Character Creation--Sorcery

So you want to play a sorcerer?

Brave choice!

For simplicity, I am offering only one type of sorcery, from the second edition of Fate, for use in TCOA.

There are 4 magical aspects and 4 magical skills in this system. The Aspects are Initiate of Fire, Initiate of Earth, Initiate of Air and Initiate of Water, each representing a tie to the respective elemental force. To be a mage requires only one level of one of these aspects, but such a mage will have access to a far more limited range of power than a more well rounded practitioner of magic would.

You can and indeed if you want large effects should take multiple ranks in the magical aspects.

The four magical skills (and their uses) are:
Evocation - Evocation is the preferred skill for combat, and is used for quick, usually forceful, expressions of power. For more sustained effects, summoning and mastery are usually more appropriate, but what it lacks in duration and finesse, it makes up in speed and power. Evocation is the favored skill of Fire Mages.
Summoning - The skill for bringing amounts of an element into existence and roughly shaping it (mastery is more useful for that, and the two skills are highly complementary). It is also useful for summoning creatures of the elements, but mastery is required to bind them. Summoning is favored by Earth Mages.
Mastery -Mastery is the ability to shape and control existing elements. It is arguably the most potent of the skills of magic, but it is also entirely dependant on the presence of material with which to work. Mastery is favored by Air Mages, who are rarely without a source of their element.
Dispelling - Beyond removing elemental matter, this is also the skill best suited to protection. While Mastery may allow a mage who takes his time to protect himself, only dispelling is fast enough to be usable in combat, and against evocations. Water mages favor this skill and its propensity to wear away any resistance with time.

Spellcasting is started by determining what element and skill is involved. Usually this is obvious, but in some cases more than one element may apply. In those situations, the GM may either allow a partial effect (such as destroying just the water in mud) or may rule that the mage must use their weakest aspect or skill. It is worth noting, living beings are considered to be a perfectly balanced combination of elements (Earth for form, Water for blood, Air for breath and Fire for life), so are very hard to target directly with any magics.

The next issue to determine is one of scope -how much of an element is summoned, shaped or dispelled, or how much force is deployed in an attack. The maximum scope is determined by the aspect level of the appropriate element. Scope is best judged roughly by the amount of material worked with, which breaks down according to the table below.

After element and scope have been determined, the character rolls the appropriate skill against the difficulty listed in the table. If appropriate, that difficulty is also the number a target must roll against to resist an effect.

Elemental Magic
Rank Scope Difficulty
0 Spark Average
1 Finger Fair
2 Fist Good
3 Body Great
4 Horse Superb
5 House Epic
6 Castle Legendary

Dispelling generally works as one level higher scope against summoned material. As such, 2 ranks of Fire magic could dispel a fist sized natural fire, or a body-sized magical one.

The character may not generate an effect with a scope greater than their appropriate aspect level.

It is also possible for a mage to summon elementals. These are simple creatures defined by a single aspect - Elemental (of the appropriate type). The level of that aspect is equal to the rank required to summon one and sets its difficulty. Thus, a tiny fire elemental (Fire Elemental 1) is a difficulty of Fair.

To bind an elemental, the character must first summon it (roll summoning skill vs. difficulty) then bind it (mastery vs. difficulty). A Mage may only have one elemental bound at a time. It.s worth noting that elementals are fairly obvious and have no real means to hide themselves. An elemental may be dispelled with a successful Dispel against their difficulty, using either their element or the opposed one (Fire v. Water, Earth v. Air).