Shimmering Kingdoms FATE
Each spellcaster chooses a magical path (or some paths choose them). They adhere to the restrictions and limitations of each path, as detailed under the specific path description. A path may also have several sub-categories, or fields. A character’s high aspect must contain the specific sub-category, thus implying the over-arcing general category. For example, Witch of the Wild Wood implies that the character is a Low Caster and uses the Plant and Root skill for their magical efforts, or Gaea’s Warden would imply the character is a Druid and uses the Nature Magic skill. If a character wishes to dedicate an additional aspect to their character, their high concept might only detail the path, with second aspect adding more detail. As an example, a Sorcerer at Large might also have the aspect Grandpa was a Tree, indicating that his sorcerous powers come from the fey blood running through his veins.
Many of these paths share similarities in what they can do despite being dissimilar in philosophy. (For instance, certain Druids might have the ability to Summon (animals), but they are not a true Summoner.) In these instances, the crossover abilities are additional Magical Stunts that the character can acquire.
Below are some examples of the more commonplace traditions of magic that one might encounter (or become). Please note that even though this lists the “commonplace” paths, magic is still extremely rare, nor does the term denote societal acceptance.
This is a work in progress, details are subject to change. Each tradition of magic requires a lot of time to create. As I have time to detail them, they will be added. I will try not to wait until all the details are finished, but will instead present the ideas as they formulate and I have time to update this site. I will will use the icons as best I can to let you know where in the process each tradition resides:
The NEW button will show up when I think I am done with the entry.
Otherwise you will see a WORK IN PROGRESS button .
Pages that are barely started will have the TO BE ADDED button ,
or the CODING IS WAR art on the individual pages .
Thanks for your patience.
Please Note: Not all of these will be balanced in power. They are all based on the vision I have for the campaign. Some will be minor abilities, and some will be major powers. Usually, the heavy hitters require more stunts, and thus exhaust more refresh than the others. Also note that not all Magical Paths are available to Player Characters.
Major Magical Paths
||None||Alchemy|| Alchemy|| Potion
Animate Lesser Object
Animate Greater Object
||By Type||Pact Magic|| Pact Making|| TBA|
||None||Blood Magic|| Blood Rituals|| Blood Bond|
||Varies||Magical Dabbler|| Bloodline (Dabbler)|| TBA|
|Dark Magic|| Bloodline (Darktouched)|| TBA|
||None||Diabolism|| Diabolry|| Summoning
||Astrology (Star Reading)
Augury (Omen Reading
[movement of birds, etc])
Ectomancy (Entrails Reading)
Pyromancy (Smoke and Fire, etc)
Oracle (Divine Possession)
Scapulomancy (Bone Casting/Reading)
Tea Leaf Reading
|Divination|| Divining (by Specialty)|| Call Upon the Spirits of the Departed
| True Faith (Gaia’s Gift)|| Animal Summoning
|Star Magic|| Elven Magic|| TBA|
Devotee of (Name of God)
Cleric of (Name of God)
|Faith|| True Faith (Religion)|| Divine Favor
Lay on Hands
Shield of Faith
||None||Glamour|| Bloodline (Fey-Blooded)|| Distracting Illusions
|Green Magic|| Bloodline (Greenbonded)|| Infuse with Life
Bond with the Green
Speak with Spirits
|Plant and Root|| Hedge Magic|| Brew Poisons
Ointment of True Vision
||None||Death Magic|| Necromancy|| Control Undead
Raise Lesser Undead
|Rune Magic|| Rune Magic|| Blessing of the War God
||Bloodline (Skin Walker)||Shapechanging|| Bloodline (Skin Turner)|| Animal Speech|
Brute (as Orc)
Elemental (by element)
|Sorcery|| Bloodline (Bloodline)|| TBA
Each bloodline has its own stunts
|Spirit Magic|| Spirit Speaker|| Curse Barrier
|Sponsored Magic|| Sponsored|| TBA|
| Summoning (Specialty)|| TBA|
||-||Skinchanging|| Bloodline (Warg)|| Manwalker|
||Varies||Wild Magic|| Bloodline (Wild Magic)|| Enervate
Wild Magic Shield
Quick Fire Channeler
Push the Odds
Wild Magic Conduit
Wild Magic Curse
|Wizardry|| Magery|| Apprentice
Grand Master Wizard
In Crossover skills, such as Diabolry and Blood Magic, a stunt may be acquired that allows the caster to substitute one magical skill for another when casting under special circumstances.