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fate:magic [2013/01/22 02:05]
galacticcmdr
fate:magic [2021/12/03 23:37] (current)
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 ====== Magic ====== ====== Magic ======
  
-In FateCORE how is magic different from other skills or other effects? What is the difference between an something ​[[Shooting|throwing]] a oil lampa wizard casting fire, and an dragon breathing fire? They all involve attacking ​target in a different zone with fire.+[[lore:Magic]] in [[atlas:​Miranda]] is very general and soft term. In is used to cover fireball throwing wizardsoracles, 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 [[fate:​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.
  
-===== Spellcraft ===== 
-//See also: [[lore:​Magic#​Spellcraft|Magic]]//​ 
  
-In the FateCORE system a practitioner of Spellcraft uses mnemonics to focus their will and safely draw power from the [[lore:​Shadow Realms]] before shaping it into the form that they desire.+===== Common Methods =====
  
 +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.
  
-==== Rules ==== 
  
-You **must use one of your aspects to define your magic**. Typically this is your [[aspects#​High Concept]], but it not required. Examples include //Fire Wizard, Member of the Circle of Eight, or Black Tower Initiate//. This aspect defines your personal method to summon forth and control magic.+==== Spellcraft ==== 
 +//Main Article: ​[[fate:​Spellcraft]]//
  
-You **must select one or more [[Skills#​Power|Power Skills]].** These skills represent ​the very specific nature ​of the Shadow Realms that you can control.+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.
  
-Spellcraft is **difficult to use properly in the presence of metal**. ​The presence ​of metal can be used as a compel against their magic. Anything on the Periodic Table of Elements listed as a [[wp>metal]] in sufficient quantity near a caster can be used as a compel. The exception to this rule is that [[wp>​Noble ​metal]]s (silver, platinum, gold, and mercurynever cause problems.+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.
  
-Spellcraft **involves gestures, incantations,​ and concentration** to properly work. Physical discomfort, tiredness, and extreme stress can all be compelled against Spellcraft. A caster must keep their mind ordered and focused or the power they draw into them will be life-threatening. 
  
-<note tip> +==== Elementalism ==== 
-[[people:Brizanthimus]] is a wanderer that has picked up small bits of magic from various people, so Jackie decides that his magic is central enough to him to make it part of his High Concept. She calls it **Wandering Magician Storyteller**. To go along with his story-telling she decides that he will have the [[Glamour]] power skill so that he can dazzle the senses. +//Main Article: ​[[fate:Elementalism]]//
-</note>+
  
 +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.
  
-==== In Practice ====+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
  
-The Power Skills selected by a caster are used just as non-magic skills are used, to accomplish [[actions]] (Overcome, Create an Advantage, Attack, and Defend). Each of the skills explain fully how to accomplish each action. 
  
-<note tip> +==== Sorcery ====
-Briz needs to slip by some [[bestiary:​orc]]s that have captured prisoners. The orcs represent a Good(+3) opposition because although they are not watchful - there are quite a few wandering around the camp. She rolls a +1 on the dice, combined with Briz's Good(+3) Glamour check means that she overcomes the obstacle. She narrates the effect of creating lights and sounds in the woods, causing the orcs to investigate. +
-</​note>​+
  
 +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.
  
 +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: [[fate:​Outsider Magic]]//
  
-{{tag>​fate rules}}+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.
  
 +
 +
 +===== Tropes =====
 +
 +
 +==== 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 [[fatecore>​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 [[fatecore>​Challenges|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 [[fate:​tables#​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 [[Summoning|here]].
 +
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 +{{tag>​fate rules}}