Magic follows its own rules, parallel to the rules of other capabilities. Magic is still defined by Skills, Stunts, and Aspects. Injury dealt by magical attacks can be absorbed by either Mental or Physical Stress, depending on the type of attack used. But where the consequences of most physical and mental injury can be dealt with using a variety of options, some powers create Magical Consequences.
Magical consequences are supernatural conditions, usually curses imposed by Necromancy or Demonology skills, but sometimes other difficulties as well. In some cases, they might also be physical, mental, or social/financial conditions — being cursed to poverty, for example, would be both a financial condition and a magical one. Magical consequences can normally only be recovered using Restoration Magic or the occasional stunt. A character with Anti-Magic can attempt to use Will to recover from most magical consequences, though the increased difficulty for assisting one’s own recovery still applies.
In order to wield magic, you must have the appropriate permission Aspect, indicating that you are educated in magic, or have discovered a natural aptitude for some kind of magic. This permisssion is listed at various places here as “Wizard,” but the available range is much more broad. Suitable Aspects might include “Wizard,” “Cultist,” “Sorcerer,” “Shaman,” “Mystic,” “Healer,” “Necromancer,” “Illusionist,” and so on.
You can invoke the Aspect that gave you access to a particular type of magic to gain a bonus to do so, but only if it makes sense to the Aspect; some component of your Aspect must speak to exceptional competence in a given situation, not simple access to the skill. So, the Aspect “Apprentice to a Great Sorcerer” could be invoked to recall some special bit of lore that your master passed along, while “Jinn Magus” could be invoked when wielding Demonology or Pyromancy, because Jinn have a natural affinity to those skills compared to other races, but Traveling Wizard could not be invoked unless the roll in question could be related to his travels, as nothing else about his Aspect actually potrays him as any better with the skills than anyone else who uses them.
A given Aspect can be invoked only once on a given roll. If you want to be especially good at something, you can choose to devote multiple Aspects to it, even Trouble Aspects, allowing multiple invokes on a single skill set. For example, you might choose to
Trouble Aspects are negatively slanted, meant to be invoked against you more often than for you. However, such Aspects can still be used as permissions for magical aptitude. An example might be “Renegade Cultist,” or any of the Racial Trouble Aspects discussed elsewhere.
Magic comes in 13 distinct flavors:
Dragon Magic (Dragonkin)
Earth Magic (Dwarf)
Nature Magic (Elf)
Magic is a combination of factors. Native ability plays a big part; elves favor Nature Magic because it comes so easily to them, which is the same reason that dwarves favor Earth Magic. It can also be a matter of one’s ability to make a deal and manage resources, as students of Demonology and Necromancy soon discover. But most magic also represents a body of lore. Mages with Lore can use that skill to create advantages via elaborate rituals, identifying special ingredients or other details, and the following are some Lore stunts directly related to magic.
Dabbler in the Occult (Lore Stunt; requires Wizard or Bard or Dilettante) – You have done a broad survey of the magical arts. You can spend a Fate point to perform the basic function of any magical skill or to defend against a magical attack, using Lore in place of the designated magical skill. The roll is made at a +1 increase to difficulty.
Ritual Magic (Lore Stunt) – You gain a +2 bonus to Lore checks to create an advantage for a magical skill check involving prolonged preparation.