Magic (Generally) and Arcane Magic

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Lurkwood_GM

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Oct 18, 2015, 12:19:16 AM10/18/15
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Fate does not have an inherent system.  I’ve tried to create a system this is not-complicated, flexible, but still places limits on the powers.  I’ve given a lot of thought to this, but it may need to be tweaked, If we find out it's unbalanced.   The magic system is inspired by D&D/Pathfinder but is not the same.  It is more flexible and can be more powerful if used creatively. 

 

Magic System


Magic is based off of a skill system.  There are magical skills which you can use as substitute for other skills or to invoke new aspects, or for other benefits.  This system is consistent for all magic users, whether Arcane or Divine.  In each scene, you can use a total of magical skills points equal to two times the actual skills you have, but no more than our actual skill level each round.  After that, you can take a stress point (damage) to get another set of skill points (repeat until dead).  The example at the end will make this a little clearer as this will be easier in practice than it appears.


No magical skills can be taken a +0.


Spells that are utility spells (IE, light, detect, read magic) and are not active opposition, can be maintained indefinitely, but count against your total available points.


Arcane Magic

   

Arcane Magic User MUST use one aspect and devote as a magic user.  You can define the aspect, but it must be clear it invoked Arcane Magic:  IE, Curious Caster, or Death by Magic.  If it’s unclear, just put (Arcane) after the aspect.


Arcane magic is broken down into 5 skills:   Evocation, Transmutation, divination, enchantment, and protection.


Use your enchantment skill and use a point (or more) and you can have that ability.  Want to cast a fire ball?  Use your Evocation skill.  Magic can be used for any of the 4 actions, so long as it makes logical sense for that skill. 


Dispel/Counter Spell:  You can use spell points to counter magic cast as the same skill set. 


Note:  I debated including conjuration, but struggled to balance it with the system.  I may revisit this.  Other 'schools' are wrapped into this one.  Want to play a necromancer, then you can use enchantment to try and create a zombie, for example.  Though having an "active" zombie under your control during combat would count against your available skills.  How many points a zombie takes to create and control will depend on the ability. 


Example:  Arcane


Elminster has the Magical Aspect (My magic is in my pipe!), and has taken Evocation of Great (+4), and Divination and Protection at good (+3).  He has no other skills of note.

He can use a total of +8 for evocation, +4 for Divination, and +4 for protection.


Elminster comes to a dark cave.  He waggles his pipe, and a soft glow of light suddenly shines from the pipe, using 1 of his divination skill points, leaving him 5 points (Added aspect “soft light”) to the room.  He decides that the cave looks dangerous, so he uses 2 of his protection points to create a shimmery field of protection (Adds +2 to defend rolls against physical attacks).  He now has 4 protection points left.

In the middle of the cave, under the many suspicious webs that line the ceiling, he finds an alter with an odd writing.  He uses 2 divination skill points to try and decipher it (+2 to his roll).  He now has 4 Divination skill points.


Suddenly, he is beset upon by spiders.  He uses his evocation to cast a string of fire from his fingers (+3 to attack).   He now has 5 evocation points left, unless he wants to take a stress point.  Note, he could have used up to +4 for his spell (call it a fire ball), or +1 (minor fire).   So, he could use 3 rounds of major magic.  (The actual combat rolls are left as an exercise to the reader).

 

Henry

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Oct 18, 2015, 12:28:06 AM10/18/15
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I waffled for total points to be x 2 or x 3.    We can discuss this.

Also I meant to add that an area of effect spell adds +1 to the cost of the spell, so long as it affects everyone in the zone.  If it is selective, it costs 1 point for each person beyond the first.



Henry
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Henry

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Oct 18, 2015, 1:03:41 AM10/18/15
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I'm toying with minions (conjuration/ zombies/etc) as being handled similar to gadgets in DC.  Skills would be applied to aspects:  like attack/defend/overcome.

Henry

On Oct 17, 2015, at 9:19 PM, Lurkwood_GM <eth...@gmail.com> wrote:

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Lurkwood_GM

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Oct 18, 2015, 1:23:40 AM10/18/15
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Divine (and Druids)

Users of Divine Magic must take an aspect that refers to their chosen deity.   IE, Devout Follower of Mystra.

Users of Divine Magic have 5 skills:  Body, mind, Spirit, Summon, and channel.  However, all divine magic is limited by the dictate of the needs/wants of the player’s patron deity.   If spells are used in a manner that goes against the patron deity’s aspect(s), it simply will not work.  IE, trying to cast a healing spell on others would not work if you followed Lolth.

 

Druids, for example, would likely focus heavily on ‘Body’ magic, and could take on the aspects/ shapes of animals.  Points would be allocated to the aspects you wanted to improve (ie, attack +2 (claws) or defend +2 (armadillo).  There will be limits on the ability to substantially change your size.

 

Healing, would be a function of channel (group) or body.  Cause fear, control,would be mind.  Any of the boosts would be spirit.

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Henry Lewis

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Oct 19, 2015, 8:18:41 PM10/19/15
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The aspect of magic I am still working on is magic items.  The general approach is that there aren't piles and piles of potions and scrolls about, but that there are magical weapons, rings, armor, etc.  I'm inclined towards most magic items being intelligent, so as opposed to a +1 sword, the magic items would be more complicated, with aspects and stunts that can be evoked, usually with a fate point.

The other aspect I'm stilling weighing is magical healing.  FATE seems to eschew healing in favor of dramatic resolutions, and less drawn out battles.  On the other hand, healing which repairs aspects, as opposed to wipes away stress, may make sense. 

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