Magic for Characters in XOver | World Anvil
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Magic for Characters

Magic in Aetheria comes from an understanding of how to manipulate the energies that exist. Without going into detail about the source, what we can say is that it exists in a rather widespread fashion. It is, in fact, the source of Aetheria "technology," so while "cool" in game terms, it's "common" in the "reality" of the game.   With only slight tweaks, I use the High Fantasy Magic supplement. In our campaign, the character elements for use of magic is Classes of Users, Realms (Colleges), and Casting Skills. Mystical Heritage discusses possible ways of characters gaining and/or developing their power, and though not an "active" element it does provide good seed for aspects and/or background stories.   Click here for more information on Using Magic in Aetheria.  

Classes of Spell Users

There are three broad classes of spell users: Dabblers, Adepts, and Archmages. The vast majority of spell users are only proficient in one Realm, however different classes of spell users may have more than one or permission to access more Realms. Also, spell users may utilize abilities outside of their Realm with sufficient narrative permission (a character element or circumstantial development) and at the cost of 1 Fate Point or if they are an Archmage (see below).  
  • Dabblers: The most common spell user, dabblers have the ability to utilize mystical forces in their Primary Realm. Their ability, while suitable to creating advantages, are rarely useful directly in combat situations. Dabblers only require an aspect to justify their ability to dabble in the mystic arts.
  • Adepts: Well trained spell users capable of Quickcasting in their Primary Realm, useful for combat situations. This requires the expenditure of an Aspect and 1 Refresh (as a stunt). There are two subclasses of Adept:
    • Classically trained Adepts have access to a number of additional Realms (Secondary Realms) equal to their Casting Skill to use as "dabblers," representing their broader exposure to mystical knowledge or their natural ability.
    • Focus Adepts only gain one Secondary Realm to "dabble" in, but they also gain 1 free Invoke at the beginning of each session to use on any of their mystical activities, representing their investment in this particular realm.
  • Archmages: Are extremely rare and versatile spell users. This requires the use of a Key Aspect and 2 Refresh (as an expanded stunt). In addition to their First Primary Realm, Archmages have an additional number of Primary Realms (called their Sphere, and typically related through some linkage of effects, though not required) equal to their Casting Skill which they may Quickcast. All other Realms are their Secondary Realm. They also start each session with 1 free Invokes to use on any of their mystical activities.

Mystical Heritage

Every caster has a mystical heritage representing the source of their ability. You should include these as part of the aspect which permits you to use mystical abilities. Below are several examples of the most common heritages and some example aspects for each.
  • Ancestral Heritage. Your ancestors were magically gifted; their power flows through your veins. As a result, you have naturally inherited their abilities. Magic users with the Ancestral Heritage have not gone through all of the training of a wizard or a sage, and their magic tends to occasionally go haywire as a result. This can result in spells affecting the wrong target or even producing random results. Example aspects: Arrogant Elven sorcerer, Descendent of the Great Mazul.
  • Casual Caster. You just happened upon magic. Likely a gifted person with no interest in (or access to) training, as far as you're concerned you really just do stuff. Casual Dabblers are quite prone to gaps in knowledge and mistakes can - and will - occur as a result. Example aspects: Who Me? I'm Just a Hedge Wizard, Mage Apprentice, Looking for Lore in All The Wrong Places, Thirsty For a Teacher, They Have No Idea Of My Ability... Yet.
  • Divine Patron. You are a disciple of a deity or some other-worldly being. In return, you have been blessed with magical abilities. You can occasionally communicate with your patron, but when you do, the responses you receive are generally vague and puzzling. Magic users with the Divine Patron source are subject to the whims of their deity. Patrons may require their disciples to act according to a certain code of ethics, or aid in specific quests. They also may weaken or take away magical abilities if a disciple is not obeying their laws. Example aspects: Dwarven priest of Thanin: The Just, The last disciple of Argoth
  • Martial/Military Training. You honed your skills by highly skilled and specialized military or martial training. As such, you have combined rigorous training with practical field use. Some techniques you have learned may be guarded secrets and their use may bring unwanted scrutiny. Example aspects: "Retired" Spell Casters' Union Mage, Hegemony Mage Platform Gunner, Mystical Martial Artist.
  • Relentless Pursuit of Knowledge. You have not inherited your magical abilities, but instead, you have trained long and hard to do what you do. Years of your life have been spent studying old tomes and testing magical theories. Magic users with the Relentless Training source are usually holed up somewhere while they perfect their abilities. Wizards and the like know a great deal, but most of their non-magical knowledge is just that: knowledge. They have not had many chances to apply that knowledge in the real world. Example aspects: Snoody human wizard, Apprentice of Hezir: The Magnificent.
 

Realms

Each spell user has the ability to create effects from one or more Realms of Magic. These Realms are the same as the Colleges described in High Fantasy Magic High Fantasy Magic and indicate the type(s) of magic you can use. The listing of colleges are:
  • Air - Control, and animate air
  • Charm (Manticore) - Personal charisma, suggestions, control through aura
  • Death - Control necrotic energy and animate the dead
  • Earth - Control and animate stone and dirt
  • Energy - Control arcane energy, and animate objects
  • Fire - Control, create, and animate fire
  • Illusion - Control what is seen
  • Life - Control life force and begin healing process
  • Mind - Read minds and emotions and send them
  • Nature - Control, create, and animate plants
  • Self Mastery (Griffin) - Control your body to perform incredible feats
  • Shapeshift - Change the shape of yourself
  • Sight - Discern truth from deception and look in on a target
  • Teleport (Qilin) - Teleport yourself and/or others
  • Transform - Change the shape of others or objects
  • Water - Control, create, and animate water and ice
  • Weather (Thunderbird) - Control weather and atmospheres

Unusual Features

Most spell users have some Unusual Feature or ability that centers on their Primary Realm. A spell user whose Realm is Water might have constantly moving deep blue hair (simply written in as part of their description) or have unnaturally graceful, fluid movement (perhaps purchased as a stunt: +1 to Overcome or Defend with Acrobatics). Archmages may draw this effect from any of the Realms in their Sphere, and these effects may change from time to time.  

Casting Skill

The character's casting skill represents his or her source or approach to using mystical abilities. The 7 casting skills below represent most of the known methods of approaching magic, though there are rumors of other approaches (for example, a mystical thief who sees themselves as stealing their magic uses Larceny as their casting skill).  
  • Athletics. Magic is motion, motion is magic. The ability to manifest mystical effects is in response to movement to a music that only you - and others like you - can hear. The moves don’t always have to be wild, spastic, or excessively noticeable, but you must be able to move. Elves and other cultures given to rhythm often express this casting skill.
  • Empathy. Your power speaks and you listen. You let it flow through you. And occasionally, it lets you call upon it, guiding you along for its purposes. Most religious/mystical people utilize this casting skill.
  • Lore. Years of your life have been spent studying old tomes and testing magical theories. Everything is about principles and knowledge. Right rituals produce right results. Sometimes, the rightness of a ritual can’t be superimposed upon a new situation and it causes... discrepancies.
  • Provoke. Your ability to utilize magic comes from a deeper, darker place. While the universe may respect those who utilize Rapport, magic used by this spellcaster tends to color it with darkness and dread. The rare orcish shaman will typically utilize Provoke as their casting skill as will those who draw upon other drak sources.
  • Rapport. Magic conversates with you. You have a keen ability to speak and the powers of the universe listens. As such, your speech is intentional and can resonate with sympathetic power. You must be able to speak.
  • Stamina. Mystical power literally flows through your veins, making you stronger and more resilient. Like an extension of flexing your muscles, mystical power can spring from you to do your bidding. This manifestation of mystical use is rare and not well understood by most. You likely inherited your abilities from someone in your bloodline. Such people, when wounded, tend to weaken or lose the ability to control their mystical abilities. The extraordinarily rare Troll spell user typically utilizes this casting skill.
  • Will. Mentally, you bend the forces of the universe to your will. It’s demanding work, and only the strongest minds can do it well. This is a rare casting skill. Maintaining one’s concentration against the resistance of a universe that doesn’t want to flex can sometimes be unnerving.

Articles under Magic for Characters



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