TEXT: Magic​ ​of​ ​Krynn​ ​(Fate​ ​Edition) 
  My​ ​main​ ​concern​ ​is​ ​creating​ ​a​ ​magic​ ​system​ ​that​ ​is​ ​true​ ​to​ ​the​ ​simplicity​ ​and​ ​functionality​ ​of​ ​the 
  FATE​ ​system,​ ​while​ ​maintaining​ ​a​ ​distinctive​ ​"feel"​ ​in​ ​regards​ ​to​ ​the​ ​various​ ​types​ ​of​ ​casters​ ​in 
  Dragonlance.​ ​I​ ​want​ ​the​ ​player​ ​to​ ​feel​ ​like​ ​he​ ​or​ ​she​ ​is​ ​playing​ ​Dragonlance​ ​when​ ​they​ ​cast​ ​a 
  spell.​ ​I​ ​also​ ​want​ ​the​ ​cleric​ ​and​ ​the​ ​wizard​ ​to​ ​be​ ​able​ ​to​ ​tell​ ​the​ ​difference​ ​between​ ​each​ ​other 
  when​ ​they​ ​cast.​ ​I​ ​took​ ​a​ ​lot​ ​of​ ​inspiration​ ​from​ ​other​ ​FATE​ ​games​ ​like​ ​the​ ​Dresden​ ​Files​ ​RPG. 
  Fundamentally,​ ​magic​ ​functions​ ​through​ ​its​ ​associated​ ​skill,​ ​Spellcraft​ ​for​ ​arcane​ ​casters​ ​and 
  Faith​ ​for​ ​divine​ ​casters.​ ​In​ ​that​ ​sense,​ ​the​ ​mechanics​ ​of​ ​casting​ ​a​ ​spell​ ​are​ ​basically​ ​the​ ​same​ ​at 
  the​ ​core​ ​level.​ ​The​ ​caster​ ​declares​ ​the​ ​desired​ ​effect​ ​of​ ​the​ ​spell​ ​and​ ​then​ ​rolls​ ​the​ ​appropriate 
  skill​ ​against​ ​either​ ​a​ ​difficulty​ ​set​ ​by​ ​the​ ​GM​ ​or,​ ​in​ ​the​ ​case​ ​of​ ​a​ ​conflict,​ ​against​ ​the​ ​target’s 
  appropriate​ ​skill​ ​roll.​ ​The​ ​differences​ ​between​ ​caster​ ​types​ ​become​ ​more​ ​evident​ ​as​ ​the 
  different​ ​casters​ ​play​ ​their​ ​roles,​ ​while​ ​some​ ​mechanical​ ​variations​ ​exist​ ​as​ ​well.​ ​To​ ​illustrate 
  how​ ​the​ ​mechanics​ ​work​ ​and​ ​how​ ​each​ ​caster​ ​type​ ​has​ ​a​ ​distinctive​ ​"feel",​ ​I​ ​have​ ​included 
  examples​ ​after​ ​each​ ​description. 
  Wizards​ ​of​ ​High​ ​Sorcery 
  Permission 
  Aspects:​ ​A​ ​high​ ​concept​ ​reflecting​ ​acceptance​ ​into​ ​one​ ​of​ ​the​ ​three​ ​orders​ ​of​ ​High​ ​Sorcery​ ​and 
  a​ ​trouble​ ​that​ ​stems​ ​from​ ​the​ ​Test​ ​of​ ​High​ ​Sorcery. 
   
  Costs 
  Skill​ ​ranks:​ ​Specifically​ ​the​ ​Spellcraft​ ​skill 
  Stunts:​ ​A​ ​stunt​ ​called​ ​"Arcane​ ​Adept"​ ​to​ ​allow​ ​the​ ​use​ ​of​ ​the​ ​Spellcraft​ ​skill​ ​to​ ​cast​ ​spells,​ ​and 
  other​ ​stunts​ ​to​ ​show​ ​mastery​ ​of​ ​various​ ​magical​ ​schools. 
  Wizards​ ​of​ ​High​ ​Sorcery​ ​use​ ​the​ ​magic​ ​granted​ ​from​ ​the​ ​gods​ ​of​ ​magic​ ​who​ ​are​ ​represented​ ​by 
  the​ ​three​ ​moons,​ ​Solinari,​ ​Lunitari,​ ​and​ ​Nuitari.​ ​High​ ​Sorcery​ ​is​ ​a​ ​magic​ ​of​ ​rules​ ​and​ ​formulas 
  that​ ​ensure​ ​the​ ​magic​ ​does​ ​not​ ​spin​ ​out​ ​of​ ​control​ ​and​ ​become​ ​a​ ​danger​ ​to​ ​the​ ​caster​ ​and​ ​the 
  environment​ ​around​ ​him.  
  Mechanically,​ ​High​ ​Sorcery​ ​functions​ ​in​ ​the​ ​same​ ​way​ ​as​ ​divine​ ​magic​ ​with​ ​a​ ​few​ ​important 
  exceptions.​ ​First,​ ​Wizards​ ​must​ ​define​ ​the​ ​effects​ ​of​ ​the​ ​spells​ ​they​ ​prepare​ ​in​ ​advance.​ ​Wizards 
  know​ ​that​ ​study​ ​and​ ​preparation​ ​is​ ​the​ ​key​ ​to​ ​gaining​ ​the​ ​advantage​ ​over​ ​their​ ​enemies.​ ​They 
  spend​ ​hours​ ​studying​ ​from​ ​dusty​ ​old​ ​tomes,​ ​memorizing​ ​spells​ ​and​ ​learning​ ​the​ ​lore​ ​of​ ​the 
  various​ ​creatures​ ​they​ ​may​ ​encounter.​ ​They​ ​copy​ ​the​ ​spells​ ​they​ ​come​ ​across​ ​into​ ​spellbooks 
  so​ ​they​ ​can​ ​conveniently​ ​access​ ​them.​ ​Once​ ​cast,​ ​a​ ​prepared​ ​spell​ ​is​ ​spent​ ​and​ ​must​ ​be 
  relearned​ ​before​ ​the​ ​wizard​ ​can​ ​cast​ ​it​ ​again.​ ​Each​ ​day,​ ​the​ ​Wizard​ ​must​ ​indicate​ ​what​ ​spells​ ​he 
  or​ ​she​ ​is​ ​preparing​ ​by​ ​stating​ ​their​ ​intended​ ​effect.​ ​Wizards​ ​can​ ​prepare​ ​a​ ​number​ ​of​ ​spells 
  each​ ​day​ ​equal​ ​to​ ​their​ ​Lore​ ​skill.​ ​Therefore,​ ​a​ ​wizard​ ​with​ ​a​ ​Lore​ ​of​ ​Fair​ ​(+2)​ ​can​ ​prepare​ ​two 
  spells​ ​per​ ​day​ ​from​ ​any​ ​of​ ​the​ ​schools​ ​he/she​ ​knows.​ ​Also,​ ​every​ ​time​ ​the​ ​wizard​ ​learns​ ​a​ ​new 
  school,​ ​he/she​ ​is​ ​able​ ​to​ ​cast​ ​one​ ​additional​ ​spell​ ​from​ ​that​ ​school​ ​plus​ ​another​ ​spell​ ​from​ ​each 
  
  of​ ​the​ ​schools​ ​he/she​ ​already​ ​knows. 
  So​ ​a​ ​wizard​ ​with​ ​a​ ​Lore​ ​of​ ​Fair​ ​(+2)​ ​who​ ​has​ ​learned​ ​Abjuration,​ ​Evocation,​ ​and​ ​Enchantment 
  could​ ​prepare​ ​and​ ​cast​ ​a​ ​total​ ​of​ ​eight​ ​spells​ ​each​ ​day;​ ​three​ ​Abjuration​ ​spells,​ ​two​ ​Evocation 
  spells,​ ​and​ ​one​ ​Enchantment​ ​spell,​ ​plus​ ​2​ ​additional​ ​spells​ ​from​ ​any​ ​of​ ​these​ ​three​ ​schools. 
  In​ ​order​ ​to​ ​learn​ ​a​ ​spell​ ​a​ ​wizard​ ​must​ ​first​ ​learn​ ​the​ ​basics​ ​of​ ​its​ ​associated​ ​school.​ ​There​ ​are 
  nine​ ​schools​ ​of​ ​magic,​ ​and​ ​each​ ​is​ ​purchased​ ​as​ ​a​ ​stunt. 
  Abjuration​ ​allows​ ​the​ ​caster​ ​to​ ​use​ ​the​ ​Spellcraft​ ​skill​ ​to​ ​defend​ ​and​ ​for​ ​banishing​ ​extra-planar 
  beings​ ​like​ ​demons. 
  Conjuration​ ​is​ ​the​ ​magic​ ​of​ ​creation,​ ​bringing​ ​something​ ​into​ ​being​ ​that​ ​did​ ​not​ ​exist​ ​before. 
  This​ ​is​ ​accomplished​ ​through​ ​an​ ​overcome​ ​action.​ ​The​ ​difficulty​ ​is​ ​based​ ​on​ ​the​ ​complexity​ ​of 
  the​ ​item​ ​being​ ​conjured. 
  Divination​ ​spells​ ​allow​ ​the​ ​caster​ ​to​ ​use​ ​the​ ​Spellcraft​ ​skill​ ​in​ ​the​ ​place​ ​of​ ​other​ ​skills​ ​normally 
  used​ ​to​ ​take​ ​in​ ​information,​ ​like​ ​Notice,​ ​Investigation,​ ​etc.​ ​In​ ​addition,​ ​the​ ​Wizard​ ​can​ ​extend 
  his/her​ ​senses​ ​beyond​ ​their​ ​normal​ ​limits. 
  Enchantment​ ​spells​ ​allow​ ​the​ ​caster​ ​to​ ​add​ ​temporary​ ​aspects​ ​to​ ​a​ ​target.​ ​This​ ​can​ ​be​ ​anything 
  from​ ​giving​ ​a​ ​mundane​ ​weapon​ ​a​ ​magical​ ​property​ ​(Average​ ​passive​ ​resistance)​ ​to​ ​enthralling 
  another​ ​character​ ​or​ ​NPC​ ​(active​ ​resistance). 
  Evocation​ ​spells​ ​allow​ ​the​ ​caster​ ​to​ ​use​ ​his/her​ ​Spellcraft​ ​skill​ ​to​ ​Attack. 
  Illusion​ ​allows​ ​the​ ​caster​ ​to​ ​create​ ​an​ ​advantage​ ​to​ ​declare​ ​situation​ ​aspects​ ​that​ ​only​ ​seem 
  real,​ ​and​ ​to​ ​affect​ ​the​ ​senses​ ​of​ ​other​ ​characters​ ​and​ ​NPCs. 
  Necromancy​ ​allows​ ​the​ ​caster​ ​to​ ​use​ ​Spellcraft​ ​to​ ​manipulate​ ​the​ ​dead.​ ​This​ ​is​ ​often​ ​an 
  overcome​ ​roll​ ​with​ ​active​ ​opposition​ ​since​ ​the​ ​dead​ ​do​ ​not​ ​really​ ​like​ ​being​ ​bothered. 
  Summoning​ ​allows​ ​the​ ​caster​ ​to​ ​transfer​ ​an​ ​object​ ​or​ ​living​ ​creature​ ​to​ ​his​ ​or​ ​her​ ​physical 
  location. 
  Transmutation​ ​is​ ​the​ ​magic​ ​of​ ​change.​ ​The​ ​caster​ ​uses​ ​Spellcraft​ ​to​ ​create​ ​an​ ​advantage​ ​in 
  order​ ​to​ ​place​ ​a​ ​temporary​ ​aspect​ ​on​ ​a​ ​scene​ ​or​ ​character​ ​or​ ​to​ ​temporarily​ ​change​ ​an​ ​existing 
  aspect​ ​by​ ​altering​ ​the​ ​physical​ ​properties​ ​of​ ​the​ ​target. 
  The​ ​Effect​ ​of​ ​the​ ​Moons​ ​on​ ​High​ ​Sorcery 
  The​ ​Wizard​ ​of​ ​High​ ​Sorcery’s​ ​power​ ​is​ ​going​ ​to​ ​ebb​ ​and​ ​flow​ ​with​ ​the​ ​waxing​ ​and​ ​waning​ ​of​ ​the 
  moon​ ​that​ ​represents​ ​his/her​ ​deity.​ ​When​ ​the​ ​Wizard’s​ ​moon​ ​has​ ​the​ ​aspect​ ​High​ ​Sanction 
  he/she​ ​may​ ​invoke​ ​this​ ​aspect​ ​without​ ​spending​ ​a​ ​Fate​ ​point​ ​once​ ​per​ ​day.​ ​However,​ ​when​ ​the 
  Wizard’s​ ​moon​ ​has​ ​the​ ​aspect​ ​Low​ ​Sanction​ ​the​ ​Wizard’s​ ​target​ ​(or​ ​the​ ​GM)​ ​may​ ​compel​ ​this 
  aspect​ ​without​ ​awarding​ ​the​ ​player​ ​a​ ​Fate​ ​point,​ ​also​ ​once​ ​per​ ​day.​ ​When​ ​the​ ​moon​ ​is​ ​waxing 
  
  and​ ​waning​ ​the​ ​Wizard’s​ ​magic​ ​functions​ ​normally. 
  Example: 
  The​ ​companions​ ​are​ ​being​ ​taken​ ​prisoner​ ​by​ ​the​ ​Red​ ​Dragonarmy​ ​in​ ​Solace.​ ​Two​ ​Baaz 
  draconians​ ​approach​ ​Raistlin​ ​in​ ​order​ ​to​ ​escort​ ​him​ ​to​ ​the​ ​slave​ ​caravan.​ ​Raistlin,​ ​who​ ​has​ ​a 
  Spellcraft​ ​skill​ ​ranked​ ​at​ ​Good​ ​(+3),​ ​mutters​ ​a​ ​few​ ​spidery​ ​arcane​ ​words​ ​and​ ​casts​ ​the​ ​burning 
  hands​ ​spell.​ ​His​ ​player​ ​rolls​ ​Raistlin’s​ ​Spellcraft​ ​skill​ ​and​ ​gets​ ​a​ ​+2,​ ​making​ ​Raistlin’s​ ​attack​ ​a 
  Superb​ ​(+5).​ ​Lunitari​ ​happens​ ​to​ ​be​ ​at​ ​High​ ​Sanction​ ​so​ ​he​ ​invokes​ ​this​ ​aspect​ ​for​ ​free,​ ​gaining 
  a​ ​+2​ ​to​ ​his​ ​attack.​ ​Gouts​ ​of​ ​flame​ ​burst​ ​forth​ ​from​ ​Raistlin’s​ ​fingertips,​ ​engulfing​ ​both 
  draconians.​ ​The​ ​draconians​ ​have​ ​Armor​ ​2​ ​but​ ​are​ ​completely​ ​taken​ ​by​ ​surprise,​ ​so​ ​one​ ​of​ ​them 
  takes​ ​three​ ​shifts​ ​of​ ​physical​ ​stress​ ​while​ ​the​ ​other​ ​takes​ ​two.​ ​As​ ​the​ ​two​ ​draconians​ ​writhe​ ​ ​in 
  pain,​ ​Raistlin​ ​calmly​ ​rises​ ​from​ ​the​ ​table​ ​where​ ​he​ ​has​ ​been​ ​sitting​ ​and​ ​says,​ ​“Don’t​ ​touch​ ​me,” 
  as​ ​he​ ​walks​ ​himself​ ​to​ ​the​ ​caravan. 
  Primal​ ​Sorcerers 
  Permission 
  Aspect:​ ​A​ ​High​ ​Concept​ ​that​ ​reflects​ ​the​ ​characters​ ​natural​ ​talent​ ​with​ ​primal​ ​sorcery. 
  Depending​ ​on​ ​the​ ​time​ ​period​ ​of​ ​the​ ​game​ ​the​ ​GM​ ​may​ ​require​ ​an​ ​aspect​ ​reflecting​ ​the 
  character's​ ​status​ ​as​ ​a​ ​renegade​ ​wizard. 
   
  Costs: 
  Skill​ ​Ranks:​ ​The​ ​Spellcraft​ ​skill 
  Stunts:​ ​The​ ​"Arcane​ ​Adept"​ ​stunt​ ​to​ ​allow​ ​the​ ​use​ ​of​ ​the​ ​Spellcraft​ ​skill​ ​to​ ​cast​ ​spells​ ​and​ ​other 
  stunts​ ​to​ ​learn​ ​the​ ​various​ ​elements​ ​of​ ​primal​ ​sorcery. 
  Casters​ ​who​ ​utilize​ ​primal​ ​sorcery​ ​learn​ ​to​ ​manipulate​ ​the​ ​elements​ ​of​ ​nature.​ ​The​ ​five​ ​elements 
  are​ ​Fire,​ ​Water,​ ​Earth,​ ​Air,​ ​and​ ​Spirit.​ ​A​ ​sorcerer​ ​may​ ​choose​ ​to​ ​be​ ​familiar​ ​with​ ​any​ ​number​ ​of 
  elements​ ​up​ ​to​ ​his​ ​or​ ​her​ ​Spellcraft​ ​skill​ ​rank.​ ​So,​ ​a​ ​sorcerer​ ​with​ ​a​ ​Spellcraft​ ​of​ ​Good​ ​(+3)​ ​may 
  learn​ ​3​ ​of​ ​the​ ​5​ ​elements. 
  Sorcerers​ ​have​ ​two​ ​distinct​ ​advantages.​ ​First,​ ​they​ ​have​ ​much​ ​more​ ​freedom​ ​to​ ​cast​ ​on​ ​the​ ​fly 
  since​ ​they​ ​do​ ​not​ ​have​ ​to​ ​prepare​ ​spells​ ​in​ ​advance.​ ​Second,​ ​sorcerers​ ​have​ ​a​ ​greater​ ​potential 
  for​ ​raw​ ​power.​ ​But​ ​these​ ​advantages​ ​come​ ​at​ ​a​ ​price.​ ​Primal​ ​sorcery​ ​can​ ​be​ ​extremely 
  dangerous,​ ​and​ ​sorcerers​ ​are​ ​constantly​ ​at​ ​risk​ ​of​ ​losing​ ​control​ ​of​ ​their​ ​magic,​ ​placing 
  themselves​ ​and​ ​those​ ​around​ ​them​ ​in​ ​danger. 
  When​ ​a​ ​sorcerer​ ​casts​ ​a​ ​spell,​ ​he​ ​or​ ​she​ ​must​ ​decide​ ​how​ ​many​ ​shifts​ ​of​ ​power​ ​they​ ​want​ ​to 
  imbue​ ​their​ ​spell​ ​with.​ ​The​ ​sorcerer​ ​takes​ ​a​ ​box​ ​of​ ​mental​ ​stress​ ​up​ ​to​ ​his​ ​or​ ​her​ ​Spellcraft​ ​rank 
  and​ ​an​ ​additional​ ​box​ ​of​ ​stress​ ​for​ ​every​ ​shift​ ​of​ ​power​ ​beyond​ ​that.​ ​Therefore,​ ​a​ ​sorcerer​ ​with​ ​a 
  Spellcraft​ ​of​ ​Good​ ​(+3)​ ​can​ ​cast​ ​a​ ​spell​ ​with​ ​3​ ​shifts​ ​of​ ​power​ ​for​ ​a​ ​single​ ​box​ ​of​ ​stress.​ ​A​ ​spell 
  with​ ​5​ ​shifts​ ​would​ ​cost​ ​an​ ​additional​ ​2​ ​boxes​ ​of​ ​mental​ ​stress.​ ​Once​ ​the​ ​number​ ​of​ ​shifts​ ​of 
  power​ ​is​ ​chosen,​ ​the​ ​sorcerer​ ​must​ ​then​ ​roll​ ​his/her​ ​Will​ ​skill.​ ​The​ ​difficulty​ ​of​ ​the​ ​roll​ ​is​ ​the 
  number​ ​of​ ​shifts​ ​empowering​ ​the​ ​spell.​ ​If​ ​the​ ​Will​ ​roll​ ​is​ ​successful​ ​the​ ​sorcerer​ ​is​ ​able​ ​to​ ​control 
  
  all​ ​of​ ​the​ ​spell's​ ​energy​ ​and​ ​the​ ​spell​ ​functions​ ​normally.​ ​However,​ ​if​ ​the​ ​sorcerer​ ​fails​ ​the​ ​Will 
  roll,​ ​the​ ​difference​ ​spills​ ​over​ ​as​ ​wild​ ​magic​ ​and​ ​the​ ​caster​ ​must​ ​decide​ ​if​ ​it​ ​damages​ ​the 
  environment​ ​around​ ​him/her​ ​(and​ ​the​ ​people​ ​in​ ​it)​ ​or​ ​if​ ​he/she​ ​absorbs​ ​the​ ​wild​ ​magic​ ​along​ ​with 
  the​ ​stress​ ​incurred. 
  Note:​ ​You​ ​may​ ​notice​ ​that​ ​the​ ​stunt​ ​to​ ​gain​ ​access​ ​to​ ​arcane​ ​spells​ ​is​ ​the​ ​same​ ​for​ ​both​ ​the 
  Wizard​ ​and​ ​the​ ​Sorcerer.​ ​The​ ​reason​ ​for​ ​that​ ​is​ ​I​ ​wanted​ ​to​ ​blur​ ​the​ ​line​ ​a​ ​bit​ ​between​ ​the​ ​two 
  types​ ​of​ ​casters.​ ​The​ ​fact​ ​of​ ​the​ ​matter​ ​is​ ​that,​ ​on​ ​the​ ​continent​ ​of​ ​Ansalon,​ ​primal​ ​sorcery​ ​has 
  been​ ​outlawed​ ​by​ ​the​ ​Wizards​ ​of​ ​High​ ​Sorcery.​ ​I​ ​wanted​ ​the​ ​arcane​ ​caster​ ​to​ ​be​ ​able​ ​to​ ​choose 
  his​ ​or​ ​her​ ​own​ ​path.​ ​Primal​ ​sorcery​ ​is​ ​a​ ​quicker​ ​path​ ​to​ ​high​ ​octane​ ​spell​ ​slinging,​ ​but​ ​the 
  consequences​ ​of​ ​getting​ ​caught​ ​can​ ​be​ ​pretty​ ​severe.​ ​Wizards​ ​who​ ​catch​ ​a​ ​caster​ ​using​ ​primal 
  sorcery​ ​will​ ​often​ ​offer​ ​him​ ​or​ ​her​ ​a​ ​choice,​ ​take​ ​the​ ​Test​ ​or​ ​die.​ ​Regardless,​ ​anyone​ ​caught 
  using​ ​primal​ ​sorcery​ ​must​ ​take​ ​the​ ​aspect​ ​"Renegade​ ​Wizard".​ ​That​ ​aspect​ ​will​ ​stick​ ​with​ ​them 
  for​ ​a​ ​long​ ​time,​ ​since​ ​the​ ​Conclave​ ​has​ ​eyes​ ​everywhere. 
  Example: 
  Liam​ ​Rishdadt​ ​is​ ​getting​ ​ready​ ​to​ ​unleash​ ​his​ ​latest​ ​version​ ​of​ ​the​ ​Medusa​ ​Plague​ ​on​ ​a​ ​sleepy 
  little​ ​hamlet​ ​in​ ​Northern​ ​Ergoth,​ ​but​ ​first​ ​he​ ​must​ ​deal​ ​with​ ​his​ ​former​ ​best​ ​friend​ ​Guerrand 
  DiThon​ ​who​ ​is​ ​attempting​ ​to​ ​stop​ ​him​ ​from​ ​poisoning​ ​the​ ​town's​ ​well.​ ​Frightened​ ​and​ ​confused 
  townspeople​ ​watch​ ​the​ ​mage-duel​ ​in​ ​horror. 
  Time​ ​is​ ​of​ ​the​ ​essence​ ​so​ ​Liam​ ​wants​ ​to​ ​take​ ​Guerrand​ ​out​ ​quickly.​ ​His​ ​Spellcraft​ ​skill​ ​is​ ​at 
  Good​ ​(+3)​ ​and​ ​his​ ​Will​ ​skill​ ​is​ ​at​ ​Great​ ​(+4).​ ​He​ ​decides​ ​to​ ​shoot​ ​a​ ​barrage​ ​of​ ​ice​ ​crystals​ ​at 
  Guerrand​ ​and​ ​declares​ ​that​ ​he​ ​will​ ​imbue​ ​the​ ​spell​ ​with​ ​7​ ​shifts​ ​of​ ​power,​ ​taking​ ​4​ ​shifts​ ​of 
  mental​ ​stress​ ​in​ ​the​ ​process.​ ​He​ ​rolls​ ​his​ ​and​ ​gets​ ​a​ ​+1.​ ​This​ ​means​ ​he​ ​can​ ​only​ ​control​ ​5​ ​shifts 
  of​ ​power​ ​and​ ​the​ ​other​ ​two​ ​will​ ​spill​ ​over​ ​as​ ​wild​ ​magic​ ​and​ ​affect​ ​the​ ​town​ ​and​ ​the​ ​onlookers. 
  Of​ ​course,​ ​Liam​ ​could​ ​choose​ ​to​ ​absorb​ ​the​ ​wild​ ​magic​ ​by​ ​taking​ ​the​ ​2​ ​shifts​ ​of​ ​physical​ ​stress 
  himself,​ ​but,​ ​being​ ​who​ ​he​ ​is,​ ​Liam​ ​lets​ ​the​ ​wild​ ​magic​ ​loose.​ ​The​ ​onlookers​ ​around​ ​him​ ​suffer 
  two​ ​shifts​ ​of​ ​physical​ ​stress.​ ​Meanwhile,​ ​Liam​ ​rolls​ ​his​ ​Spellcraft​ ​skill​ ​and​ ​gets​ ​a​ ​+1.​ ​His​ ​spell 
  hits​ ​Guerrand​ ​as​ ​a​ ​Weapon​ ​9​ ​(Spellcraft​ ​roll​ ​of​ ​Great​ ​(+4)​ ​plus​ ​5​ ​shifts​ ​of​ ​power),​ ​more​ ​than 
  enough​ ​to​ ​take​ ​Guerrand​ ​out.​ ​But​ ​Guerrand​ ​hastily​ ​casts​ ​a​ ​shield​ ​spell​ ​to​ ​fend​ ​off​ ​the​ ​attack.​ ​His 
  Spellcraft​ ​is​ ​at​ ​Good​ ​(+3).​ ​His​ ​player​ ​rolls​ ​a​ ​+2,​ ​essentially​ ​giving​ ​Guerrand​ ​an​ ​armor​ ​rating​ ​of 
  Armor​ ​5.​ ​Then,​ ​since​ ​Lunitari​ ​is​ ​at​ ​High​ ​Sanction​,​ ​Guerrand​ ​invokes​ ​this​ ​aspect​ ​for​ ​free​ ​which 
  grants​ ​him​ ​an​ ​additional​ ​+2​ ​to​ ​his​ ​shield.​ ​That’s​ ​enough​ ​to​ ​repel​ ​most​ ​of​ ​Liam’s​ ​attack,​ ​and 
  Guerrand​ ​only​ ​takes​ ​two​ ​shifts​ ​of​ ​physical​ ​stress. 
  Clerics 
  Permission 
  Aspect:​ ​A​ ​High​ ​Concept​ ​that​ ​reflects​ ​the​ ​character’s​ ​position​ ​as​ ​a​ ​member​ ​of​ ​a​ ​deity’s​ ​clergy. 
  Cost 
  Skill​ ​Ranks:​ ​The​ ​Faith​ ​skill. 
  Stunts:​ ​A​ ​stunt​ ​called​ ​"Divine​ ​Adept"​ ​to​ ​allow​ ​the​ ​use​ ​of​ ​the​ ​Faith​ ​skill​ ​to​ ​cast​ ​spells. 
  
  Clerics​ ​ ​receive​ ​their​ ​power​ ​from​ ​their​ ​god.​ ​Therefore,​ ​they​ ​do​ ​not​ ​have​ ​any​ ​constraints​ ​on​ ​what 
  they​ ​can​ ​cast​ ​except​ ​that​ ​the​ ​cleric​ ​must​ ​make​ ​some​ ​kind​ ​of​ ​supplication​ ​to​ ​their​ ​deity.​ ​If​ ​the​ ​GM 
  determines​ ​that​ ​the​ ​intent​ ​of​ ​the​ ​spell​ ​runs​ ​counter​ ​to​ ​the​ ​deity’s​ ​will​ ​he/she​ ​can​ ​deny​ ​the​ ​cleric's 
  request.​ ​A​ ​cleric​ ​of​ ​Kiri-jolith​ ​trying​ ​to​ ​set​ ​fire​ ​to​ ​an​ ​occupied​ ​orphanage​ ​would,​ ​most​ ​likely,​ ​be 
  denied​ ​the​ ​spell.​ ​Normally,​ ​however,​ ​the​ ​cleric​ ​simply​ ​describes​ ​the​ ​desired​ ​effect​ ​and​ ​asks 
  (prays​ ​to)​ ​the​ ​divine​ ​power​ ​to​ ​grant​ ​his/her​ ​request.​ ​If​ ​the​ ​spell​ ​falls​ ​directly​ ​under​ ​one​ ​of​ ​the 
  deity’s​ ​aspects,​ ​then​ ​the​ ​player​ ​may​ ​invoke​ ​that​ ​aspect​ ​with​ ​the​ ​expenditure​ ​of​ ​a​ ​Fate​ ​Point.​ ​The 
  cleric​ ​then​ ​rolls​ ​his/her​ ​Faith​ ​skill​ ​against​ ​a​ ​difficulty.  
  Example​ ​One: 
  Crysania,​ ​a​ ​cleric​ ​of​ ​Paladine,​ ​is​ ​attempting​ ​to​ ​throw​ ​up​ ​a​ ​shield​ ​in​ ​front​ ​of​ ​Tasselhoff​ ​who​ ​is 
  being​ ​charged​ ​by​ ​a​ ​rampaging​ ​minotaur.​ ​The​ ​minotaur​ ​rolls​ ​his​ ​Fight​ ​skill​ ​and​ ​gets​ ​a​ ​total​ ​attack 
  of​ ​Fair​ ​(+2).​ ​Crysania’s​ ​Faith​ ​skill​ ​is​ ​at​ ​Good​ ​(+3),​ ​but​ ​her​ ​roll​ ​is​ ​-2.​ ​That​ ​places​ ​her​ ​spell’s​ ​power 
  at​ ​Average​ ​(+1),​ ​effectively​ ​giving​ ​Tasselhoff​ ​an​ ​armor​ ​rating​ ​of​ ​Armor​ ​1.​ ​While​ ​it​ ​wouldn’t​ ​stop 
  the​ ​minotaur,​ ​it​ ​would​ ​at​ ​least​ ​deflect​ ​some​ ​of​ ​the​ ​damage.​ ​However,​ ​Crysania​ ​spends​ ​a​ ​Fate 
  Point​ ​to​ ​invoke​ ​Paladine’s​ ​“Protection”​ ​aspect,​ ​thus​ ​adding​ ​a​ ​+2​ ​to​ ​her​ ​skill.​ ​That​ ​increases​ ​her 
  total​ ​spell​ ​power​ ​to​ ​Good​ ​(+3).​ ​The​ ​minotaur​ ​slams​ ​into​ ​the​ ​invisible​ ​shield​ ​(possibly​ ​taking 
  damage​ ​himself),​ ​while​ ​Tasselhoff​ ​escapes​ ​unscathed. 
  Example​ ​Two: 
  Riverwind​ ​has​ ​taken​ ​the​ ​severe​ ​consequence​ ​of​ ​Dying​,​ ​having​ ​just​ ​been​ ​sprayed​ ​with​ ​the​ ​black 
  dragon​ ​Khisanth’s​ ​acidic​ ​breath​ ​weapon.​ ​Goldmoon,​ ​a​ ​cleric​ ​of​ ​Mishakal​ ​with​ ​a​ ​Faith​ ​of​ ​Good 
  (+3),​ ​rushes​ ​to​ ​heal​ ​him.​ ​She​ ​speaks​ ​an​ ​urgent​ ​prayer​ ​to​ ​Mishakal,​ ​imporing​ ​her​ ​to​ ​heal 
  Riverwind.​ ​Goldmoon’s​ ​player​ ​knows​ ​a​ ​severe​ ​consequence​ ​requires​ ​6​ ​shifts​ ​of​ ​power​ ​to 
  eliminate,​ ​so​ ​she​ ​spends​ ​a​ ​Fate​ ​Point​ ​and​ ​invokes​ ​Mishakal’s​ ​Healing​ ​aspect,​ ​effectively 
  raising​ ​her​ ​Faith​ ​skill​ ​to​ ​Superb​ ​(+5).​ ​She​ ​rolls​ ​a​ ​+2​ ​which​ ​nets​ ​a​ ​total​ ​of​ ​Epic​ ​(+7).​ ​That’s 
  enough​ ​shifts​ ​of​ ​power​ ​to​ ​eliminate​ ​Riverwind's​ ​severe​ ​consequence,​ ​thus​ ​saving​ ​his​ ​life.​ ​But 
  let’s​ ​say​ ​Goldmoon​ ​didn’t​ ​have​ ​a​ ​Fate​ ​Point​ ​to​ ​spend.​ ​And​ ​let’s​ ​say​ ​her​ ​roll​ ​was​ ​only​ ​a​ ​+1.​ ​Her 
  total​ ​would​ ​then​ ​only​ ​be​ ​a​ ​Great​ ​(+4),​ ​not​ ​enough​ ​to​ ​completely​ ​heal​ ​Riverwind’s​ ​condition. 
  However,​ ​it​ ​is​ ​enough​ ​to​ ​reduce​ ​the​ ​severe​ ​consequence​ ​to​ ​a​ ​mild​ ​consequence​ ​(6​ ​–​ ​4​ ​=​ ​2). 
  Therefore,​ ​Riverwind​ ​can​ ​change​ ​his​ ​Dying​ ​consequence​ ​to​ ​something​ ​like​ ​Walking​ ​with​ ​a 
  Limp​. 
  Mystics 
  Permission 
  Aspect:​ ​A​ ​High​ ​Concept​ ​that​ ​reflects​ ​the​ ​character’s​ ​status​ ​as​ ​a​ ​mystic. 
  Cost 
  Skill​ ​Ranks:​ ​The​ ​Faith​ ​skill. 
  Stunts:​ ​"Mystic"​ ​to​ ​allow​ ​the​ ​use​ ​of​ ​the​ ​Faith​ ​skill​ ​to​ ​cast​ ​spells. 
  Mystics​ ​work​ ​in​ ​exactly​ ​the​ ​same​ ​way​ ​as​ ​clerics​ ​except​ ​that​ ​they​ ​are​ ​not​ ​able​ ​to​ ​invoke​ ​the 
  aspects​ ​of​ ​a​ ​deity.​ ​Instead,​ ​they​ ​must​ ​choose​ ​character​ ​aspects​ ​that​ ​tie​ ​in​ ​to​ ​their​ ​personal 
  
  beliefs.​ ​Mysticism​ ​is​ ​the​ ​power​ ​of​ ​the​ ​heart.​ ​It​ ​is​ ​the​ ​manifestation​ ​of​ ​one's​ ​belief​ ​in​ ​him​ ​or 
  herself.​ ​Therefore,​ ​the​ ​mystic​ ​should​ ​choose​ ​character​ ​aspects​ ​that​ ​exemplify​ ​this.​ ​Otherwise, 
  the​ ​Mystic​ ​functions​ ​mechanically​ ​exactly​ ​like​ ​the​ ​cleric. 
  Minor​ ​Casters 
  Permission 
  Aspect:​ ​An​ ​aspect​ ​that​ ​indicates​ ​the​ ​type​ ​of​ ​magic​ ​the​ ​minor​ ​caster​ ​can​ ​perform. 
  Cost 
  Skill​ ​Rank:​ ​Either​ ​Spellcraft​ ​or​ ​Faith 
  Stunts:​ ​An​ ​appropriate​ ​stunt​ ​to​ ​allow​ ​the​ ​use​ ​of​ ​either​ ​the​ ​Faith​ ​or​ ​the​ ​Spellcraft​ ​skill​ ​to​ ​cast 
  spells. 
   
  Minor​ ​casters​ ​include​ ​those​ ​with​ ​High​ ​Concepts​ ​which​ ​indicate​ ​that​ ​magic​ ​is​ ​not​ ​the​ ​character’s 
  primary​ ​vocation.​ ​This​ ​includes​ ​holy​ ​knights,​ ​bards,​ ​rangers,​ ​and​ ​dabblers​ ​of​ ​all​ ​kinds.​ ​For​ ​these 
  casters​ ​magic​ ​is​ ​something​ ​they​ ​tend​ ​to​ ​hold​ ​in​ ​reserve​ ​until​ ​they​ ​really​ ​need​ ​it.​ ​A​ ​minor​ ​caster 
  is​ ​limited​ ​in​ ​his/her​ ​casting​ ​ability​ ​in​ ​that​ ​they​ ​cast​ ​all​ ​spells​ ​as​ ​if​ ​their​ ​associated​ ​skill​ ​was​ ​one 
  half​ ​of​ ​its​ ​actual​ ​skill​ ​rank​ ​(rounded​ ​up).​ ​Therefore,​ ​if​ ​the​ ​caster​ ​has​ ​a​ ​Great​ ​(+3)​ ​Faith​ ​or 
  Spellcraft,​ ​he​ ​or​ ​she​ ​may​ ​still​ ​only​ ​cast​ ​spells​ ​at​ ​Fair​ ​(+2).​ ​All​ ​mundane​ ​uses​ ​of​ ​the​ ​Faith​ ​and 
  Spellcraft​ ​skills​ ​function​ ​normally​ ​at​ ​their​ ​full​ ​rank. 
  Example: 
  Brian​ ​Donner,​ ​Knight​ ​of​ ​the​ ​Sword,​ ​is​ ​in​ ​a​ ​pitched​ ​battle​ ​with​ ​two​ ​thanoi​ ​warriors.​ ​His​ ​Fight​ ​skill 
  is​ ​at​ ​Good​ ​(+3)​ ​and​ ​his​ ​Faith​ ​is​ ​at​ ​Average​ ​(+1).​ ​He​ ​knows​ ​he​ ​will​ ​not​ ​last​ ​long​ ​without​ ​divine 
  assistance,​ ​so​ ​he​ ​mutters​ ​a​ ​prayer,​ ​asking​ ​Kiri-Jolith​ ​to​ ​guide​ ​his​ ​sword.​ ​This​ ​allows​ ​him​ ​to 
  spend​ ​a​ ​Fate​ ​Point​ ​to​ ​invoke​ ​his​ ​deity's​ ​"Just​ ​Warfare"​ ​aspect​ ​to​ ​add​ ​a​ ​+2​ ​bonus​ ​to​ ​his​ ​Fight 
  skill,​ ​effectively​ ​giving​ ​him​ ​a​ ​Superb​ ​(+5).​ ​He​ ​then​ ​rolls​ ​his​ ​attack​ ​and​ ​gets​ ​a​ ​+2,​ ​making​ ​it​ ​an 
  Epic​ ​(+7).​ ​His​ ​longsword​ ​is​ ​a​ ​Weapon​ ​2,​ ​so​ ​he​ ​deals​ ​a​ ​wopping​ ​nine​ ​shifts​ ​of​ ​stress​ ​to​ ​one​ ​of 
  his​ ​thanoi​ ​attackers​ ​who​ ​rolls​ ​its​ ​Athletics​ ​skill​ ​to​ ​defend.​ ​The​ ​thanoi's​ ​total​ ​comes​ ​out​ ​to​ ​be 
  Good​ ​(+3),​ ​so​ ​he​ ​ends​ ​up​ ​taking​ ​six​ ​shifts​ ​of​ ​stress​ ​and​ ​the​ ​severe​ ​concequence​ ​of​ ​"gutted​ ​and 
  bleeding​ ​out." 
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/Fate Hacks & Homebrews/Magic of Krynn (Fate Edition).pdf