The worlds of Fabula Ultima are innately magical, bound together on an atomic level by a stream of eternal souls. Because of this, many creatures can wield magic, manipulating soul energy to create supernatural effects.

SPELLS AND RITUALS

Magic in Fabula Ultima falls within one of two categories: spells or Rituals.

While powerful and extremely flexible, Rituals consume large amounts of Mind Points and require difficult Magic Checks; additionally, failing a Ritual will cause the magic to spiral out of control. While these downsides can be mitigated through time, effort, and complex procedures, the truth remains that Ritual magic is a powerful resource... but one that should be used sparingly.

The mechanics governing spells and Rituals can be found in the next pages.

MAGIC DISCIPLINES

This book features a total of six disciplines: Arcanism, Chimerism, Elementalism, Entropism, Ritualism, and Spiritism. Five of these correspond to a specific Class: Arcanist, Chimerist, Elementalist, Entropist, and Spiritist, whilst Ritualism is available to all of these Classes, except for Arcanists.

ARCANISM

Arcanists can project a large portion of their soul outside their bodies, forcing it to resonate with the power left behind by ancient divine entities known as Arcana, and manifest a fragment of their power. To access an Arcanum’s power, one must first earn their favor: this often involves completing some sort of trial, quest, or mission.

Arcanism is a peculiar discipline that does not feature spells, but instead follows its own unique mechanics (see the Arcanist Class on page 176). Arcanism Rituals are also possible through the Arcane Rituals Skill.

MAGIC