I've decided to do an occasional series on
Fate Core and the many ways it can be adapted to various RPG settings and genres. Today's installment: Arcane and Divine magic for a D&D-like setting.
Here goes!
Extra: Arcane and Divine Magic
Permissions: One aspect reflecting training, magical nature, or birthright (i.e., Troubled Initiate of the Sapphire Order)
Cost: Skill ranks in a separate [Magic] skill: Arcane Magic, Divine Magic, Dragon Magic, etc.
Beings
trained in Magic automatically may use it for 2 of the four types of
actions. Additional Stunts may be spent to add further allowable
actions.
Overcome: Use magic for divination, healing, and enhanced movement (levitation, flight, extra speed).
Create an Advantage: Use magic to alter the environment with magic or place mental and physical impediments on a target, such as Dazed and Confused or Elemental Wall.
Attack:
Use Magic to directly harm someone with your power. This works in close
or up to two zones away. Targets defend with either Athletics or Will,
depending upon the nature of the magic used against them. Targeted
magicians may use their own Magic skill to defend against these attacks.
Defend:
Use Magic to defend against hostile magics or other supernatural
effects. If defend is selected as an allowable action, it may also be
used to defend against Fight and Shoot attacks as well (i.e., Mage
Armor, Shield, Mirror Image, etc.).
Note:
Any effect that targets multiple foes, or is deemed to be extremely
powerful by the GM and players, should cost a Fate point in addition to
the skill roll.
So
when you make a spell-casting character you write up an appropriate
aspect, take a Magic skill, place it in your skill pyramid (likely at +4
or +3, but not necessarily), and then pick two of the four actions it
can do. Then if you want, spend 1 or 2 of your 3 starting stunts to add
other actions to it.
I
could also see using one or two more other Aspects to further define
your specialty. For example, if I came up with an aspect called Diviner of Terrible Truths, I could spend a Fate point to invoke that when using Magic to Overcome some mystery or hidden element.
If you give these mechanics a try, let me know how it goes!
Thanks for visiting!
--Scott