Wednesday, September 2, 2015

City of Curses: Classes: Magus (Fate Core)

Edit notes: Google docs to Blogger tends to have problems. And I felt a need to add something to the front of this for others to catch, if they find it later. Magus is a class of martial abilities and sorcery in Pathfinder- for some it breaks a line. For me, its always been a interesting path. This was my notes for one of the players in my game, hopefully he'll get use out of it. If you don't know what #Crux is, here is a link to my main central bit on it.


 The Tomasi Empire ruled the Maru Sea region for centuries.  Core to their success was the Tiefling, Kithlane of Crux, a member of the Esoterium Machina that first blended multiple disciplines to create the class.  Kithlane claimed to have been the daughter of a Fey lord.  Kithlane died at the beginning of the Tomasi Empire- slain when she refused to be recruited by the Tomasi Empire's legions.  Tomasi traditions of the Magus, whose legions blended sorcery and swordplay to conquer.  

 Most Magi are trained in the University of Crux, often obtaining degrees and majors in various arcane arts there.  In Crux at large, the work of a Magus can be seen a in variety of places.  They provide protection for the Esoterium Machina or work for the Crux Metropolitan Police.  Tengu Magi protect their Aerie-Town homes, using unique Tengu innovations on the class- often serving the whims of the Prophet of Winds.  Ursyklons openly dislike the Magi class, seeing it as being innately uncouth and dangerous- more than one Ursyklon has observed how Magi often seem to come to serve dark cults like the Sundered Star or the Aboleth.

 Permission: To be considered a Magus, one's Class Aspect must reflect this, such as Tomasi Magus, Student of the Magus School or Metro Police Magus.

 Invocation For Effect: A Magus class aspect can be invoked for effect- i.e., you can spend a fate point to invoke it to do an effect other than just a reroll or a bonus.  Magi can invoke their class aspect to create a weapon out of raw magic, typically a melee weapon but it could be something else.  This weapon only lasts for a scene, or until the Magus dismisses it.

Arcane Blade
Permission: Must be a Magus .
You can use Sorcery to magically enhance a weapon, at no mental stress or fate point cost.  If you succeed, you can put one of the following aspects onto the weapon: dancing, flaming, acidic, frost, keen, shock, speed, or vorpal.  
Your first invocation of one of these aspects is free.

 Prepared Spellcasting
Permission: Must be an Arcane Spellcaster Class, like Magus or Wizard; Must have Arcane School or the ability to cast major spells.
You keep five spell slots.  For each spell slot, write the Aspect of the spell down.  Whenever you cast a major spell, if one of those spells match one on your prepared list, you gain one of the following based on what kind of action the spell is:

  • Create An Advantage: You gain a free invocation of the spell's aspect; if the spell creates more aspects, you gain a free invocation of each aspect that the spell created.  
  • Overcome: You gain a +2 on your Sorcery roll for the spell.
  • Discover: You gain a free invocation of any aspects discovered, or you gain 1 free detail on top of what you'd get for your roll's result.
  • Attack: Your spell inflicts 2 additional shifts of physical or mental stress, even if it ties with what it is attacking.
  • Defend: Your spell deflects 2 additional shifts of physical or mental stress, even if it ties with what it is defending against.

 If others try to counter that spell, and they've prepared the same spell on their one of their own spell slots, they gain a free hostile invocation of that spell's aspect to counter it (you gain a fate point if others try to counter it).

 Spell Recall
Permission: Must be a Magus of Some Sort, Must have the Prepared Spellcasting Stunt.
Once per scene, your first major spell you cast costs you no mental stress if it matches on of the spells on your prepared list.

 Spell Combat
Permission: Must be a Magus.
Whenever you make a Weaponry attack, you can also attempt to cast a major spell at the same time.

Permission: Must be a Magus, must have Spell Combat, must be able to cast major spells.
When you hit someone in melee, you can cast a spell onto them.  This can be in addition to any spells you cast with Spell Combat.

Addendum: Most of these stunts are attempts to capture some of the flavor of Magus class abilities from Pathfinder.  In retrospect, this makes them kinda combat-centric.