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Mythic Fate A JRPG
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== Magic == Everyone is born with magic... it's a natural part of the world so it's a natural part of everyone living in it. Spellcasting is what people often think of when they hear the term Magic. The two are often mistakenly used interchangeably, which often leads to confusion for the layman. At it's core, Spellcasting is the practice of harnessing the elements, energy or fundamental laws of the world in one form or another and using it do do miraculous things. Given enough time and practic just about anybody can learn Spellcasting... at least to a limited degree. Some people have a greater affinity for it than others and some races are more adept at certain elements than others, but at the end of the day it's a learned skill. While the skill of spellcasting is as common as literacy it is not a requirment to learn. Spellcasting requires intense focus. Many spellcasters, especially near Gerdermia, often chant to help them harness their power and shape their spells. Some use hand gestures, while others have trained to use an external object as a focus. Truly gifted spellcasters can do minor magical feats without using one of these focus methods, but for larger spells they are still required. If the spellcaster is unable to chant, make the gestures or use their focus item they are unable to cast spells. Each of these forms of concentration is also noticeable... which means trying to go unnoticed while casting spells can be problematic. Magic is a broad term however, it encompasses spellcasting but is also a blanket term used for any sort of magical effect. For some races, certain specialized uses of their magic comes naturally to them. The same is true for some practitioners that hone a specialized use of their magic to such a degree that it has become second nature to them. In both instances, that individual use of magic is so natural to the person that it doesn't suffer from the concentration requirement. These are called Racial and Practiced Arts, respectively. Some people learn how to draw upon magic to enhance or empower their natural skills and abilities. These are called Mystic Arts. A woodsman who instinctively tracks his prey or never leaves a footprint is one example. A warrior who's blade strikes with amazing accuracy or incredible power is another. ===Terms=== *Minor Sorcery: minor uses of magic that don't provide a mechanical benefit. Doesn't cost MP, and doesn't require concentration for talented mages. (fluff) *High Sorcery: Uses the Magic skill, is tied to an Element, costs MP and requires Concentration. *Racial Arts: Innate mystical abilities of a race that are purchased with a stunt and don't cost MP to use. (like kitsune's mask) *Practiced Arts: A Mystical art bought as a stunt and therefore doesn't cost MP to use. *Mystical Arts: also known as hedge wizardry. Costs MP and enhances the use of a non-magical skill. The use must make sense given the characters Aspects. ===Mechanics=== Magic mechanics are based on the following 4 ideas * There is a skill called magic and placing it in your skill pyramid unlocks the ability to do magic. * Magic skill gives an element starting at rank +1 and every 3 after that (+1,+4,+7 ect) and each point of refresh gives you 2 extra elements. * To do something with magic requires a Magic roll with the difficult the same as achieving the same effect without magic. * The magical elements are the ones listed with the races plus healing or the list of disciplines from the High fantasy magic list. A simplified version of this list is below. ===Magic stress/MP=== Every character has a magical stress which represents their inner supply of magic power and their connection to the natural flow of energies. The calculations for the number of stress boxes are found in the stress section. Most basic cantrip level of magic doesn't cost any stress and magical stress can be spent in the following ways. * 1 box may be tick for any magic attack or magical effect beyond a simple cantrip using an element you have. * 2 boxes may be ticked for an unusually large effect or attack that affects a zone using an element you have. * 1 box may be ticked to perform a cantrip using an element you lack. * 2 boxes may be ticked to perform any magical attack or magical effect beyond a simple cantrip using an element you lack. * 1 box may be ticked to apply a magical benefit to other skills, such as mystical arts to shoot and fight. * 1 additional box may be ticked to add a +2 to a magic or mystical roll. On Stunts, A stunt never costs MP to use even if they are a mystical art , in which case they are known as a practised Art, but if they are magic or mystical art based they may use the mp for bonus rule. Like other stress a consequence may be taken to mitigate this stress, these consequences represent blow back or draining of magic or life-force and can be physical or mental in nature. === Elements === [[Mythic_FAte_A JRPG/Magic Systems|Magic Systems]] [https://fate-srd.com/odds-ends/high-fantasy-magic#air Inspiration] The elements can be divided into two ways of grouping the first is the simple physical, racial and Ephemeral groups and is as follows. ====Simple Groupings==== '''Physical elements''' *Fire *Water *Air *Earth *Metal *Wood/Nature '''Racial Elements''' *Illusion *Poison *Communication *Strength/Empowering *Lightning/Energy *Beast '''Ephemeral Elements''' *Sight *Death *Teleport *Transform *Mind *Healing/life The second break down is the fundamental trios which is a more complex system based on fundamental aspects of reality that the elements relate to and are as follows ==== Fundamental Groupings==== '''The Trio of Truth''' Fire, Illusion and Sight Now illusion and sights relation to truth are simple Illusion is hiding and creating false truth and sight is the ability to see truths. Fire's relation to truth is more symbolic, fire burns both barriers to truth and evidence of truth, It warms like comforting facts and hurts like a hash thoughtless truth. '''The Trio of Equilibrium''' Water, Poison and Death Water is equilibrium as it settles and is calm but the smallest of changes causes massive changes in behaviour, Poison is what at it heart disrupts the equilibrium of the body and mind and finally death the total equilibrium of body and the balance of the cycle of souls. '''The Trio of Movement''' Air, Communication and Teleportation The simplest as Air is the movement of wind and what it carries, communication the movement of knowledge and emotion and teleportation is the fastest movement of substance. '''The Trio of Growth/Change''' Earth, Strengthening and Transmutation Weird one and pulls from traditional alchemy, Earth is the source of growth and change for plant, metals and crystals. Where as strengthening is the growth and change of the body and transmutation the change and growth of physical objects. '''The Trio of Power''' Metal, Lighting/energy and Mind Metal is the power of the gear and machine [Addendum: Includes the power of tools, weapons and armour] , Lightning/energy is the rawest expression of the power of the world and the mind is the most powerful mover and holder of true power. '''The Trio of Relationship''' Nature, Beasts and Life Nature is the interconnected complex relationship of the forest, field and other bodies of plants, Beast is the relationship of person and beast and Life is the intimate relationship of parts of a living thing.
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