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fate:magic [2013/10/24 15:56]
galacticcmdr
fate:magic [2021/12/03 23:37] (current)
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 ==== Spellcraft ==== ==== Spellcraft ====
 +//Main Article: [[fate:​Spellcraft]]//​
  
-This style of magic was taught to several tribes of [[creatures:​human|humans]] by the [[creatures:​elf|elves]] as per an agreement with the [[lore:magi]]. This magic draws upon the power of the [[lore:​Shadow Realms]] that surround all things of the [[lore:​Mortal Plane]]. Given the chaotic nature of this power it takes an extremely ordered mind to use this magic safely - so the elves taught the humans to use gestures, incantations,​ and physical objects to focus their mind.+This style of magic was taught to several tribes of [[creatures:​human|humans]] by the [[creatures:​elf|elves]] as per an agreement with the [[creatures:magi]]. This magic draws upon the power of the [[lore:​Shadow Realms]] that surround all things of the [[lore:​Mortal Plane]]. Given the chaotic nature of this power it takes an extremely ordered mind to use this magic safely - so the elves taught the humans to use gestures, incantations,​ and physical objects to focus their mind.
  
 The nature of the Shadow Realms is such that the [[wp>​base metals]] (unlike the [[wp>​Noble Metals]]) of this world cause strong enough ripples and eddies that working magic can be difficult. In addition, because of the necessity of a magician having an ordered mind things that can distract or change their steps can complicate the process or summoning or harnessing the magic. The nature of the Shadow Realms is such that the [[wp>​base metals]] (unlike the [[wp>​Noble Metals]]) of this world cause strong enough ripples and eddies that working magic can be difficult. In addition, because of the necessity of a magician having an ordered mind things that can distract or change their steps can complicate the process or summoning or harnessing the magic.
  
  
 +==== Elementalism ====
 +//Main Article: [[fate:​Elementalism]]//​
  
-===== Elementalism ​===== +Elementalism ​magic is a style of magic where the magician binds an entity from one of the [[lore:Elemental Realms#​Elemental ​Planes]] to their own body. This is very dangerous, if the magician should lose control of the elemental their body will be destroyed. As the magician grows in power they will be able to bind ever more elemental power to their body eventually merging the two bodies so that they are indistinguishable.
-//See also: [[lore:Magic#Elementalism|Elemental ​Lore]]//+
  
-An elementalist binds a single entity from one of the [[lore:​Elemental Realms#​Elemental Planes]] ​to their own body. The stronger ​the elementalist becomes the more the elemental can safely merge with their own bodyEventually ​powerful elementalist ​can completely merge the two bodies making them indistinguishable.+As your body is no longer fully mortal, you are subject to many of the same rules that apply to all creatures from outside ​the planeYou cannot cross threshold without invitation, ​can be bound by magical circles and wards against outsiders
  
-<​note>​ 
-An elementalist is different from a simple caster that uses Spellcraft to make fire, earth, water, lightning, etc. The caster is using the power of the Shadow Realms and manipulating that power into a recognizable form, while an elementalist'​s body contains the raw power of the elemental itself. 
-</​note>​ 
  
 +==== Sorcery ====
  
 +Sorcery is derived from two opposing forces in the world, the [[lore:​Chaos Lords]] and the [[lore:​Light of Order]]. Each of these beings select a single champion on each [[lore:​plane]] through which they continue their eternal struggle (Chaos Sorcerer and Font of Light respectively). These empowered mortals then follow their destiny to the final conflict. Should either of them be defeated another champion will be selected in time.
  
-==== Rules ====+A sorcerer is a magician who has within them either the power of Order or Chaos. They can call upon this power to execute its nature upon the world, in so doing the power they hold grows. The power itself is strictly limited by its nature - and that nature always reflects upon the holder. A person who possess the power of Chaos cannot bring Order, their exact future cannot be determined, which reflects upon their life in unpredictable ways. A sorcerer of Order is always predictable assuming that anyone can determine all things that act upon the sorcerer.
  
-You **must use your high concept to indicate which storm you have bound yourself.** Any change to this must be the result of a story element or extreme consequence. 
  
-You **must purchase the Power Skill [[Elementalism]]**. This is the skill that you will use to manipulate the power of the Elemental to which you have been bound.+==== Outsiders ==== 
 +//Main Article: ​[[fate:​Outsider Magic]]//
  
-You are **no longer a native ​of this dominion** and are subject to any rules associated with being an outsider. These include ​the ability to be bound within a circle and being unable to cross a threshold without suffering. +Magicians that draw upon beings outside ​of the Mortal Plane have been called priests, ​diabolistsshamanand many other namesIn all of these cases the magician gains their power by making a pact with a powerful outsider allowing them to use a small measure ​of their power. The power gained ​can be tremendous, but so is the costsThe power must always be true to their nature - it cannot be what it isn't - and this nature over time will change ​the spirit ​of the magician so that they are in harmonyMore important ​the magician has given up a small measure of their own free will as the pact gives the outsider a small measure ​of control.
- +
- +
-==== In Practice ==== +
- +
-You may partially manifest your elemental outside of your body +
- +
- +
- +
-===== Outsiders ===== +
- +
-Common ​called priests, ​clericsdiaboloistsagents, or avatarsRegardless ​of the name these people have their magic sponsored ​by some external entity. They do not draw upon the magic of the [[lore:​Shadow Realms]], [[lore:​Divine Realms]], or [[lore:​Infernal Realms]] for power, instead they are given power from a sentient being that can choose if and when to grant that power. +
- +
- +
-==== Rules ==== +
- +
-You **must have an aspect dedicated ​to the entity that you serve**. Examples include //Warrior of [[lore:​Taur]],​ Avatar ​of the Dark Lord, and Priest of the [[lore:​Temple of Light]].//​ +
- +
-You **must have a single skill that is named after the entity granting you the power.** This is the skill that you will use access ​the power and it can only do what the entity is capable ​of doingIf draw your power from a powerful Fire Lord then you cannot make water or dominate minds. +
- +
- +
- +
-==== In Practice ====+
  
  
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 +==== Summoning ====
 +//Main Article: [[Summoning]]//​
 +
 +A common usage of magic is to summon up allies to aid you. The rules used create Minion groups with the Fate Accelerated rules with Advantages from Fate Freeport Companion and Legends of Anglerre. The full rules are described [[Summoning|here]].
  
-{{tag>​fate rules}} 
  
 +{{tag>​fate rules}}