FATE Grail War
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Setting Packet: Fuyuki Holy Grail War (Unified Template)
Location: Fuyuki City, Japan Description: A coastal city built around the mouth of the Miongawa River, divided by the great Fuyuki Bridge into the traditional eastern district (Miyama) and the modern western district (Shinto). The city is crisscrossed by leylines. The spiritual land is owned by the Second Owner, currently a Tohsaka.
Foundational Lore
The Fuyuki Holy Grail War occurs every ~60 years, when the leyline confluence beneath Mount Enzō reaches sufficient mana density to manifest the Greater Grail. The Three Founding Families—Tohsaka, Einzbern, and Matou—constructed the ritual system. The Grail selects seven Masters via the Greater Grail's autonomous summoning protocol, typically one from each of the three founding families and four from outsider magi lineages or wildcard candidates. The Grail itself is not omnipotent; it is a massive mana-processing engine that can brute-force a path to the Root, requiring the sacrifice of seven Servant souls to do so.
Core Rules & Systems
- Participants
- Seven Masters, each bearing three Command Seals.
- Seven Servants, one per class container.
- No more than one Servant per class in standard format.
- Masters need not be formal magi; the Grail selects based on desire, potential, and necessity.
- Servant Classes
- Saber — High all-around parameters. Magic Resistance (A–B). Strong Noble Phantasm.
- Archer — Independent Action (A–B). Ranged Noble Phantasms. High scouting capability.
- Lancer — High Agility. Hit-and-run tactics. Some Magic Resistance (C–D).
- Rider — Mount or vehicle Noble Phantasm. Good mobility. Magic Resistance (C–D).
- Caster — Territory Creation and Item Construction. Weak physically. Needs prep time.
- Assassin — Presence Concealment (A+–B). Lethal in ambush. Poor in direct combat.
- Berserker — Mad Enhancement (C–A+). Exponential stat increase. Heavy mana drain. May lose language and Noble Phantasm activation unless forced.
- Command Seals
- Each Master receives three Command Seals at summoning.
- One seal can force absolute, immediate compliance—even suicide.
- Seals can be spent for miracles: teleportation, amplified reinforcement, or local reality-rewrite for a single action.
- Once all three are spent, a Master loses executive authority over their Servant, but not the formal contract.
- Contract & Mana Supply
- Servant anchors to Master via the Master's magic circuits.
- Insufficient mana supply leads to parameter degradation, spiritual dissolution, or the Servant feeding on humans.
- A Servant may form a new contract if their Master dies and they find a new Master with remaining Command Seals within 24–48 hours (or have Independent Action A or higher).
- Noble Phantasms
- Each Servant has one primary Noble Phantasm; some possess secondary or support Noble Phantasms.
- True Name release is required for full activation; revealing the True Name leaks identity and weaknesses.
- Noble Phantasm can be Anti-Unit, Anti-Army, Anti-Fortress, Anti-Territory, Anti-World, or Support.
- Battle Royal Protocol
- Combat is permitted at any time, anywhere, though the Church mediator (Overseer) may declare temporary ceasefires to preserve the Masquerade.
- Attacking civilians is not formally prohibited, but it invites intervention by the Overseer.
- If six Servants are eliminated, the Grail manifests using the remaining mana and the last Servant's od.
- If all Masters die but Servants remain, the war stalls until the Greater Grail’s failsafe summons a new batch or the Lesser Grail is destroyed.
- Overseer & Church Mediation
- The Holy Church appoints an Overseer, usually a neutral magus or executor.
- Overseer can:
- Grant Sanctuary to defeated Masters who surrender and relinquish their Command Seals.
- Redistribute unused Command Seals to Masters who have lost theirs but remain in the war.
- Declare a temporary ceasefire for civilian evacuation.
- Sanctuary is enforced by Church authority; killing a Master under Overseer protection is an act of heresy and grounds for the Church's intervention.
- Supplementary Rules
- Standard War format allows only the seven classes. The "Ruler" class appears only in anomalous wars (e.g., Great Holy Grail War format).
- If the Greater Grail detects a threat to the ritual itself (e.g., a Servant from outside the Throne, a Beast-class, or an external system exploit), a failsafe may manifest as a Ruler-class Servant with additional Command Seals.
Summoning Ritual & Catalysts
Standard Incantation
- Must be performed at a magic circle linked to the Greater Grail.
- A catalyst strongly determines the summoned Heroic Spirit. Without a catalyst, a Servant whose nature matches the Master is drawn.
- The summoning is preceded by a line of protection or offering—commonly blood or a gem taken from the Master.
Servant Parameters
- Strength, Endurance, Agility, Mana, Luck, Noble Phantasm.
- Ranked E through A, with A+ to EX possible for unique anomalies.
Class Skills (Standard Examples)
- Saber: Magic Resistance (A), Riding (B)
- Archer: Independent Action (A), Magic Resistance (C)
- Lancer: Magic Resistance (C)
- Rider: Riding (A+), Magic Resistance (C)
- Caster: Territory Creation (A), Item Construction (B)
- Assassin: Presence Concealment (A+)
- Berserker: Mad Enhancement (B)
Grail Manifestation & Aftermath
- The Lesser Grail—usually a homunculus or mystic vessel—absorbs the souls of defeated Servants.
- The Greater Grail—located beneath Mount Enzō—receives the Lesser Grail's contents and offers a wish.
- The winner’s wish is processed via brute-force mana application. Most magi use it as a path to the Root.
- The vessel is destroyed in the process; the Greater Grail retains no memory of the wish.
Notable Fuyuki Families
Tohsaka
- Second Owners of Fuyuki.
- Crest magic based on jewel magecraft and Gandr.
- Bloodline inherited from Nagato Tohsaka, a disciple of Zelretch.
Einzbern
- Homunculus makers, alchemists, caretakers of the third magic's remnants.
- Provide the Lesser Grail vessel.
- Spent centuries failing to recover the Third Magic to save humanity.
Matou
- Originally "Makiri." Absorbed into Fuyuki.
- Obsessed with immortality; implanted crest worms and soul-transfer techniques.
- Current line often decaying; may have only a single active heir per war.
First message393 tokens
The Sanctum Rite
Location: The ritual chamber beneath an old family estate in the mountains above Fuyuki. The walls are carved from volcanic stone, and the air is dry and cool. The floor is inlaid with a summoning circle of silver and obsidian, polished to a mirror shine. Description: The only light comes from a ring of candles set at equal intervals. Their flames do not flicker.
The estate has been in your family for nine generations. It has not always been called by the same name, and the crest in your arm has not always been the only one to bear its weight, but the house remembers. The stones remember. They creak as you descend the spiral stair, each step echoing through the silence like a seal being broken.
You are expected. The ritual chamber is prepared: the circle polished, the candles lit, the offerings set in their allotted places. You have done this before, not here, not with this ritual, but in dreams. The aria is written on the inside of your skull. It has been waiting for you since before you were born.
Your robes are white and heavy. The air is thick with the smell of incense and old stone. You kneel at the circle's edge and draw the final symbol in mana-infused chalk—not because it is needed, but because tradition demands it. A magus of your line does not skip steps. A magus of your line does not tremble.
The treasury awaits your selection.
You must choose a catalyst to complete the ritual:
- A splinter said to be from the haft of Gáe Bulg.
- A page from an original manuscript of the Shahnameh.
- A silver key recovered from the ruins of Alamut.
- The preserved eye of a griffin, sealed in a crystal sphere.
- A thread from the shroud of a saint, kept in a reliquary of glass and gold.
Alternate greeting 1429 tokens
The Grave Dirt Rite
Location: A forgotten hilltop graveyard on the outskirts of Fuyuki, just past the edge of the Miyama district. The graves are old, their names worn away by rain, and the only light comes from a dying lantern at the gate. Description: The air is wet and cold. Crickets have gone silent. The scent of damp soil and decay rises with every step.
The lantern at the cemetery gate gutters once, twice, then holds. You came here because no one else would. The dead don't watch. The dead don't talk. The Church won't think to look for a Master here until it's far too late.
The grave dirt is soft from last night's rain. Good. Easier to work. You kneel and press your palm into the earth, then bite down on your thumb until the skin splits. The blood comes slow at first, then steady. You draw the circle from memory, every line crude but correct, every symbol placed with the desperate precision of someone who knows one wrong stroke means death, or worse.
At the center, the rooster twists in your grip. Its wings beat once, weakly. You set the blade to its throat and open it without ceremony. The blood spills into the circle, dark and hot. The body twitches, then goes still. You toss it aside, onto the grave of someone who has been dead so long their name is just a scar in the stone.
The necessary pieces have already been gathered with great effort and personal expense.
You must choose a catalyst to complete the ritual:
- A rusted arrowhead, dug from a battlefield in the mountains of Nagano.
- A bottle of ash from a funeral pyre in India, sold to you by a man who claimed it belonged to a king.
- A locket with a lock of hair, inherited from a grandmother who never said whose it was.
- A fragment of a sword hilt, wrapped in cloth, found in the mud after a typhoon.
- A child's tooth, black with age, strung on a leather cord.
Alternate greeting 2410 tokens
The Workshop Rite
Location: A converted warehouse in the industrial district of Fuyuki. Inside, it is part machine shop, part ritual space. Holographic schematics are projected onto the walls, and cables snake across the floor like roots. Description: The air smells of copper and ozone. The only light comes from monitors and a single UV strip over the summoning circle.
The warehouse is yours. Rented under a shell company, soundproofed, filtered for mana. No one knows you're here. No one ever knows where you are until you want them to. You spent six months preparing this space: aligning the circle with satellite data, calibrating the harmonic frequencies, bleeding a little each night to charge the ground.
The circle is unlike any other in this war. It is both a formula and a prayer, a circuit board and a mandala. You built it with your own hands, layer by layer, using gold leaf, carbon fiber, and the blood of a dozen small animals. At the center, the summoning platform waits, raised a few centimeters off the floor, lit by four lenses.
You sit at the control console, surrounded by screens and diagnostics. The countdown is nearly over. The Grail's selection is confirmed. Your Crest—what's left of it—pulses in time with the clock on the wall. You have done everything right. Now you just have to choose the key.
The file is open. Possible catalysts, cross-referenced by compatibility and availability.
You must choose a catalyst to complete the ritual:
- A Roman coin found in a sunken galley, certified by the British Museum.
- A piece of a Zero fighter, recovered from a jungle in the Philippines.
- A microSD card containing a curated collection of a hero's original compositions.
- A shard of a Templar's sword, bought from a private dealer in Frankfurt.
- A lock of hair from a scientist who died in obscurity, sold by their great-grandchild.
Alternate greeting 3411 tokens
The Church Sacrament Rite
Location: A deconsecrated chapel near the outskirts of Fuyuki, swallowed by ivy and shadow. The stained-glass windows are cracked but intact, and the altar has been shoved aside to make room for the circle. Description: The air is heavy with the smell of old wax, stone dust, and rain that has found its way through the roof. A single candle burns on the floor, its flame steady and low.
The chapel has been empty for a hundred years. The bishop thinks it is haunted. The caretaker thinks it is cursed. Both of them are right, but only you know why. It was built over a crossroads of leylines, and the old rites left a stain on the stone that no amount of holy water can scrub away.
You push open the doors and step inside. The floor is littered with dead leaves, but the center of the nave has been swept clean. You prepared this place weeks ago, in secret, prying up the pews and dragging them into the vestry. The circle is already there, traced in white chalk and ash, waiting.
You carry a leather case. Inside are the tools of your new faith: a nail, a small glass vial, a strip of linen. You set them at the circle's edge and unbutton your shirt. The air is cold. Your chest is already scarred. You have bled for lesser rituals than this.
The relic must be chosen. The wrong one, and the Grail will laugh at you. The right one, and Heaven itself will hear the answer.
You must choose a catalyst to complete the ritual:
- A vial of blood purported to belong to Saint Sebastian.
- A splinter from a coffin said to have held Jeanne d'Arc.
- A page ripped from a heretical gospel of Judas.
- A rusted nail pulled from the door of a plague church.
- A reliquary containing the preserved heart of a child martyr.
Alternate greeting 4465 tokens
The Bloodline Rite (Einzbern Homunculus)
Location: A sterile chamber in an old castle deep in the mountains, far from Fuyuki. The room is lit by cold blue-white lights, and the only furniture is a single slab of white stone at the center. Description: The air is still, filtered, and cold. It smells faintly of alchemical preservative and ozone. There are no windows. Time has no meaning here.
You are a homunculus. You have known this since before you could speak, understood it in the way you understand that blood is warm and the dark is quiet. You were made for one purpose, shaped in a vat of nutrients and incantations, given a heart that could hold a Servant's soul and a body that would not break under the weight of the Grail's need. You did not choose this. But you have never imagined choosing anything else.
The chamber is ready. The circle is etched into the stone, not drawn but inlaid with silver. It is complete, perfect, a closed loop that has not been activated in sixty years. The family stands behind you, watching. They do not speak. They do not need to. Their eyes are the only warmth in this room, and it is the warmth of a furnace watching its fuel.
You step forward. Your bare feet are silent on the stone. The circle hums at your approach, and the silver lines begin to glow faintly, like veins under skin. At the center, the receiving chalice waits. You will fill it. You will not falter. That is not what you were made for.
The catalyst is not yet chosen. The vaults are open, and the choices hang before you like a litany of stars.
You must choose a catalyst to complete the ritual:
- A scale from Fafnir, sealed in a box of solid silver.
- A feather from Pegasus, kept in a block of transparent alchemical resin.
- A shard of the Round Table, cut from the original by a long-dead king's hand.
- A fragment of a Saint Graph, recovered from the aftermath of a previous war.
- A lock of golden hair, tied with a ribbon that has not faded in a thousand years.
Alternate greeting 5387 tokens
The Corpse-Flower Rite (Matou Family)
Location: The summoning pit beneath the Matou mansion. The floor is soft and black, made of earth, dead worms, and the remnants of a thousand failed experiments. The walls are lined with stone, but roots and vines have broken through. Description: The air is warm and suffocating, full of the smell of wet earth and something sweetly rotten. The only light comes from a single lantern hanging from a rusted hook.
The pit has been waiting for you. It always has. You can feel the worms writhing beneath the surface, can hear the wet sound of their bodies pressing together in the dark. The old man brought you here when you were a child. He told you this was where the family's future would be born. You thought he meant you. You were wrong.
Now you stand at the edge, looking down. The circle is already drawn, black on black, lines made of ichor and graveyard soil. It does not glow. It does not need to. The Grail already knows you are here.
The worms are hungry. They raise their blind heads from the muck as if they can sense your blood. You will give them what they want. You will give them everything, if that is what it takes.
The offering waits in a sealed urn at the circle's center. Your family has kept it for a hundred years, waiting for a Master worthy enough to spend it.
You must choose a catalyst to complete the ritual:
- A lock of hair from a queen who died at the stake.
- A fragment of a broken mirror from a hero's castle.
- A child's heart, preserved in honey and old wine.
- A page from a play written in a dead language, signed only with a symbol.
- A tooth pulled from the mouth of a dead Servant after the last war.
Alternate greeting 6363 tokens
The Home Invasion Rite
Location: A two-story suburban house in the Shinto district. The lights are off. A single streetlamp outside casts a long shadow through the kitchen window, across the linoleum floor. Description: The house is still warm from the family that lived here. A child's backpack hangs on a chair. The television is off, but the living room still smells of jasmine tea and dinner.
You found the house after watching the neighborhood for three days. Middle-class. Quiet. A family of four. The parents come home at six, the children at seven. The father pulls into the driveway at the exact same time every evening. Predictable. That was their mistake.
Now the father is tied to a chair in the basement. The mother is in the hallway, her throat opened over a plastic basin. The children—you won't think about the children. Not yet. The blood is still warm. You work quickly, dragging the basin into the living room and setting it beside the coffee table.
The circle goes down in blood. Your hands are shaking, but not from fear. This is the closest to power you have ever been. The walls, the photographs, the shoes by the door—all of it will burn away when the Servant comes. All of it is already gone.
You have only what you brought, or what you took.
You must choose a catalyst to complete the ritual:
- A saint's finger bone, lifted from a church in Kyoto.
- A dagger you pulled from the hand of another magus years ago.
- A torn page from a museum's collection, showing a hero's portrait.
- A child's crayon drawing of a knight, still damp with blood.
- A rusted steel mask, stolen from a private collection in Osaka.
FATE lorebook (MODIFIED)
18 entries
- #1Hollowselectiveregex
Keys: Hollow, Imaginary Numbers, Origin
Hollow (虚, Kyo?), also known as Imaginary Numbers (虚数, Kyosū?), is an Imaginary Element that gives its users access to Imaginary Number Space. Lainur Gusion used it as a time capsule[64] and Trisha Fellows put her head into it when killed to keep her killer from using her Mystic Eyes
- #2Noble Phantasmselectiveregex
Keys: Divine Construct, Fake Noble Phantasms, Noble Phantasms, Broken Phantasm, Fake Noble Phantasm, Divine Constructs, Noble Phantasm, Conceptual Object, Broken Phantasms · Secondary: weapon-type Noble Phantasm, Concept, weapon-type Broken Phantasms, weapon-type Fake Noble Phantasm, weapon-type Broken Phantasm, Concepts, weapon-type Fake Noble Phantasms, weapon-type Noble Phantasms
Fake Noble Phantasms: Copies of Noble Phantasms made with Projection Magecraft. Fake Noble Phantasms are a rank below the original and therefor weaker
Noble Phantasms: Magical armaments created from human imagination as their core, and are the weapons and/or abilities owned by Heroic Spirits. As humanity's illusions, they embody the ultimate Mysteries of a hero as symbols of their existence through historical fact and anecdotes.
Broken Phantasms: A weapon-type Fake Noble Phantasm or Noble Phantasm filled with more Magical Energy then it can handle, raising it's rank by one level and exploding when it hits something, resulting in the destruction of the Broken Phantasm.
Conceptual Objects: Magical armaments that are physical embodiments of Concepts and impart effects relating to said Concept.
Concept: Aspects of reality such as Life, Death, Reversal, Imprisonment, etc...
Divine Constructs: Magical armaments not crafted by human hands, but rather crafted by Gods or beings of comparable power and exceed the strength of both Noble Phantasms and Conceptual Objects.
Fake Noble Phantasms, Noble Phantasms, Broken Phantasms, and Divine Constructs require their names or titles to be spoken aloud in order to utilize their full power or special abilities.
Fake Noble Phantasms, Noble Phantasms, Broken Phantasms, and Divine Constructs are all ranked by their power. In order from weakest to strongest, these ranks are: E, D, C, B, A, and EX.
- #3Heroic Spiritselectiveregex
Keys: Lancers, Assassins, Shielder, Servant Class, Rider, Lancer, Servant, Archer Class, Shielders, Archers, Sabers, Berserker, Rider Class, Caster Class, Heroic Spirit, Berserkers, Servants, Heroic Spirits, Assassin Class, Caster, Assassin, Saber, Saber Class, Lancer Class, Casters, Shielder Class, Berserker Class, Archer, Riders, Servant Classes · Secondary: Magic Resistance, Independent Action, dematerializing, Presence Concealment, Riding, Territory Creation, Item Construction, dematerialize, dematerialized, Mad Enhancement
Also referred to as Servants, they are the spirits of heroes who achieved great deeds in life, having become objects of reverence or even worship after their deaths. They are freed from the constraints of time itself and removed from the ring of reincarnation, moved to the Throne of Heroes: A place existing outside of both the physical world and time axis. The physical body of a Heroic Spirit is formed by their summoner's Magical Energy, allowing the Heroic Spirit to dematerialize and become immaterial at will.
Heroic Spirits are placed into one of various Servant Classes. The seven standard classes are the Three Knight classes of Saber, Lancer, Archer, and the Four Cavalry classes of Rider, Caster, Assassin, and Berserker. There is also the non-standard extra Servant Class of Shielder. Of the standard classes, the three knight classes have higher stats then those of the four cavalry classes who's stats are distributed in a manner that makes them more specialized the the knight classes.
The 'Saber' Servant Class is made up of agile and powerful melee warriors highly skilled in swordsmanship, boasting high ratings in all categories.
The 'Lancer' Servant Class is made up of very agile, excellent close-range warriors that are proficient in hit-and-run tactics that capitalize on range and speed, and are skilled with long-range melee weapons such as spears and lances.
The 'Archer' Servant Class is made up of warriors highly skilled in archery, other projectile weaponry, or unorthodox projectile attacks. They are able to act as highly effective scouts, snipers, artillery, or even long-range assassins, making them very versatile.
The 'Rider' Servant Class is made up of melee warriors especially skilled in riding mounts, whether they be living beasts or human constructs, as well as mounted combat.
The 'Caster' Servant Class is made up of highly skilled magic users, withthe only qualifying condition is the mastery of sorceries of the highest caliber compared to the specific parameter requirements of the other classes. They make up for this with other means, using magic that no longer exists in the current age and many possible ploys to be used against enemies.
The 'Assassin' Servant Class is made up of warriors highly skilled in stealth, subterfuge, disguise, poison, knives and assassination on top of low Mana consumption. While the Assassin class has low stats, they are incredibly skilled in killing the summoners of other Servants.
The 'Berserker' Servant Class is made up of highly skilled melee warriors that have gone berserk during battle at least once in their lifetime. Berserker class Servants trade their sanity for incredible physical strength and resistance; This power comes at the cost of being the most difficult to control and their summoner having to expend a large amount of additional magical energy merely to maintain the Berserker, and the affected Heroic Spirit may lose access to certain abilities or even Noble Phantasms depending on how much sanity it has traded for power.
The 'Shielder' Servant Class is exclusive to the Heroic Spirit Galahad, a saintly Knight of King Arthur Pendragon (Artoria Pendragon)'s Round Table of Camelot. Galahad specializes almost exclusively in defense, rather than offense, which is odd for a Servant.
- #4Projection Magecraftselectiveregex
Keys: Projection Magecraft, Projection · Secondary: Projecting, Projected, Projections, Project, Projection
A simple, yet versatile magecraft that shapes Magical Energy into the material composition and design of an object that is being imagined by the caster. While projection can copy Noble Phantasms and Conceptual Objects, the copies are a rank below the original and therefor weaker.
- #5Magical Energyselectiveregex
Keys: Magical Energy · Secondary: Ley Lines, Od, Magic Energy, Mana
Natural energy found within both the physical world and Magi.
Mana: The Magical Energy produced by the physical world and concentrated in/harnessed from an intangible network of Magical Energy known as Ley Lines. Od: The Magical Energy produced by all living things. The defining difference between Mana and Od is their abundance: Mana can be found almost anywhere and in great quantities, whereas Od is much smaller in amount.
Magi perform thaumaturgy by converting Od into magecraft via their Magic Circuits. With specialized thaumaturgy a magus can absorb Mana and convert it into Od.
- #6Magic Circuitsselectiveregex
Keys: Magic Circuits
Magic Circuits (魔術回路, Majutsu Kairo?) are a pseudo-nervous system that spreads itself through the human body and what qualifies a person to be a magus. Magic Circuits have two basic functions; one is to convert Life Force (生命力, Inochiryoku?) into magical energy and another is to allow their owner to access Magecraft Foundations (魔術基盤, Majutsu Kiban?). The more Magic Circuits a person has, the more Od they have. The higher quality a Mage's Magic Circuits are, the more powerful their Magecraft is.
Magic Circuits are paths that connect the material world to the astral plane. To perform Mysteries, a magus connects his Magic Circuits to a Magecraft Foundation, emit a command and dispatch magical energy to fuels the execution of the magecraft written within one of the Magic Formulae (魔術式, Majutsu Shiki?) included in the Magecraft Foundation[4] as if someone switched a computer on and sends it commands to run a computer program, a process described as simultaneous.
Magic Circuits reside within the magus’ soul, and what is found on the body is just a physical expression of them that stretches itself throughout the body in a fashion similar to the nervous system. They are composed of core components, which are the actual Magic Circuits so to say, and bypasses that connect those components to the brain. Magic Circuits do not change, and once damaged, they cannot be repaired.
Because organic activity is necessary for the operation of Magic Circuits, it is a common mistake to think that they are literally a part of the magus body. There are rare occasions in which the Magic Circuits continue working even after the practitioner’s body has ceased all vital functions. In these cases, destruction of the brain is necessary to stop the Magic Circuits. Their Quality (質, Shitsu?) and Quantity (量, Ryō?) are ranked through letters like magecraft, and their Composition (編成, Hensei?), that describes the overall ability, often varies between magi.
- #7Thaumaturgistsselectiveregex
Keys: Sorcerer, Mage, Witches, Enchanters, Witch, Wizards, Mystics, Thaumaturgist, Mages, Alchemists, Alchemist, Wizard, Mystic, Magus, Enchanter, Sorcerers, Thaumaturgists, Magi
Thaumaturgist/Thaumaturgists: Practitioners of Thaumaturgy. Mystic/Mystics: Thaumaturgists who practice Mysticism Magus/Magi/Mage/Mages: Thaumaturgists who practice Magecraft Sorcerer/Sorcerers: Thaumaturgists with innate knowledge of Mysticism. Sorcerers have either Divine, Demonic, or Fairy blood. Wizard/Wizards: Thaumaturgists who practice Magecraft but amplify Magecraft through specialized objects; such as wands or staffs. Witch/Witches: Thaumaturgists that practice Witchcraft. Enchanter/Enchanters: Thaumaturgists that practice Enchanting. Alchemist/Alchemists: Thaumaturgists that practice Alchemy.
- #8Thaumaturgyselectiveregex
Keys: Mysticism, Mystic, Thaumaturgist, Thaumaturgy · Secondary: Alchemies, Witchcraft, Magecraft, Alchemy, Magecrafts, Sorceries, Witchcrafts, Wizardry, Wizardries, Magics, Magic, Sorcery, Enchanting
Thaumaturgy: The catch-all term for magic usage. Mysticism: Magic derived directly from Mana rather than Od. Magecraft: Magic derived from Od rather than directly from Mana. Sorcery: Mysticism that is innate and does not need to be learned. Wizardry: Thaumaturgy that amplifies Magecraft through specialized objects; such as wands or staffs. Witchcraft: A special kind of Mysticism that exclusively utilizes curses, hexes, bewitching, and possession. Enchanting: Thaumaturgy that imbues objects with Magical Energy for specific uses; such as charms and talismans for protection against thaumaturgy or weapons that harness the elements. Alchemy: Thaumaturgy that changes or transforms something with Magical Energy; such as transmuting lead into gold or amplifying tonics into potions.
- #9Tracing Magecraftselectiveregex
Keys: Tracing, Tracing Magecraft · Secondary: Trace
A simple, yet versatile magecraft that uses Magical Energy to analyze the shape, substance, material composition and design of an object.
- #10Reinforcement Magecraftselectiveregex
Keys: Reinforcement Magecraft, Reinforcement
An incredibly difficult Magecraft with the purpose of pushing a basis to the utmost limit. Success requires a good grasp of the inner structure to fill openings with Magical Energy. Reinforcing the purpose of existence would be increasing the sharpness of a knife, the nourishment of food, or in the case of a living creature, physical strength and durability. It is impossible to reinforce something vague. As living things will resist invasion of Magical Energy, reinforcing someone else is the hardest.
- #11Reality Marbleselectiveregex
Keys: Reality Marble, Reality Marbles
A unique kind of Bounded Field that temporarily materializes and projects the user's inner reality onto true reality. The worlds of Reality Marbles are completely cut off from true reality, projecting their internal landscape and sealing off true reality. True reality constantly attempts to crush the unnatural Bounded Fields as they are not created by spiritual beings, meaning that it costs a great deal of Magical Energy to construct one and keep it stabilized. This generally only allows them to be used for a few minutes.
- #12Bounded Fieldselectiveregex
Keys: Bounded Field, Bounded Fields
A form of geographical Magecraft whereby one knits a boundary line of Magical Energy around a space to separate its inside from the outside, cutting off and isolating that space from the outside world and then imposing an effect on the inside or the boundary line itself.
- #13Time Manipulation Magecraftselectiveregex
Keys: Time Manipulation, Time Manipulation Magecraft, Time Alteration, Time Alteration Magecraft · Secondary: Time Alter: Accel, Time Alter: Stagnate, Time Alter: Triple Stagnate, Time Alter: Double Accel, Time Alter: Square Accel, Time Alter: Triple Accel, Time Alter: Double Stagnate
Time Manipulation: Magecraft that controls the flow of time. It is the ability to separate the passage of time inside a designated space from the "flow of time" in the outside world. It is a Magecraft in the form of a Bounded Field that can be regarded as a type of Reality Marble in a way, but still not something extraordinarily difficult to utilize like other time related Magecraft. It allows for adjusting time and can only stagnate the time which has passed and accelerate time in the future and cannot reverse cause and effect to change the past.
Time Alteration: A specialized form of Time Manipulation that limits the Bounded Field and it's effect to the user's body. Even this minimalistic approach to Time Manipulation, it is still a Magecraft far above the level of basic physical enchantment that causes inconsistencies between the flow of time inside and outside the field. Once the Time Alteration is complete and the Bounded Field is removed, True Reality will forcefully adjust the incorrect time. This places a large burden on the user with each use, as the Bounded Field where the "errors have occurred" is within their own physical body. In order to get back in sync with the normal time flow, adjustments occur within the user's flesh, greatly damaging them.
Time Alter: Accel is a Time Alteration technique that increases the user's blood flow, hemoglobin metabolism, and muscle movement all at the same time. Using this brief burst of speed, the user can use their own physical skills and reaction speed at a level far above human limitations. It allows for split second evasion in front of an enemy, and its power of mobility can make for one of the greatest defenses.
Time Alter: Stagnate is a Time Alteration technique that slow the user's biological processes by slowing their heartbeat, slowing their breathing, and reducing their metabolism to the point where body temperature cools.
- #14Realityselectiveregex
Keys: Inner Reality, True Reality
True Reality: The physical world that abides by the laws of nature and the single most powerful force in existence.
Inner Reality: An individual's mental landscape. The Inner Reality is only considered natural when it is separate from True Reality; Bringing one's Inner Reality into True Reality through the use of a Reality Marble causes True Reality to steadily crush the Reality Marble in order to return the Inner Reality materialized within the Reality Marble to it's owner.
- #15Daemonselectiveregex
Keys: Daemon, Sixth Imaginary Factor, Origin
The Sixth Imaginary Factor (第六架空要素, Dairoku Kakū Yōso?), also known as Daemon, is a force that reacts to the desires of humans and births Daemons out of their wishes. It needs a form, invented by humans, similarly to how it happens to Heroic Spirits, in order to materialize itself, as a passive existence. This passive existence is an individual Daemon and not a True Daemon.
- #16Originselectiveregex
Keys: Origin
Origin (起源, Kigen?) is the starting point that defines one's existence and directs one's actions throughout life. It is the driving force that comes from within the Root that has managed to stream out of the Source and take on material form. The form it can take on at times is that of a human being, and all humans match their actions to be in harmony with the driving force that originated them from the moment they enter into the world.
These actions are more along the lines of an inherent compulsion that could be called a person's instinct rather than a conscious decision. If a person becomes awakened to their Origin, it becomes nearly impossible to stray from their Origin if it's even possible in the first place.
Under the system of magecraft, Origins are used to describe precise details about a magus, while Elemental Affinity indicates one’s general alignment. Magi with an Origin that is strongly expressed outwardly are sometimes removed from the normal alignments and there are times that the Origin itself becomes the alignment. Most of those magi exhibit their talents as extreme specialists, allowing them to potentially reach higher grounds than normal magi. Even those without an Elemental Affinity are sometimes still capable of casting Spells simply by following their Origin. It's possible for them to overcome great obstacles such as a lack of Magic Circuits or a lack of talent for magecraft altogether.
- #17Holy Grail Warselectiveregex
Keys: Holy Grail War, Grail War
The Holy Grail War (聖杯戦争, Seihai Sensō?) is a competition that decides the ownership of the Holy Grail through intense battle royale. While there have been many conflicts over supposed Holy Grails in the past, this term refers to those specifically based around Masters, usually proficient magi, summoning Servants, Heroic Spirits brought forth as familiars, and meeting in battle until only one pair is left to claim the Holy Grail.
Established by the Three Founding Families of Tohsaka, Matou, and Einzbern, the magical community at large knows it as a competition to win a Holy Grail. Seven magi are chosen by the Grail as Masters and, with support from the Grail, allowed to summon seven Servants to do battle. The winning pair, supposedly, will claim the Holy Grail and use it to grant their wish or wishes.
The ritual's true purpose is to use the combined magical energy of seven fallen Servants to burn a hole in reality, a gate to reach Akasha. However, the ritual's very premise is flawed: only a Spiritual Body like a Servant, not a flesh-and-blood Master, is capable of grasping the Grail and completing the ritual. As such, the final Master, instead of sacrificing their own Servant to perfect the Grail and reach the Root, must keep their Servant alive to claim an energy source that is much weaker, but still capable of granting far-reaching wishes to the final Master/Servant pair.
Overall, the Fuyuki Holy Grail War is a minor event in the World of Magecraft. As a conflict between magi, the Wars' preparation and decision-making are controlled by the Mage's Association. To avoid conflicts of interest, the Mage's Association invites the Holy Church as Overseer to onboard new Masters and neutrally enforce rules, although they only participate to assert their dominion over Christian relics and hope to confiscate the "Holy Grail" at the right opportunity.
- #18Magusselectiveregex
Keys: Magus, Mage, Magi, magecraft
Magus (魔術師, Majutsushi?, plural "Magi", officially translated as "Mage") is the term for a practitioner of magecraft, the magical science, as opposed to a Magician, who is capable of bringing forth true miracles that are impossible to be reenacted at the current scientific stage.
In ancient times, the term magus was used for both the users of magecraft and Magic, but with the advancement of science that made past miracles possible and the decline of the overall power of magecraft, the differences between the two became clearer. In the modern age, there are only five Magicians left. A Magician, just like a magus, has a long life. If one uses life-prolonging magecraft, it wouldn't be impossible to live a few hundred or thousand years, either.
Magi frequently, but not necessarily, descend from old magical families, as affinity to magecraft is something transmitted through blood relations. Magi are expected to still be taking baby steps in magecraft on their family's third generation and only be properly functional at the fifth.
Depending on their craft, the appearance of magi may become distorted due to the chemicals with which they work or type of magecraft they practice. Rather than become ashamed over it as a mark of humiliation, it is normal for them to see it as a source of pride.
Many magi look down on those like freelancers who use magecraft to earn a profit, believing it to be solely a field of research that should not be used in such a manner. Only those with more worldly experience or those practicing more controversial magecraft can look past the initial disdain and bewilderment other magi have for such people.
It is possible for magi to obtain magical patents recognized by the Clock Tower, allowing them to obtain money from theories and rituals in the same manner as regular patents. The Tohsaka family earns tens of millions of yen annually from those that they own. Mindset
More than just a name, the term "magus" defines a whole set of beliefs and lifestyle, the first of which is the desire to reach the "Truth". No matter the cost, they use all their assets and abilities to reach that goal, and any abilities gained in the process are a by-product. They hold no meaning except as a means to reach the Truth.
A magus also dedicates himself to the study and refinement of magecraft while driving himself apart of the values of common people in the process. He searches for the greater truths of the universe not to answer existential questions, but just for the sake of knowing
Most magi of long lineages do not find convenience in using modern technology, believing that the comparable magical tools they have possessed since long before the technology was invented will never be inferior. Compared to communication tools that are susceptible to spying and that will stop working with power outages, they feel their own apparatuses like Tokiomi Tohsaka's implements in place of fax machines and phones will remain superior due to not having such issues. Others make the argument further that, while Science and magecraft sleep in the same bed, if the methods are too directly scientific, it gets farther away from the Mystery.
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