Discover your Eberron Fate
Magic: Proposal (version 01)
The following is a partial proposal for the magic system, drawn from the Fate System Toolkit
- We’ll use Weapon/Armor ratings rules to indicate magical gear, so reduce Refresh by 1.
- Pick a magic type such as Arcane, Divine, Elemental, Primal, Psionic, and Shadow, and take the aspect associated with it: Wizard (Arcane), Cleric (Divine), Sorcerer (Elemental), Druid (Primal), Mentalist (Psionic), or Illusionist/Necromancer (Shadow).
- Buy the Magic skill.
- Use the Magic skill to attack, defend, and create an advantage, so long as the description of your action includes the effects associated with your magic type.
Aspects of Magic
The magic aspects are obviously useful when making magic skill rolls, but they also carry some of the resonance of their specific type. This takes the form of a passive effect, as well as specific things that aspect may be invoked or compelled for.
Intense study will yield up the secrets of the energies that infuse the world. Understanding these energies allows the Wizard to form new patterns from them. Whether it is a projected magic missile, or a wall of subduing webs, the Wizard invokes it by directing energy in patterns learned and practiced from their studies. While Arcane magic is potent, to mitigate the dangers of unbridled magic requires a careful adherence to formulas and procedures.
Passive Effect: Character detects magical energies and their relative strengths in their immediate zone.
Invoke: Divination—Any action depending on investigation, empathy, or lore can benefit from the Arcane.
Compel: Delay—When quick action is called for, the Arcane can compel a delay.
The Cleric knows that divine energies may be called upon for aid by those with the insight to recognize the will of the gods. Such aid may take many forms, from imbuing an ally with the energy of a divine spirit — thus enabling remarkable feats — to summoning the healing presence of divine beings. Wards, ability and skill enhancements, and healing may all be invoked by the magic of the Divine. While Divine magic is inspiring, it is subject to the vagaries of faith.
Passive Effect: Character may assume a mild or moderate consequence afflicting an ally once per scene.
Invoke: Abjuration—Any action depending on physique or will can benefit from the Divine.
Compel: Overcommit—Faith in the Divine demands adherence, and a Cleric may find himself staying too long with a given course of action.
Elemental magic relies upon willful immersion in the energies that infuse the world. Enduring these energies allows the Sorcerer to channel them in spectacular ways. Whether it is a projected ball of fire, or a formidable wall of ice, the Sorcerer forges it through strength of will and physical endurance from raw chaos. Since Elemental magic is chaotic, it tends to attract impulsive characters.
Passive Effect: Hot or cold temperatures within the natural range do not bother the character.
Invoke: Divination—Any action depending on physique or provoke can benefit from the Elemental.
Compel: Consume—Resources, food, good opinions, and fortune, a Sorcerer has a bad habit of using them up without thinking about it.
The Primal cannot be contained. Its wild shape lashes out against the leash of civilization. The Druid wards the natural world against the folly of nations and cities. Those attuned to its power share the instinctive wariness and guile of the wild.
Passive Effect: Animals sense Primal magic, and will easily establish good rapport with a Druid.
Invoke: Manifestation—Any action depending on notice or stealth can benefit from the Primal.
Compel: Messy—The Primal is uncivilized, and it often makes a mess. Compel to offend the sensibilities of the civilized when most inconvenient.
Psionic characters tap the power of the mind and body. The Mentalist embraces the total energy of consciousness directly, utilizing this inner reservoir of power to effect change in the real world. The thoughts and dreams of normal beings churn impotently within the gray confines of their minds, but a psionic character’s mental desires are made manifest. Since Psionic magic is manifested from within, it may be distorted by strong emotions, chemical effects, or interference from extra-planar beings.
Passive Effect: Mentalists, by virtue of the regular use of their minds, are strong-willed. Add one slot to the Mental Stress track.
Invoke: In Your Head—Any action depending on deceive or provoke can benefit from the Psionic.
Compel: No One Likes a Mind Reader—Compel to attract suspicion of “mind reading” in the presence of authorities, or sensitive political or business dealings.
Illusion and Necromancy are subsets of the aspect of Shadow. The Illusionist weaves light and shadow to deceive the senses. The Necromancer draws from deeper shadows, and weaves life and death to redistribute essences. Intent is what separates the wielders of Shadow. Since Shadow magic is drains light and life, it may be weakened by particularly strong manifestations of its opposite. Such manifestations may even reverse the process.
Passive Effect: Illusionists, by virtue of their regular use of shadow, are able to see in darkness. Necromancers may afflict another with a mild or moderate consequence affecting them, once per scene.
Invoke: Deceptive (Illusionist)—Any action depending on deceive or stealth can benefit from Shadow magic. Menacing (Necromancer)-Any action depending on provoke or stealth may benefit from Shadow magic.
Compel: Duplicitous (Illusionist)—The Illusionist may become overconfident and lie merely for the sake of personal amusement. Necropotence (Necromancer)-The quest for power may sometimes come at too high a cost. Compel to expend one Physical Stress instead of a Mana Point.
To come. For reference see Stormcaller Skill in Fate System Toolkit.
To come. For reference see Storm Summoners in Fate System Toolkit.