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

Main Article: 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.

Elementalism

Main Article: Elementalism

Elementalism magic is a style of magic where the magician binds an entity from one of the 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.

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 plane. You cannot cross a threshold without invitation, can be bound by magical circles and wards against outsiders

Sorcery

Sorcery is derived from two opposing forces in the world, the Chaos Lords and the Light of Order. Each of these beings select a single champion on each 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.

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.

Outsiders

Main Article: Outsider Magic

Magicians that draw upon beings outside of the Mortal Plane have been called priests, diabolists, shaman, and many other names. In 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 costs. The 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 harmony. More 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.

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.

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 here.