Magic Traits

MAGIC TRAITS







The most powerful magic is generated, manipulated, and wielded through talent in and study of the magical strands. When one learns to detect and harness the strands of Fate, one can call upon the power of those strands to alter the fabric of reality, creating what we call magic spells. Each of the known strands has its own sphere of influence, controlling a certain aspect or aspects of reality. To cast magic, tell the GM your desired spell or effect, and the GM will tell you what strands are needed, how long it will take to cast, and what the target number is--based on how powerful or damaging, or reality-warping, the desired effect is. The more powerful the effect, the more difficult to cast.



Each of the magic strand traits separately is considered to be multiple.



A strand trait gives a bonus die to the effects of related spells. In addition, due to the more precise understanding of magical energies, a character with Strand traits gains a source of energy, called Mana. Mana may be spent in place of Fate points when casting spells.



Normally, if a character wishes to cast a spell, a Fate point is spent, and the difficulty is determined cumulatively by the desired range, area of effect, duration, and strength of the spell. Spell strength is the number of extra dice rolled for damage, or of difficulty to resist the spell.





SPELL RANGE (increments)

1 - One difficulty.

2 to 3 - Two difficulty.

<p style="margin-bottom:0in">4 and up - Three difficulty.

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<p style="margin-bottom:0in">Spell range cannot exceed the casting character's Perception in range increments. To exceed that limit, the caster must spend an extra Fate point per range increment beyond the limit.

<p style="margin-bottom:0in">Keep in mind that ranged spells are also subject to range penalties, as well.

<p style="margin-bottom:0in">If the target of the spell is not within line of sight, the spell is at +3 difficulty.

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<p style="margin-bottom:0in">SPELL AREA OF EFFECT

<p style="margin-bottom:0in">The difficulty is equal to the spell's diameter.

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<p style="margin-bottom:0in">Spell area of effect cannot exceed the caster's Intelligence, without costing an extra Fate equal to the excess inches of diameter.

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<p style="margin-bottom:0in">SPELL DURATION

<p style="margin-bottom:0in">Instantaneous - One Difficulty.

<p style="margin-bottom:0in">1d6 Rounds - Two Difficulty.

<p style="margin-bottom:0in">1 Scene - Three Difficulty.

<p style="margin-bottom:0in">1 Day - Four Difficulty.

<p style="margin-bottom:0in">Permanent - Five Difficulty.

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<p style="margin-bottom:0in">A permanent spell costs an extra Fate point to cast, and lasts until the effect is successfully resisted.

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<p style="margin-bottom:0in">SPELL STRENGTH

<p style="margin-bottom:0in">The Difficulty is equal to the spell's strength. The strength of the spell cannot exceed the caster's Charisma, without costing a point of Fate per die of strength exceeding Charisma.

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<p style="margin-bottom:0in;text-align:center;">Elemental Strands

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<p style="margin-bottom:0in">The most basic, and some would say easiest to manipulate, strands of magic. Elemental strands count as Tier 1 traits for the purposes of character advancement.

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<p style="margin-bottom:0in">AIR

<p style="margin-bottom:0in">Generation and manipulation of air, wind, and sound.

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<p style="margin-bottom:0in">EARTH

<p style="margin-bottom:0in">Generation and manipulation of soil, rock, and minerals--non-living solid matter. The harder the substance, the higher the difficulty. Includes manipulation of gravity.

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<p style="margin-bottom:0in">FIRE

<p style="margin-bottom:0in">Generation and manipulation of fire, heat, and electrical energy.

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<p style="margin-bottom:0in">WATER

<p style="margin-bottom:0in">Generation and manipulation of water, rain, ice, and snow.

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<p style="margin-bottom:0in;text-align:center;">Esoteric Strands

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<p style="margin-bottom:0in">More powerful and difficult strands, connected to and building on the elemental strands. Purchase of a die in one of the esoteric strands requires that dice in the prerequisite primary strands be purchased first. Esoteric strands count as Tier 2 traits for the purposes of character advancement.

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<p style="margin-bottom:0in">DEATH

<p style="margin-bottom:0in">Requires at least one die in both Fire and Earth. The Death strand allows the caster to generate and manipulate negative energy. It can be used to inflict pain or fear, to generate or manipulate shadow and darkness, and to raise the dead to a corrupt semblance or mockery of life.

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<p style="margin-bottom:0in">LIFE

<p style="margin-bottom:0in">Requires at least one die in both Air and Water. Generation and manipulation of positive energy. Healing, returning the dead to life, and even creating new life are all possible with the use of Life magic.

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<p style="margin-bottom:0in">SENSE

<p style="margin-bottom:0in">Requires at least one die in both Fire and Air. The ability to sense what cannot normally be detected, or to sense what is far away or hidden.

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<p style="margin-bottom:0in">TIME

<p style="margin-bottom:0in">Requires at least one die in both Earth and Water. Manipulate the passage of time, speeding it up, slowing it down, or even stopping it momentarily.

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<p style="margin-bottom:0in">The most powerful of the esoteric strands is also the hardest to master. The Mind strand counts as Tier 3 for the purposes of character advancement.

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<p style="margin-bottom:0in">MIND

<p style="margin-bottom:0in">Purchase of a die in the Mind strand requires at least one die in all the other magical strands: Air, Earth, Fire, Water, Death, Life, Sense, and Time. Mind is the most powerful of the strands, in that it can directly manipulate the thoughts, feelings, memories, even the soul of sentient beings.

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