I think there has been possibly more discussion about magic systems in Fate than anything else so i’m not going to go into a massive study of it or detailed system creation in this post, an internet search will reveal no shortage of inspiration for people in that regard.
So why the post then?
Well, inspired by the “Avatar: the Last Airbender” fate game that my wife ran recently, the excellent “Spirit of Steam & Sorcery” web expansion by Tom Miskey (available here – http://evilhat.wikidot.com/sos-s
) plus some other games i’ve played in recently I decided (as an exercise) to see if I could come up with a very simple magic system that would be ready to use and could be used with either Fate Core
or Fate Accelerated
So here it is…
In order to use magic the character must devote one of his Aspects to it mentioning that they are both a spellcaster along with one word that defines their magic style.
Examples: wizard of fire, druid of the earth, sorceror of death.
It also allows them to justify certain actions within the game fiction because of their powers.
- The wizard of fire could justify an attack by shooting a fireball from his hands.
- The druid of the earth could justify adding bonuses to perception by sensing vibrations through the earth.
- The sorceror of death could add the bonus to recruit a minion, representing them summoning a spirit.
Spellcasters must then also spend 1 refresh on the stunt Spellcaster
The Spellcaster stunt allows the player character to add a +2 bonus to their dice rolls (in addition to any other bonuses from Stunts/invoking Aspects, etc) whenever using sorcery (that can be described appropriately according to their style) in order to accomplish a task.
This system doesn’t posit the addition of a magic skill (in Fate Core) it assumes that the players will use the appropriate Skill/Approach and that their effort is re-inforced by magic; however a magic skill would be easy enough to add if desired.
Edit: Christopher Ruthenbeck
on G+ was kind enough to point out some errors in the initial post and these have now been amended, he also had issues with the spellcaster Stunt being too powerful given that it allows a +2 bonus for a larger range of actions that is normally permitted. I can see his point, a large part of this system is based on the “Avatar: the Last Airbender” style game we ran where pretty much everyone had some form of magical power so it wasn’t an issue.
That can said I can see a couple of easy solutions:
- Restrict the actions that the spellcasting stunt can perform or split it into a number of Stunts with narrower purviews.
- Increase the refresh cost of the Spellcaster Stunt.