Legion, Overwhelm, Spellblade, Transcend, Unbreakable