Okay, I phrased my question really badly--as in, I asked one question and somehow expected people to intuit that I was asking something else.
The situation is this: In Phoenix And Ashes, a book by Mercedes Lackey, the main character learns how to use her magic partly by having an entity walk her through the major arcana in her dreams. To pass from one card to the next, she has to both learn something about the elements and how they relate to people (the magic system in the world is elemental-based) and accept/learn something about herself.
I thought this would be a cool concept to use as the basis for all or part of the trials someone would have to undergo to graduate from apprentice to full wizard. I also thought that each trial ought to give the character a small bonus in certain situations, such that 22 of them were worth a relatively small number of refresh. What I need help with is how small each bonus should be, what some of the bonuses should be, and how many refresh the set should cost. I don't know why I thought I would get the answers to any of those by asking about stunts.
Here are the ideas I have so far:
The Questioning Fool: once per scene, you can have the gm tell you what the most relevant question to ask in your situation is, which your character then asks out loud.
Rose of the Empress: once per scene, when attacking with rapport or deceit, you get a free tag on one of your aspects.
Lantern of the Hermit: once per scene, when defending in a mental conflict, you get a free tag on one of your aspects.
Not every work of fiction is equally well represented by every RPG. Lackey's
Elemental Masters series isn't particularly well-suited to DFRPG (although a
different tuning of the Fate rules seems likely to be a nice
EM fit!).
We're really looking at 1 refresh being the "quanta," the unit of construction, of DFRPG powers. 1/22 of a quantum step is... largely outside the scale of the rules.
All that being said... I kind of think I see a way to do what you are asking. Rather than try to build these as incremental powers that add up to "X" amount of power, focus on them as "lessons learned." 22 of them...
You get one of these "teaching dreams" and you now have a couple of tags "pending" -- there is a +1 tag that you need to use in some meaningful-to-the-lesson way (in your
waking life); if you squander it in some shallow or trivial fashion, you will have a variation of the same dream, and need to
do it right the next time. There is also a -1 tag (or a +1 for a foe/rival) that will be used against you, or that you will have to overcome; again, this will be somehow relevant to the lesson. 2 of the Major Arcana per dream, one positive & one negative. Once you've successfully "learned" the lessons of both (expended both tags
AND done whatever narrative fulfillment is "learning the lesson"), you get a new dream, with 2 different tags on the new lesson(s).
And THEN -- after wisely using/experiencing those 22 tags -- you get your power-up.
It isn't terribly DFRPG-ish in flavor, but it works within the rules AFAICS.