FATE: Magic System
To use magic, you need:
Permission Aspect - An aspect that describes the source of your magic. Available sources:| Source | Casting Skill | Title | Description |
|---|---|---|---|
| Ancestral Heritage | Rapport | Sorcerer | Someone in your family tree is not from around here. Your magical blood gives you power. |
| Divine Patron | Empathy | Cleric, Shaman | You are a believer in a divine power being and can call upon their power. |
| Pact with an Outsider | Deceive | Warlock, Witch | You made a deal with... well something. It provides you with power in exchange for? |
| Psionic Power | Will | Medium, Psychic | You're powers stem from your natural will and powerful mind. |
| Relentless Training | Lore | Wizard, Sage | You went to Hogwarts, or something similar. You have studied the mystic arts. |
As well as one or more of the below Magic Disciplines.
Magic Disciplines:
Cost: first is free; 1 refresh for each additional.| Discipline | Area of Power | Description | Title |
|---|---|---|---|
| Abjuration | Protection | Magic that blocks, protects or banishes | Abjurer |
| Conjuring | Creation and Transportation | Magic that creates, summons or transports | Conjurer |
| Divination | Knowledge | Magic that reveals information | Diviner |
| Enchantment | Mind | Magic that influences or controls minds | Enchanter |
| Evocation | Energy | Magic that manipulates energy | Evoker |
| Illusion | Trickery | Magic that alters perceptions or tricks the senses | Illusionist |
| Necromancy | Life and Death | Magic that manipulates live and death | Necromancer |
| Transmutation | Transformation | Magic that changes the properties of things | Transmuter |
Special Rules for Magic
Borrowing a Discipline
There may be times that you wish to use a magic discipline that you don't have. Maybe your studies touched upon the discipline, or you have seen it used by others. In those cases, you can either wait until you reach a milestone to buy the discipline with your available refresh, or you can spend a fate point to borrow the discipline for a single scene. This allows you to use magic that you are not as skilled in, for a price.Magical Extras
Extra: Mage Sight
Permission: Magical permission aspect
Cost: A magical high concept or aspect.
Beings who are touched by magic gain the ability to sense it in various ways and can gain insight into its presence and use.
Overcome: Can use Notice or Investigate to gain insight into magical issues.
Extra: Counterspell
Permission: Magical permission aspect
Cost: One Action
You can oppose spells in the same ways that you can oppose any other action in Fate. For spells that are not hostile—an enemy teleporting to safety, or healing themselves—any other spellcaster can use magic to provide active opposition, if they are within a zone of the spell being cast and can narratively justify it. Additionally, any character can provide active opposition, if they can justify making a spell more difficult to cast. To defend against a hostile spell in place of the target, handle this as stated in Fate Core (pg. 159). If you choose to defend for someone else, any negative effects of failing or tying are now placed on you instead of the target.
Overcome: Roll Casting skill to overcome and remove a magical effect.
Defend: Roll Casting skill to defend against a magical attack.



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