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Magic

Magic in Miranda is a very general and soft term. In is used to cover fireball throwing wizards, oracles, priestess calling down divine wrath, and a host of other uses. This section of rules will cover magic as drawing/summoning/using power that exists outside of yourself.

Magic in Miranda is built using Extras in FateCORE. This means that someone throwing an oil lamp and a dragon breathing fire both use the Shoot skill because these are natural abilities of themselves. Magic however follows its own set of rules so it will be constructed as an Extra with its own rules. What is listed below are the major styles and types of magic that is found on Miranda.

The styles and methods are not meant to limit any character strictly to these forms of magic. Magic is as different as the myriad of sources available. If you want a type of magic that you have not seen before then bring it up during character generation or advancement and the GM will work with you to work things into the story.

Spellcraft

This style of magic was taught to several tribes of humans by the elves as per an agreement with the magi. This magic draws upon the power of the Shadow Realms that surround all things of the 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 base metals (unlike the 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.

See also: Elemental Lore

An elementalist binds a single entity from one of the Elemental Planes to their own body. The stronger the elementalist becomes the more the elemental can safely merge with their own body. Eventually a powerful elementalist can completely merge the two bodies making them indistinguishable.

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.

Rules

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.

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.

In Practice

You may partially manifest your elemental outside of your body

Common called priests, clerics, diaboloists, agents, or avatars. Regardless of the name these people have their magic sponsored by some external entity. They do not draw upon the magic of the Shadow Realms, Divine Realms, or 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 Taur, Avatar of the Dark Lord, and Priest of the 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 doing. If draw your power from a powerful Fire Lord then you cannot make water or dominate minds.

In Practice

Circles

The common sight of magical circles, covens, or even academies can be found throughout fiction and Miranda. In FateCORE these are accomplished either as Creating an Advantage or Teamwork.

Rituals

The common sight of a long-running ritual to summon forth powerful entities or cast large-scale effects often use rituals. Rituals can be realized in several different ways.

First, a ritual could be Challenge as the caster works to gather all of the stuff necessary to create, focus your mind on the task, and then cast the ritual. Each step can sway either way as each individual challenge is overcome.

Second, a ritual could use the Time Ladder as a Teamwork bonus. Each step down on the ladder would in effect be as if a person was giving the magician a Teamwork bonus. As with a Teamwork bonus the amount gained is not infinite. In general gaining a Ritual bonus equal to your Lore or Magical skill is appropriate.

Third, it is also possible for the casting of a ritual to be accomplished as a montage scene were several people all take Create an Advantage tasks, which the casting magician can then use on their skill roll.