Progress is coming along in the Pathfinder to Fate conversion. Today I did some thinking on how I would want magic to work in the game. The first thing I wanted to do, is try to balance the spell casters with the non-spell casters. If the front line guy can attack over and over with his weapon, than the wizard should be able to do the same with her spells. So I got rid of the idea that there were a limited number of spells that someone could cast 'per day.' This will require me to pay attention to what spells someone creates so that they don't have world changing magic that can be cast over and over and over again.
In the next couple days, I'll set out some rules for creating spells, and the arcane/divine difference. But what follows will be the bare-bones of the magic system.
I have also changed up my skill list a little bit. So I will post my changes made after the section dealing with magic.
For a person to use magic, they must have an aspect that shows where that magic comes from, how they got it. They also must take either the Arcane or Divine skill. Finally, they will have an Extra which will define how many spells a spell caster has at their disposal.
That extra will likely mirror a pathfinder counterpart. For instance, a spellbook, a familiar, a bloodline, a gift from a god, etc. This extra should be consistent with the aspect that gave the character her magic.
You will then define spells that will be ‘stored’ in that extra. The extra acts as your spell repository. When creating and adding spells to your extra, it must be clear which of the four actions from the Fate CRB the spell will do for you.
Your extra may only house a certain number of spells. The number of spells stored in your extra should be the total of your Arcane or Divine skill modifer, and add how many milestones your character has completed. A significant milestone will add an additional spell to the extra.
Kiera is a witch, who stores her spells in a familiar. She has an arcane skill at +4. Before completing any milestones, Keira may have 4 spells in her familiar. Once she has completed her first milestone, she may have 5, 6 after the second, and so on.
If a character has skill in both arcane and divine, you add the two skills together, and divide by two to determine the number of spells known.
Ayr is a mystic theurge with a +4 in divine and a +3 in arcane. Before completing any milestones, he would be able to know 3 spells.
Acumen (Knowledge Skills, Appraise, Linguistics)
Allure (Diplomacy, Perform)
Aptitude (Craft: all non-magic, Profession: all)
Arcane (Arcane Magic, Spellcraft)
Athletics (Climb, Swim)
Ballistics (Ranged Attack/Defense)
Burglary (Stealth, Sleight of Hand, Disable Device)
Celerity (Reflex Saves, Initiative)
Deceive (Disguise, Bluff)
Divine (Divine Magic, Spellcraft)
Finesse (Fly, Acrobatics, Escape Artist)
Nature (Handle Animal, Survival, Ride)
Physique (Fortitude Saves, CMD)
Resolve (Will Saves, Sense Motive)
Tenacity (Melee Attack/Defense, and CMB)
Thaumaturgy (UMD, Craft Magic Items/Potions/Scrolls)
These changes were to spread things out a little more, and allow for some more specialization. I think I like this list a little better than the first draft.