In the world of Uresia, magic takes many forms. Here are some brief systems for handling various styles of Uresian magic in Fate Core.
Permission: Aspect reflecting knowledge of Boru Sorcery--or the ability to fake it.
A Boru sorcerer will avoid using magic if possible. If you can do something with a mundane skill, why do you need to bring the arcane into things?
Actual Boru magic manipulates emotions and perceptions. Mechnically, it takes the form of advantages created with Deceive (to trick, misdirect, or confuse) and Empathy (to read emotional states and gather information).
Permission: Aspect denoting knowledge of demon summoning rituals.
Cost: 1 refresh.
Demon summoning magic is common in Sindra and Winnow, rare and feared most everywhere else. While the popular image of a demon is a fearsome creature wreathed in fire, technically any being from another plane is classified as a demon. Thus, summoned entities can take just about any form and have nearly infinite capability.
Summoned demons are handled as nameless NPCs (at least at first). To summon one, make a Lore roll with a difficulty of the demon's rating. You can control the demon for a scene. At the end of that time, you have three options: banish the demon back to wherever it came from; release it from your service to roam Heaven's Grave; or attempt to control it further with another Lore roll. If you ever fail one of these Lore rolls, you must either banish the demon or release it.
If you decide that you want to keep a summoned demon on permanently, you must maintain control of it until you achieve a minor milestone and then rename one of your aspects to indicate this new relationship. The demon becomes a supporting character (with more traits at the GM's discretion), and you keep it as a sidekick.
The GM is free to limit the number of demons you can control at one time. A suggestion is one permanent sidekick and one temporary summoned demon.
Duandralin Wild Magic
Permission: Aspect indicating membership in the Duandralin and a connection to the demon beasts of the Wild Pact.
Birah is ruled by demons, bestial spirits that rule over the elves as the price for driving the Koval Empire from their land. The magic of Birah is actually lessons taught to the Elves by their new masters. The Duandralin are elite elven warriors who have learned to mimic the features of beasts in terrifying "monster styles."
Wild Magic uses the Lore skill to create advantages on the warrior representing bestial characteristics of real animals or demon beasts. This can be anything from Rending Claws to Piercing Sight to Terrifying Roar.
Duandralin draw their magic from the Wild Pact, and any warrior that acts against the demon court may find their power deserting them at the worst time.
Rego Corunda Magic
Permission: Dwarf; Aspect linking you the Charcoal Kings
Cost: 1 or 2 stunts
The dwarves of Laöch who serve the Charcoal Kings learn two very specific, very powerful magical effects. The magic is drawn from a six-ton mass of quartz called the Fire Cluster and channeled through runes drawn on the dwarf's skin in soot. If the soot is ever washed off, the dwarf cannot use magic.
The two spells are represented with stunts. You can learn one or both at the normal cost in refresh (or your free stunts at character creation). Activating or deactivating either spell requires a turn but no roll. You cannot have both active at the same time, and you cannot generally maintain either spell for longer than a scene.
Holy Fire Skin: When you activate this spell, your skin hardens to a leathery texture. You gain Armor: 1 against physical attacks. You can spend a fate point to ignore the effects of fire and heat for a scene.
Walk as Smoke: When you activate this spell, you and any nonliving possessions become a cloud of smoke. You can ignore most physical effects except strong winds and the like. You can walk on a breeze, pass through any opening that isn't airtight, and so on. However, you cannot move anything heavier than a sheet of parchment.
Permission: Aspect noting you were born in Yem
Cost: 1 refresh; Skill ranks in the Necromancy skill
The cold land of Yem is the earthly remains of the land of the dead. Everyone born in Yem possesses a connection to the dead and can learn the powers of necromancy. The most powerful practitioners control the cities of Yem.
Conjuring up undead servants, whether physical or spectral, uses the same rules as Common Demonology above, replacing Lore with Necromancy.
New Skill: Necromancy
Necromancy manipulates the energies of the living and the dead. It can control the spirits of the deceased or animate their corpses. It can heal the living by drawing life energy from others. The same siphoning effect can be used to kill, also.
- Overcome: The dead can overcome a great variety of obstacles, spiritually or physically. In particular, you can use Necromancy to recover physical consequences.
- Create an Advantage: A necromancer can infuse himself with energy, growing stronger and tougher. He can bond ghosts to objects in a form of enchantment. He can cause fear or weakness in others. Etc.
- Attack: Necromancy can draw life energy out of others, potentially killing them.
- Defend: Necromancy cannot normally be used to defend.