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Converting Midnight to Fate Core
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<blockquote data-quote="Tibermoon" data-source="post: 7482552" data-attributes="member: 6702984"><p><strong>Spellcasting</strong></p><p></p><p>Last but not least, here are some thoughts on how spellcasting would work in Midnight by way of Fate Core. It’s fairly complicated (I’m mostly basing this on the DFRPG evocation rules), but the use of rote spells could greatly simplify it in practice.</p><p></p><p>I’m open to using some sort of more traditional-D&D-style discrete spell list if my players want that (it would certainly be simpler!) but I want to propose this to them first, as I think there’s something really cool about the flexibility of it.</p><p></p><p>[HR][/HR]</p><p><span style="color: #454545"><span style="font-family: inherit"><span style="font-family: inherit"><strong>Magic</strong></span></span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Player must take the </span><span style="font-family: inherit"><em>Spellcaster</em></span><span style="font-family: inherit"> stunt to cast spells and use the Spellcraft skill. </span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">Upon taking the stunt, they must choose one of the schools of magic to specialize in.</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">The Spellcaster stunt may be taken multiple times to master multiple forms of magic.</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">Anyone can take a spellcaster stunt, as long as they have an aspect (ideally their high concept) narratively supports it.</span></li> </ul><p></p><p><span style="color: #454545"><span style="font-family: inherit"><span style="font-family: inherit"><strong>Schools of Magic</strong></span></span></span></p><p><span style="color: #454545"><span style="font-family: inherit"><span style="font-family: inherit"><strong></strong></span></span></span></p><ul> <li data-xf-list-type="ul"><strong>Evocation</strong>: Control over the elements, usually for combat purposes</li> <li data-xf-list-type="ul"><span style="font-family: inherit"><strong>Force</strong></span><span style="font-family: inherit">: Telekinesis, moving things with your mind and controlling pure invisible force</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit"><strong>Psychomancy</strong></span><span style="font-family: inherit">: Mind magic, illusions, telepathy, charm, mental attacks, etc.</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit"><strong>Nature</strong></span><span style="font-family: inherit">: Dealing with plant life, wild animals, and the weather</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit"><strong>Necromancy</strong></span><span style="font-family: inherit">: Dealing with death, spirits, life draining, and undeath</span></li> </ul><p></p><p><span style="color: #454545"><span style="font-family: inherit"><span style="font-family: inherit"><strong>To Cast a Spell:</strong></span></span></span></p><p></p><ol> <li data-xf-list-type="ol"><span style="font-family: inherit"><strong>Describe what you want to do</strong></span><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Determine what sort of action it is (overcome, attack, defend, create advantage)</span></li> </ul></li> <li data-xf-list-type="ol"><span style="font-family: inherit"><strong>Channel magic from Aryth</strong></span><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Decide how much power you want to channel</span><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Any amount up to your Will can be channeled for the minimum cost: 1 Mental Stress</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">1 extra point of stress for each additional point of channeled power</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">Consequences can be taken up front if desired to draw more power</span></li> </ul></li> <li data-xf-list-type="ul"><span style="font-family: inherit">For direct attack or defense, player chooses how much power they want to spend</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">For utility spells, GM sets a target number for the channeling based on what they want to do </span><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Default cost is 3</span></li> </ul></li> </ul></li> <li data-xf-list-type="ol"><span style="font-family: inherit"><strong>Cast the spell</strong></span><span style="font-family: inherit"> (1 zone away + LoS is normally max range)</span><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Roll Spellcraft. Target is the power you channeled. This roll ALSO serves as the attack roll that the target needs to defend against.</span><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Miss: Spell fails. </span><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">FORCE it to succeed by taking backlash mental stress = how much you missed by. </span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">Or let it fail, in which case bystanders, friends, or the environment may eat it. (Bad aspects)</span></li> </ul></li> <li data-xf-list-type="ul"><span style="font-family: inherit">Hit: Succeed but at minor cost (usually a negative boost)</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">Hit+: Succeed</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">Hit+++: Succeed and gain a boost</span></li> </ul></li> <li data-xf-list-type="ul"><span style="font-family: inherit">With any of the “Hits” above, the spell is successfully </span><span style="font-family: inherit"><em>cast</em></span><span style="font-family: inherit">, but it may not necessary harm the target—if the target’s defensive roll (Athletics to dodge, Physique to tough it out, etc.) beats the spellcraft roll, then they avoid it.</span></li> </ul></li> <li data-xf-list-type="ol"><span style="font-family: inherit"><strong>Resolve the spell</strong></span><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Attack a target in your zone: If your spellcraft roll (above) beats the target’s defense, deal damage equal to the difference</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">Defend a target in your zone: Absorb damage = amount of power channeled</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">Create Advantage/Overcome: Spell does what you wanted</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">Metamagic: Modify any of the above like so...</span><ul> <li data-xf-list-type="ul"><em>Bonus Damage</em>: Add damage to the attack, 1 point of damage per 1 shift of power</li> <li data-xf-list-type="ul"><em>Multi-target</em>: Divide up the shifts of power between multiple targets you can see</li> <li data-xf-list-type="ul"><em>AoE</em>: Spend 2 shifts of the power to make it affect EVERYONE in a zone, or 2 more for each additional zone in your line of sight</li> <li data-xf-list-type="ul"><em>Range</em>: Spend 1 shift per zone to extent range, but line of sight is still required</li> <li data-xf-list-type="ul"><em>Persistence</em>: Spend 1 shift of power per turn to extend the duration of a spell.<ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Generally only applies to defense and utility—attacks have to be renewed on each turn as if it was a new spell.</span></li> </ul></li> </ul></li> </ul></li> </ol><p></p><p><span style="color: #454545"><span style="font-family: inherit"><span style="font-family: inherit"><strong>Rote Spells:</strong></span></span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">In order to avoid doing all this math on the fly, players can write down a list of their “usual” spells in advance. Specific power level, range, AoE, damage, etc. Then all they have to do is pay the cost for however much power it is, and then roll Spellcraft to cast and target it. They don’t have to worry about backlash or anything, it’ll just hit or miss.</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">You can know a number of Rote Spells equal to your Lore.</span></li> </ul><p></p><p><span style="color: #454545"><span style="font-family: inherit"><span style="font-family: inherit"><strong>Spell Lists:</strong></span></span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit"><em>Discuss with the players. They may want to have unique spells or elements available to some players but not others for differentiation. (Depends how many casters we have)</em></span></li> </ul><p></p><p><span style="color: #454545"><span style="font-family: inherit"><span style="font-family: inherit"><strong>Cantrips:</strong></span></span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Just do it, no rolls required. GM just has to agree it’s kosher.</span></li> </ul><p></p><p><span style="color: #454545"><span style="font-family: inherit"><span style="font-family: inherit"><strong>Counterspells:</strong></span></span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">When someone else casts a spell in your line of sight, you can attempt to unravel it. </span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">To do so...</span><ol> <li data-xf-list-type="ol"><span style="font-family: inherit">Lore check (GM sets difficulty, defaults to the Spellcraft skill of the other caster and will always be harder if the player doesn’t know that schoool of magic) to recognize what the spell is and how much power is in it</span><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Miss: Fail</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">Hit: Gain the option to counterspell it, and learn how powerful it is (number of shifts)</span></li> </ul></li> <li data-xf-list-type="ol"><span style="font-family: inherit">Channel power equal to the spell you’re trying to unravel (works exactly the same as casting your own spell)</span></li> <li data-xf-list-type="ol"><span style="font-family: inherit">Counter the spell (works exactly the same as casting your own spell)</span></li> </ol></li> </ul><p></p><p><span style="color: #454545"><span style="font-family: inherit"><span style="font-family: inherit"><strong>Rituals:</strong></span></span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Player must take a <em>Ritual Caster </em>stunt to be able to do rituals</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">Rituals generally require the caster to research what they want to do somewhere, perhaps undertaking a quest for the info they seek</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">Getting the necessary materials may then also require some “questing”</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">The limitations and mechanics of rituals are covered by the DFRPG rules on Thaumaturgy. Short version is that they can do damn near anything if you’re willing to put in sufficient time, energy, and risk.</span></li> </ul><p></p><p><span style="color: #454545"><span style="font-family: inherit"><span style="font-family: inherit"><strong>Magic Items:</strong></span></span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Use DFRPG magic items as a guidepost</span></li> </ul><p><span style="color: #454545"><span style="font-family: inherit"><span style="font-family: inherit"></span></span></span></p><p><span style="color: #454545"><span style="font-family: inherit"><span style="font-family: inherit"></span><span style="font-family: inherit"><strong>Astiraxes</strong></span></span></span></p><p><span style="color: #454545"><span style="font-family: inherit"></span></span></p><ul> <li data-xf-list-type="ul"><span style="color: #454545"><span style="font-family: inherit"><span style="font-family: inherit">One of the common side effects that can happen as a result of miscasting a spell or otherwise failing (if magic has been cast recently) is getting detected by an astirax a few miles away. The bigger the spell, the wider the range on this risk.</span></span></span></li> </ul></p></blockquote><p></p>
[QUOTE="Tibermoon, post: 7482552, member: 6702984"] [b]Spellcasting[/b] Last but not least, here are some thoughts on how spellcasting would work in Midnight by way of Fate Core. It’s fairly complicated (I’m mostly basing this on the DFRPG evocation rules), but the use of rote spells could greatly simplify it in practice. I’m open to using some sort of more traditional-D&D-style discrete spell list if my players want that (it would certainly be simpler!) but I want to propose this to them first, as I think there’s something really cool about the flexibility of it. [HR][/HR] [COLOR=#454545][FONT='inherit'][FONT='inherit'][B]Magic[/B][/FONT][/FONT][/COLOR] [LIST] [*][FONT='inherit']Player must take the [/FONT][FONT='inherit'][I]Spellcaster[/I][/FONT][FONT='inherit'] stunt to cast spells and use the Spellcraft skill. [/FONT] [*][FONT='inherit']Upon taking the stunt, they must choose one of the schools of magic to specialize in.[/FONT] [*][FONT='inherit']The Spellcaster stunt may be taken multiple times to master multiple forms of magic.[/FONT] [*][FONT='inherit']Anyone can take a spellcaster stunt, as long as they have an aspect (ideally their high concept) narratively supports it.[/FONT] [/LIST] [COLOR=#454545][FONT='inherit'][FONT='inherit'][B]Schools of Magic [/B][/FONT][/FONT][/COLOR] [LIST] [*][B]Evocation[/B]: Control over the elements, usually for combat purposes [*][FONT='inherit'][B]Force[/B][/FONT][FONT='inherit']: Telekinesis, moving things with your mind and controlling pure invisible force[/FONT] [*][FONT='inherit'][B]Psychomancy[/B][/FONT][FONT='inherit']: Mind magic, illusions, telepathy, charm, mental attacks, etc.[/FONT] [*][FONT='inherit'][B]Nature[/B][/FONT][FONT='inherit']: Dealing with plant life, wild animals, and the weather[/FONT] [*][FONT='inherit'][B]Necromancy[/B][/FONT][FONT='inherit']: Dealing with death, spirits, life draining, and undeath[/FONT] [/LIST] [COLOR=#454545][FONT='inherit'][FONT='inherit'][B]To Cast a Spell:[/B][/FONT][/FONT][/COLOR] [LIST=1] [*][FONT='inherit'][B]Describe what you want to do[/B][/FONT] [LIST] [*][FONT='inherit']Determine what sort of action it is (overcome, attack, defend, create advantage)[/FONT] [/LIST] [*][FONT='inherit'][B]Channel magic from Aryth[/B][/FONT] [LIST] [*][FONT='inherit']Decide how much power you want to channel[/FONT] [LIST] [*][FONT='inherit']Any amount up to your Will can be channeled for the minimum cost: 1 Mental Stress[/FONT] [*][FONT='inherit']1 extra point of stress for each additional point of channeled power[/FONT] [*][FONT='inherit']Consequences can be taken up front if desired to draw more power[/FONT] [/LIST] [*][FONT='inherit']For direct attack or defense, player chooses how much power they want to spend[/FONT] [*][FONT='inherit']For utility spells, GM sets a target number for the channeling based on what they want to do [/FONT] [LIST] [*][FONT='inherit']Default cost is 3[/FONT] [/LIST] [/LIST] [*][FONT='inherit'][B]Cast the spell[/B][/FONT][FONT='inherit'] (1 zone away + LoS is normally max range)[/FONT] [LIST] [*][FONT='inherit']Roll Spellcraft. Target is the power you channeled. This roll ALSO serves as the attack roll that the target needs to defend against.[/FONT] [LIST] [*][FONT='inherit']Miss: Spell fails. [/FONT] [LIST] [*][FONT='inherit']FORCE it to succeed by taking backlash mental stress = how much you missed by. [/FONT] [*][FONT='inherit']Or let it fail, in which case bystanders, friends, or the environment may eat it. (Bad aspects)[/FONT] [/LIST] [*][FONT='inherit']Hit: Succeed but at minor cost (usually a negative boost)[/FONT] [*][FONT='inherit']Hit+: Succeed[/FONT] [*][FONT='inherit']Hit+++: Succeed and gain a boost[/FONT] [/LIST] [*][FONT='inherit']With any of the “Hits” above, the spell is successfully [/FONT][FONT='inherit'][I]cast[/I][/FONT][FONT='inherit'], but it may not necessary harm the target—if the target’s defensive roll (Athletics to dodge, Physique to tough it out, etc.) beats the spellcraft roll, then they avoid it.[/FONT] [/LIST] [*][FONT='inherit'][B]Resolve the spell[/B][/FONT] [LIST] [*][FONT='inherit']Attack a target in your zone: If your spellcraft roll (above) beats the target’s defense, deal damage equal to the difference[/FONT] [*][FONT='inherit']Defend a target in your zone: Absorb damage = amount of power channeled[/FONT] [*][FONT='inherit']Create Advantage/Overcome: Spell does what you wanted[/FONT] [*][FONT='inherit']Metamagic: Modify any of the above like so...[/FONT] [LIST] [*][I]Bonus Damage[/I]: Add damage to the attack, 1 point of damage per 1 shift of power [*][I]Multi-target[/I]: Divide up the shifts of power between multiple targets you can see [*][I]AoE[/I]: Spend 2 shifts of the power to make it affect EVERYONE in a zone, or 2 more for each additional zone in your line of sight [*][I]Range[/I]: Spend 1 shift per zone to extent range, but line of sight is still required [*][I]Persistence[/I]: Spend 1 shift of power per turn to extend the duration of a spell. [LIST] [*][FONT='inherit']Generally only applies to defense and utility—attacks have to be renewed on each turn as if it was a new spell.[/FONT] [/LIST] [/LIST] [/LIST] [/LIST] [COLOR=#454545][FONT='inherit'][FONT='inherit'][B]Rote Spells:[/B][/FONT][/FONT][/COLOR] [LIST] [*][FONT='inherit']In order to avoid doing all this math on the fly, players can write down a list of their “usual” spells in advance. Specific power level, range, AoE, damage, etc. Then all they have to do is pay the cost for however much power it is, and then roll Spellcraft to cast and target it. They don’t have to worry about backlash or anything, it’ll just hit or miss.[/FONT] [*][FONT='inherit']You can know a number of Rote Spells equal to your Lore.[/FONT] [/LIST] [COLOR=#454545][FONT='inherit'][FONT='inherit'][B]Spell Lists:[/B][/FONT][/FONT][/COLOR] [LIST] [*][FONT='inherit'][I]Discuss with the players. They may want to have unique spells or elements available to some players but not others for differentiation. (Depends how many casters we have)[/I][/FONT] [/LIST] [COLOR=#454545][FONT='inherit'][FONT='inherit'][B]Cantrips:[/B][/FONT][/FONT][/COLOR] [LIST] [*][FONT='inherit']Just do it, no rolls required. GM just has to agree it’s kosher.[/FONT] [/LIST] [COLOR=#454545][FONT='inherit'][FONT='inherit'][B]Counterspells:[/B][/FONT][/FONT][/COLOR] [LIST] [*][FONT='inherit']When someone else casts a spell in your line of sight, you can attempt to unravel it. [/FONT] [*][FONT='inherit']To do so...[/FONT] [LIST=1] [*][FONT='inherit']Lore check (GM sets difficulty, defaults to the Spellcraft skill of the other caster and will always be harder if the player doesn’t know that schoool of magic) to recognize what the spell is and how much power is in it[/FONT] [LIST] [*][FONT='inherit']Miss: Fail[/FONT] [*][FONT='inherit']Hit: Gain the option to counterspell it, and learn how powerful it is (number of shifts)[/FONT] [/LIST] [*][FONT='inherit']Channel power equal to the spell you’re trying to unravel (works exactly the same as casting your own spell)[/FONT] [*][FONT='inherit']Counter the spell (works exactly the same as casting your own spell)[/FONT] [/LIST] [/LIST] [COLOR=#454545][FONT='inherit'][FONT='inherit'][B]Rituals:[/B][/FONT][/FONT][/COLOR] [LIST] [*][FONT='inherit']Player must take a [I]Ritual Caster [/I]stunt to be able to do rituals[/FONT] [*][FONT='inherit']Rituals generally require the caster to research what they want to do somewhere, perhaps undertaking a quest for the info they seek[/FONT] [*][FONT='inherit']Getting the necessary materials may then also require some “questing”[/FONT] [*][FONT='inherit']The limitations and mechanics of rituals are covered by the DFRPG rules on Thaumaturgy. Short version is that they can do damn near anything if you’re willing to put in sufficient time, energy, and risk.[/FONT] [/LIST] [COLOR=#454545][FONT='inherit'][FONT='inherit'][B]Magic Items:[/B][/FONT][/FONT][/COLOR] [LIST] [*][FONT='inherit']Use DFRPG magic items as a guidepost[/FONT] [/LIST] [COLOR=#454545][FONT='inherit'][FONT='inherit'] [/FONT][FONT='inherit'][B]Astiraxes[/B][/FONT] [LIST] [*][FONT='inherit']One of the common side effects that can happen as a result of miscasting a spell or otherwise failing (if magic has been cast recently) is getting detected by an astirax a few miles away. The bigger the spell, the wider the range on this risk.[/FONT] [/LIST] [/FONT][/COLOR] [/QUOTE]
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