FATE lorebook (Trimmed)
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FATE lorebook (Trimmed)
13 entries · scan depth 50 · budget 500 tokens · recursive scanning on
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- #1Noble Phantasm
Keys: Fake Noble Phantasms, Broken Phantasm, Divine Constructs, Divine Construct, Broken Phantasms, Conceptual Object, Fake Noble Phantasm, Noble Phantasms, Noble Phantasm
Enabled · Selective (AND ANY) · Depth 4 · role not set · Order 10 · 100%
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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.
- #2Heroic Spirit
Keys: Berserker, Lancer, Berserkers, Servant Classes, Sabers, Rider Class, Servants, Servant, Lancers, Lancer Class, Casters, Assassin Class, Archers, Assassins, Berserker Class, Shielder, Caster Class, Heroic Spirit, Heroic Spirits, Assassin, Archer, Saber Class, Shielders, Servant Class, Saber, Caster, Shielder Class, Riders, Archer Class, Rider
Enabled · Selective (AND ANY) · Depth 4 · role not set · Order 10 · 100%
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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.
- #3Projection Magecraft
Keys: Projection, Projection Magecraft
Enabled · Selective (AND ANY) · Depth 4 · role not set · Order 10 · 100%
Entry settings
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.
- #4Magical Energy
Keys: Magical Energy
Enabled · Selective · Depth 4 · role not set · Order 10 · 100%
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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.
- #5Magic Circuits
Keys: Magic Circuits
Enabled · Selective (AND ANY) · Depth 4 · role not set · Order 10 · 100%
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Magic Circuits are an intangible pseudo-nervous system that spreads itself through the human body and what qualifies a person to be a thaumaturgist. 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.
- #6Thaumaturgists
Keys: Mystic, Alchemist, Enchanters, Mystics, Wizard, Witch, Magus, Thaumaturgists, Thaumaturgist, Sorcerers, Witches, Alchemists, Mages, Wizards, Sorcerer, Enchanter, Mage, Magi
Enabled · Selective · Depth 4 · role not set · Order 10 · 100%
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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.
- #7Thaumaturgy
Keys: Mystic, Thaumaturgy, Mysticism, Thaumaturgist
Enabled · Selective · Depth 4 · role not set · Order 10 · 100%
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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.
- #8Tracing Magecraft
Keys: Tracing, Tracing Magecraft
Enabled · Selective · Depth 4 · role not set · Order 10 · 100%
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A simple, yet versatile magecraft that uses Magical Energy to analyze the shape, substance, material composition and design of an object.
- #9Reinforcement Magecraft
Keys: Reinforcement Magecraft, Reinforcement
Enabled · Selective · Depth 4 · role not set · Order 10 · 100%
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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.
- #10Reality Marble
Keys: Reality Marbles, Reality Marble
Enabled · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
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.
- #11Bounded Field
Keys: Bounded Fields, Bounded Field
Enabled · Selective (AND ANY) · Depth 4 · role not set · Order 10 · 100%
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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.
- #12Time Manipulation Magecraft
Keys: Time Manipulation Magecraft, Time Manipulation, Time Alteration, Time Alteration Magecraft
Enabled · Selective (AND ANY) · Depth 4 · role not set · Order 10 · 100%
Entry settings
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.
- #13Reality
Keys: True Reality, Inner Reality
Enabled · Selective (AND ANY) · Depth 4 · role not set · Order 10 · 100%
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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.
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