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Magic (or Equivalent)

Magic (or an equivalent skill by some other name) allows a character to use magic to accomplish their ends.

The Magic skill is not generally available; access to it is granted by the Magic Extra, or by an Aspect where it would make sense, though typically that approach does not provide the Stress track that makes spell-casting viable without potentially crippline a character.

Actions

Overcome: Magic can generally be used as a generic Overcome skill, but at a cost: If the character doesn't have the “normal” skill that would relate, the target difficulty for a spell to accomplish the same effect is at +2.
Create an Advantage: Magic can generally be used as a generic Create an Advantage skill, but at a cost: If the character doesn't have the “normal” skill that would relate, the target difficulty for a spell to accomplish the same effect is at +2.
Attack: Magic can be used to attack, which generally works in a manner similar to the use of the standard Shoot skill.
Defend: Magic may be used as an active defense, in which case it costs the usual Stress for use of a magical effect. An active magical defense can take several forms: the classic counterspell is a typical example, but players will likely come up with others

Special: The Magic skill gives you additional magic stress boxes or consequence slots. Average (+1) or Fair (+2) gives you a 3-point stress box. Good (+3) or Great (+4) gives you a 3-point and a 4-point stress box. Superb (+5) and above give you an additional mild consequence slot along with the additional stress boxes. This slot can only be used for magical harm.

The Basics

Before any modifications are applied (see below), using magic simply requires:

  • Declaring what your magic effect is going to do.
  • Spending a Stress from your Magic Stress Track.
  • Making your skill roll.
  • (If necessary and desirable) adjusting the outcome by spending more Stress
By default, spells and other uses of Magic are instant (lasting only long enough to achieve the effect desired), and personal (affecting only the caster, and having no range). The effects may be “permanent” (e.g., damage [Stress and/or Consequences] caused doesn‘t go away), but the spell that actually caused those effects lasts almost no time at all.

These factors can be changed by using Improvements, at the cost of making the attempt more difficult. The increase in difficulties can be reduced by taking Requirements and Costs (as can a base difficulty).

Time Increment Improvements/Requirements and Costs

Requiring Extra Time as a requirement uses the negative value to reduce the difficulty for the Magic skill roll. Extending the Duration as an improvement uses the positive value to increase the difficulty:

ModifierTime Increment
±1End of current Turn
±2On character’s next Turn
±3End of next Turn
±4After 2 Turns
±5End of current Scene
±6End of next Scene
±7End of Session
±8End of Scenario
±9End of Story Arc
±10End of Campaign (essentially permanent duration)
(Obviously, using any increment for an Extra Time requirement past the end of the current Scene may not be practical for characters in many cases)

Range and Area of Effect Improvements

Like Time Increments, above, difficulties increase with how a spell‘s effects work “spatially:”

ModifierDescription
+1Affects others (touch)
+2Combat range[1]
+3Non-combat range[2]
+4Line of Sight
+5Horizon to Horizon
+8Worldwide
+1Everyone in an entire target hex
+21-hex radius
+32-hex radius
+44-hex radius (and so on)
+2Targets are selective[3]
-1Area of effect fades (1 shift per hex)

[1] Equivalent to using Shoot
[2] Essentially, far enough away that the target of the spell couldn’t retaliate with Shoot.
[3] Caster’s choice

Other Improvements

Casters may expend Stress (or Consequences) to impove their roll, over and above the one Stress required to cast any spell. This expenditure can happen after the roll, but only if that roll failed, as well as before the roll is made. In either case, the bonus to the roll is the value of the Stress- or Consequence-box used.

Casters may disconnect a cast spell from themselves, such that they no longer have any control over the spell’s effects, and its duration will continue even if the caster is Taken Out.

Other Requirements and Costs
Note that Side Effects as a Cost (or risk) are already accounted for in the basic mechanics of the Four Outcomes: a Fail outcome can incur a serious cost, and a Tie a minor cost.

Other general requirements and costs options include:

ModifierDescriptionNotes
-1Uses Materials[1]Average Resources roll to acquire/replace
-2Uses MaterialsFair Resources roll to acquire/replace
-3Uses MaterialsGood Resources roll to acquire/replace
-4Uses MaterialsGreat Resources roll to acquire/replace
-5Uses MaterialsSuperb Resources roll to acquire/replace
-1Materials are consumedMust be replaced
-1Gestures[2]
-1Incantations[2]
-1Concentration[2][3]

[1] Materials that are dangerous to acquire, illegal, or otherwise more difficult will raise the difficulty of the related Resources roll.
[2] These can be interfered with, occur for the entire casting time (including Extra Time), and are obviously related to the casting of a spell, even to those with no Magic knowledge.
[3] Prevents the caster from being able to use Defend actions.

How Many Active Spells Can Be Maintained?

The value of the character’s Magic (or equivalent) skill indicates how many spells can co-exist at a time.

Common Magical Effects

Healing: Base difficulty to heal a Consequence, using an Overcome action, without having to go through the normal recovery process, is the level of the Consequence.


Created by

Brian Allbee.

System

FATE

Statblock Type

Fate Core Skill - BDA

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