Magic Mechanics for Fate in Florenic Worlds | World Anvil

Magic Mechanics for Fate

Magic Mechanic Rulings

Magic Overview

Potency of Magic

How does one determine the power level of a spell as magic is so versatile? What's stopping a character from constantly hurling grand fiery explosions that wipe out entire armies? The quickest answer to that is, like any physical or mental activity, magic requires one's own exertion to use it. Not only that but magic is not an exact science and its misuse can be to the detriment of the caster as well.

In short, the best way to gauge what kind of powers a magic-wielding player character can use on the spot is ask, "What can a mundane person do in that same situation?" An example is firing a bolt from a crossbow is easy, so firing a basic attack spell should be easy as well. Trying to track someone down? That will likely require far more time and effort to do. Although, should someone be a specialist in divination, that will help reduce the time needed or reduce what negative consequences occur should casting the spell fail.

Permission Aspect

All magic users must have an aspect to justify their use of magic. Whether it is included in an existing aspect or a new one all together, your permission aspect must include the method of your magic in some way. The method of your magic is how you have obtained and/or use your powers. Your method and archetype gives the group more information about your character and their powers, but it also serves as a flaw for your GM to compel. Each source includes a chosen casting skill, which is talked about in more detail in the Important Skills section, later on. Choose one of the following sources and incorporate it into one of your character aspects.

Methods of Magic

Arcane

Casting Skill: Lore

Common Titles: Wizard, mage, sorcerer, sage

You utilize the magic innately within you. For some, their arcane gift is innately stronger and often comes from a specific ancestry or source, while others learn and study the hard way.

Example aspects: Apprentice of Petton Dyrovius, ancestral-born mage.

Divine

Casting Skill: Empathy

Common Titles: Acolyte, priest, cleric

You are a disciple of a deity or some other-worldly being. In return, you have been blessed with magical abilities. This type of magic source implies you are a faithful and devout follower. Whether aiding others of your congregation or delivering swift justice to those who oppose your deity, your service means becoming closer to your god.

Example aspects: Dwarven priest of Silris, Devout Arkonian of Arkengrath

Occult

Casting Skill: Provoke

Common Titles: Diabalist, Occultist, Warlock, Mystic

You bargain for your magic or dabble in strange powers that are unordinary. This type of dealing implies that you have this power at a cost to yourself. Sometimes it may appear as a simple pact with a greater power that, when you complete your task, you may be granted further power. Perhaps you have found a tome of shadow magic but using it may cause your form to change as you become hollowed and gaunt.

Example aspects: Haunted Human Blood Mage, Contracted by Infernal Powers.

Primal

Casting Skill: Contacts

Common Titles: Druid, Elementalist, Shaman

Your magical strength comes from the spirit and wellbeing of the land itself, whether it be the forests, oceans, or even natural phenomena including planar ones. As a result, you tend to have a strong affinity with animals, plants, or the elements. With this vested power, some can draw on the strength of animals for inspiration such as the hunt for wolves or the strength of bears. Some may have an affinity for plants and create vine traps to ensnare foes.

Example aspects: Dreamwalker of Regalia, Shaman of the Cultivarum.

Skill Rework

Casting Skill

Each magic method contains a casting skill. Should the magic you wish to perform not really fit any categories for other skills, your casting skill is used for rolling to resolve any magic conflicts. For example, if you wanted to pickpocket someone from afar, you would still roll Burglary. For contesting another caster's magic, it's not innately obvious on what to roll, so rolling your casting skill will be the default.

Will

Will is an important skill with other casters as some magic may target the mind. This skill is also needed for casters to maintain more powerful spells, as failing on a Will roll could be disastrous depending on its strength.

Casters and Planar Influence

Caster Archetypes

The following are examples and showcase a consistent theme or pattern to how you use your magic. You aren't necessarily restricted but rather shows what kind of specialty you have with magic. These are common tropes and some of those that may be found within the Florenic Worlds.

Bard

You are an entertainer and love using magic in your performances. Your magic revolves around using illusions or perhaps even being a conjurer for small props and tools. All people know is that your talent can charm or sway others.

Champion

The knight in shining armor. Perhaps you were chosen by your deity or religious leaders to fight their enemies. You are blessed with a portion of their might alongside your mighty sword-swinging. Your presence can be an inspiration for your allies or demoralizing when in confronting you. Either way, your magic can heal in a minor fashion or

Necromancer

You practice the darker side of what magic has to offer. You animate the dead to be your mindless thralls. Your attack spells wither the soul and rot the flesh of your victims. Because of this macabre practice, you best hope you don't lose control of your underlings, or worse, yourself.

Priest

You are an exemplar of your faith. Whether or not you provide sermons of hope, you provide aid for those around you. Your magic often provides soothing healing, protection from evil (or good) spirits, and hope for the downtrodden.

Scholar

To you, magic should be studied. It's incredible what magic can do in our daily lives alone! Sure, dedicated practice and study is hard (unless you were born with it or sold your soul) but it's well worth the quality of life improvements. You know all sorts of versatile spells but they do very quick one-off effects. You can hold your own in a fight but a specialist mage may make you sweat.

Planar Influence

The Planar Realms can impact and influence your spellcasting. For greater details about them, see Beginner’s Guide to the Florenic Planes. Otherwise, here is a quick summary of how continually drawing power from the planes can affect you. Planar influence should be taken into account if your method is a Divine or Occult caster as the traits of your deity or esoteric studies will very likely be impacted similarly this way.

Averse. Your magic defies rules and predictability. The destructive power of the Averse will warp and change your surroundings. In the worst cases, it allows unfathomable creatures to breakthrough and cause carnage.

Dictation. There is certainty and reliability in your magic. Invoking Dictation means having control over your magic and the ability to discern corruption. Often this means having orderly procedures and recurring rituals but the magic does pay off to keep consistency.

Elvarid. You love vibrant colors and being playful with your magic. Soft tunes may play while you are casting a spell. Perhaps your spells may take on the forms of spectral animals that dance around. Primal casters favor this realm for its close affinity with nature and beauty.

Fell. You are undoubtedly a gloomy personality. Despair plagues your magic. Your bolts may sound like screams of the dead as they fly in the air. Your spells may often cause emotional pains and your features turn pale and gaunt.

Haven. Hope is at the core of your magic. Inspiring others to press on, healing the wounded, and purifying foul corruption is where this realm's specialty shines.

Inferna. Fire and torment are key staples of your magic. Your spells can oftentimes be brutal in its damage but why does that matter? This power helps you get ahead of others and gets you what you want!

Other Planar Influences

Astral Plane. Invoking the Astral Plane is not common. At most, your magic would be about possibilities and the strongest wielders can shift between the planes at will.

Etherius. Spirits are your specialty when invoking this plane. You either commune with them for guidance or call upon them to lash at others.

Genoro. Genoro is the catch-all realm for all the elemental planes.Often it is the case that mages call upon this realm to spout flames from their wands or freeze their targets in place.

Null. The Null, being the plane of entropy, means your magic drains energy and takes away light. Living casters must beware using this magic that is antithetical to their very being lest they be twisted and become something foul.

Paradise. Your magic is full of light and energy. The wilting and tired become rejuvenated and your magic tends to scorch undead things.

Somnius. Your magic is strange and dreamlike. You don't target living creatures directly and instead impact them through dreams and subconscious. Although you work with dreams, your magic will obviously be stronger and more reliable when close to your target.

Spells and Templates

Spell Effect Templates

These are rules and narrative descriptions to be considered as a template for the various types of spells that are out there. That way, there's a consistent expectation and ruling.

Aid and Hinder Spells

Healing. As a basis, you will use your casting skill to roll beginning the recovery process. You will need a stunt that can reduce the severity by one.

Combat Spells

Bolts. Bolt spells use the Shoot skill and do quick and immediate damage. These could be slender ice shards, fiery orbs, or simple motes of arcane energy. Succeeding with style means you might put an "on fire" or "chilled" aspect depending on the bolt type.

Blast Spells. Grand explosions or spells that target multiple targets within a zone will cost a fate point, as they target all creatures within a zone.

Summoned Weapons. Naturally, defer to your Fight or Shoot skill for the appropriate weapon. You will need to consider about a week's worth for attuning to a different weapon.

Sensory Spells

If you are looking for someone specific, you will need their hair, nails, or something that is closely tied to them such as a journal. Try to narratively think of it as calibrating your spell so it detects who you want and not have it search someone else by accident.

For finding creatures of the same type, it's the same idea but it's easier. You will want hair, teeth, nails, etc of the same creature so that you calibrate the spell to know what you want it to search for.

Utility Spells

Invisibility. Use the Stealth skill. Failing on your roll check means that the jig is up and someone knows you are around. Likely if the opponent succeeds with style they'll know where you are regardless, implying your magic wasn't hiding you well enough from that creature.

Summoning Spells. Spells that conjure elemental servants or animate dead thralls require time and focus to complete. Roll your casting skill to create an advantage. Your summon will have 1 stress box and has its skills at Mediocre (+0).

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