Magic

In a world where the creatures are so malleable, it is unsurprising that their environment also reflects this changing nature. What Shifters do to bodies, magic does to the rest of the world. All Sparks have a natural connection to the energy that powers all things, and as such, can channel that energy to affect the world. The more chaotic the world is, the easier magic is to access; in some ways, magic and entropy can be thought of as the same force. The Spark soul in all of the other races can also access this energy, but sometimes it can change more than intended, such as the body of the user. Though not strictly sentient, magic/entropy can be thought of as an entity, as per the FATE bronze rule, to be convinced or directed.

Historically, each race has squabbled mainly among itself, providing little magic to tap into. Not since the early days has magic been easy to access. With the invention of new, ocean-crossing technology and the re-discovery of the other races, however, magic is suddenly at the fingertips of everyone – but almost no one knows it. Magic users must have a Lore skill of at least Fair and have an aspect that explains how they learned that magic is returning.

Mechanically and world-wise, magic is not especially difficult to cast, but there are serious consequences to doing so badly. Even the best sorcerer sometimes fails their defense roll…

Mechanics
There are three main schools of magic: transmutation, illusion, and evocation. Transmutation uses the chaotic nature of entropy magic to change what an object is. Illusion produces effects that are controlled, organized forms of the actual energy (NOTE: Illusion is not mind magic! Think of it as more like holograms in a fantasy setting). Evocation is the use of raw energy, for damage or as a shield. (If you have played Dungeons and Dragons or Pathfinder, these names will be familiar to you. These categories keep the feel of their original D&D schools but should be imagined as a lot broader. For more information on why the other schools aren’t included, see: Why I Chose Those Three Schools)

Each school is associated with a skill that permits its use. Lore allows the casting of transmutation magic. Rapport is used to cast illusion magic. Either Lore, Rapport, and Physique can be used to cast evocation magic, for it simply requires the ability to call upon the entropic force (this is using uncontrolled or adjusted magic as a weapon or a shield).

When casting magic, the character picks the effect they want to create and declares the school. The GM then decides how difficult the resistance and consequence rolls should be (based on the Table of Entropic Charge), and how the effect should happen mechanically. Then the character makes the appropriate skill roll. If successful, the effect occurs. Each LORE or RAPPORT shift above the resistance does two things. First, in most spells, shifts determine how well the spell works (just like in FATE combat damage). Second, each shift lowers the target number for the ensuing physique roll to avoid taking consequences. If a character takes a consequence from their casting, the GM creates an appropriately leveled consequence at random (Hint: look up Wand of Wonder effects). Casting with physique DOES NOT mitigate entropy’s effects. Lore and Rapport are both making an effort to control the way magic works. Physique is simply resisting entropy’s attempts to change the caster.

The attachment of a magical trait to a physical object requires a specific stunt, a roll at +2 difficulty on the casting of the spell, and a Fate point.

Magic

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