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Magic in Fortunate Blades is very powerful, dangerous, and beyond complete understanding. It should be fantastical, mystic, and frightening. Anyone in our [[Story]] can try to use it, but it's extremely risky to do so. And sufficiently advanced technology is indistinguishable from magic, so in this context Magic could just mean gear or techniques so advanced as to not be easily understood. | Magic in Fortunate Blades is very powerful, dangerous, and beyond complete understanding. It should be fantastical, mystic, and frightening. Anyone in our [[Story]] can try to use it, but it's extremely risky to do so. And sufficiently advanced technology is indistinguishable from magic, so in this context Magic could just mean gear or techniques so advanced as to not be easily understood. | ||
Thus dealing with magic is always risky and requires a Roll to avoid any consequences. | Thus dealing with magic is always risky and requires a Roll to avoid any consequences. Characters with the proper Talents can cast spells from the specific [[Spheres]] and Difficulty there Talent is in. So if they have a Talent for Simple Magic, and chose 'Fire' as a Sphere, they can cast Simple Fire Spells at a Simple Difficulty (and are probably Lucky while doing so, as most Talents that include spellcasting also make them Lucky when casting spells). | ||
If a Character has no Talent for magic, or isn't trained in a specific Sphere of Magic, then casting that spell is two ranks higher in difficulty. So a Simple spell would become a Serious difficulty. | |||
And certainly other circumstances happening to the Character while they are trying to cast a spell might increase the difficulty, such as to avoid getting hit by an attack while trying to cast their spell, or to see if they can cast it fast enough to avoid some Harm, or if they can resist the evil magic that's trying to corrupt their soul, etc. | |||
=Spells= | =Spells= | ||
Revision as of 00:44, 6 October 2025
Magic
Magic in Fortunate Blades is very powerful, dangerous, and beyond complete understanding. It should be fantastical, mystic, and frightening. Anyone in our Story can try to use it, but it's extremely risky to do so. And sufficiently advanced technology is indistinguishable from magic, so in this context Magic could just mean gear or techniques so advanced as to not be easily understood.
Thus dealing with magic is always risky and requires a Roll to avoid any consequences. Characters with the proper Talents can cast spells from the specific Spheres and Difficulty there Talent is in. So if they have a Talent for Simple Magic, and chose 'Fire' as a Sphere, they can cast Simple Fire Spells at a Simple Difficulty (and are probably Lucky while doing so, as most Talents that include spellcasting also make them Lucky when casting spells).
If a Character has no Talent for magic, or isn't trained in a specific Sphere of Magic, then casting that spell is two ranks higher in difficulty. So a Simple spell would become a Serious difficulty.
And certainly other circumstances happening to the Character while they are trying to cast a spell might increase the difficulty, such as to avoid getting hit by an attack while trying to cast their spell, or to see if they can cast it fast enough to avoid some Harm, or if they can resist the evil magic that's trying to corrupt their soul, etc.
Spells
There are Cantrip, Simple, Serious, and Heroic Spells.
- Cantrips can effect a single limb of a person, or a small animal, or a small 1' cubic area, do one level of effect, and a Minor difficulty for the trained to cast them.
- Simple spells can effect a single person or 4' cubic area, can last for up to an hour, do two levels of effect to a Clock, and a Simple difficulty for the trained to cast them.
- Serious spells can effect a group of up to four people or a 16' cubic area, can last up to a day, do four levels of effect to a Clock, and are a Serious difficulty for the trained to cast them.
- Heroic spells can effect a group of up to sixteen people or a 64' cubic area, can last up to a year, do eight levels of effect, and can only be cast by those with training, and even for the trained they are a Heroic difficulty.
Spells can only come from a single Sphere unless a Character has a Talent that allows them to combine two or more Spheres together into a single spell.
Spheres of Magic
All spells come from one or more Spheres of Magic.
Spheres must have a name that is a single word, and all spells much have a name that includes this word, such as 'Ice Knife' or '
Element + Action = Sphere? Like two lists to pick from.
- Fire - All things related to fire, heat, raising temperatures
- Cantrip examples: Set something on fire that the caster can see that’s able to burn, affect the color and shape of an existing flame, heat up a mug full of liquid the caster is holding.
- Simple Spell: Instantly call forth a decently-sized bonfire,
- Serious Spell: Instantly call forth a house fire
- Heroic Spell: Instantly call forth a massive town-sized fire
- Ice - All things related to ice, cold, lowering temperatures
- Cantrip:
- Water
- Earth
- Air
- Life
- Animal
- Plant
- Death
- Protection
- Creation
- Destruction
- Time
- Transmutation
- Enhancement?
- Judgment
- Revelation
- Illusions
- Movement
- Summoning
So a Cantrip Fire spell would be to set alight something the caster can see, a Simple spell would be to call forth a bonfire-sized fire, a Serious spell would call forth a house fire, and a Heroic spell would call forth a massive town-sized fire.
Some magic users have a special Talent that lets them combine together two or more schools into a single spell. So a Cantrip combined “Fire Burst” would be a firework-like small explosion, a simple one would be a small fireball, a serious one would be a classic ‘fireball’ spell, and a heroic one would be a massive fire bomb.
Familiars
Some Characters have a Talent that gives them a Familiar, a magical pet. The Player should write down what sort of creature it is, and then write down two things it has been trained to do:
- Stay and guard / watch
- Follow someone
- Sneak into somewhere
- Steal something
- Attack something
- Go where commanded
Familiars come in four sizes, Small, Medium, Large, and Enormous. A normal sized Character can only ride a Large or Enormous Familiar, a Character with the Tiny Talent (or similar) can ride on a Medium Familiar (or larger), and a Character with the Huge Talent (or similar) can only ride on a Familiar that's Enormous.
When attacking or performing other physical feats of strength, a Small Familiar will only do a Minor effect, a Medium Standard Effect, Large a Greater Effect, and an Enormous Familiar will do a Heroic Effect.
Players don't have to track Familiars food or water (except if they want to for fun story aspects) but a Familiar can be lost or even killed as a Consequence. If this happens, the Player can regain a new Familiar at the start of the next Quest if the GM decides it's feasible for the Character to have found another one.