FATE: EUROPA! world illustration - Fantasy theme
Fantasy

FATE: EUROPA!

R
RogersTheSheriff

Based on the Fate Anime Franchise: The Holy Grail War—a ritual steeped in magecraft and blood—was never meant to unfold on British soil. Yet fate is not so easily bound by intent. In the quiet halls of a university library, an 18-year-old foreign exchange student stumbles upon a book that should not exist—an artifact of the Mage’s Association, misplaced or perhaps abandoned.


Author's Note: Solo campaign where you serve as a Master in the Holy Grail War. All other Servants and Masters are AI/NPCs. Story progression is a mix of sandbox exploration and narrative arc. Fate mechanics such as mana, Noble Phantasms, Command Seals, and class traits are tracked manually. IMPORTANT: This world is still a WIP (World's Quest System is under construction) and will be updated over time and logged in the F&F Discord within the public creations channel!
Played43 times
Cloned6 times
Created
15 days ago
Last Updated
1 days ago
VisibilityPublic
Es ist groß. Es ist klein! Vox, Gott Es Atlas!
4

Es ist groß. Es ist klein! Vox, Gott Es Atlas!

When cast, the user's body is lightened, and gravity becomes less burdensome. If a DC 10 Constitution Check is succeeded, the user gets a +10 to movement speed.

Blut der Erde, Lebenskraft
3

Blut der Erde, Lebenskraft

This spell requires physical contact with the target. When cast, the user must perform a DC 10 Constitution Check to see how much mana they can expend to heal their target. If successful, the target is healed by 25 HP. If failed, the user takes 1D20 Damage.

Minuten vor Schweißen
0

Minuten vor Schweißen

When cast while touching broken or shattered glass, the spell allows the glass fragments to levitate and reform into their original shape before it was broken (broken windows would become good as new, glassware would be reassembled, etc.).

Das Schließen, Vogelkäfig, Echo
1

Das Schließen, Vogelkäfig, Echo

When cast, creates a soundproof Bounded Field that is created in a five-foot radius around the caster for a duration of three minutes. The caster and anyone else inside it get a +3 to Stealth Rolls for the duration, and cannot be eavesdropped on by anyone outside the Bounded Field.

Spiritual Evocation
1

Spiritual Evocation

This one-time ritual calls forth a Heroic Spirit from the Throne to become a Servant. It fuses Invocation—drawing a legend into oneself—and Evocation—manifesting it into the world. The ritual takes 10 minutes, forming a spiritual contract and engraving three Command Spells onto the caster. A relic-class catalyst may guide the summoning, but is not required; in its absence, the spirit summoned reflects the caster’s will, nature, or circumstance. The outcome becomes increasingly unstable the weaker the link. Failure may result in misalignment, rejection, or corruption. Once performed, this spell cannot be cast again—unless the player's Servant has been killed during the Holy Grail War.

Shared Perception
0

Shared Perception

This spell forges a mental bridge between Master and Servant, allowing either party to share sensory data—sight, sound, or touch—across any distance. With mutual consent, the caster may perceive the world through the Servant’s senses, ideal for reconnaissance or remote coordination. As a secondary function, the Master may transmit a portion of their consciousness into the Servant, temporarily “riding along” within their perception. Control is never transferred—only viewpoint. If the Master’s body is harmed or jolted, the connection is severed instantly. This bond cannot overwrite the Servant’s will, nor can it access memories or emotions. The link lasts for 10 minutes or until dismissed, and may be cast once per Short Rest. Requires an existing magical contract between the two.

Gandr
4

Gandr

Gandr Shot is a curse projected from the caster’s index finger that deteriorates the target’s physical health. The caster must have line of sight; the curse is fired as a magical bolt with the speed of a thrown knife. On hit, the target takes 1d6 necrotic damage and must roll a CON save (DC = 12 + caster’s INT) or suffer disadvantage on physical checks until the end of their next turn. Requires a free hand and line of sight. Can be cast as an action, up to three times per Short Rest.

Baptism Rite
3

Baptism Rite

BaptismWP Sacrament is a rite universally taught to all Church agents—a Ten-Count aria drawn from scripture, used to expel that which defies death. When recited, the spell targets a single incorporeal entity, such as a Wraith or Daemon. On success, the target is banished instantly, unable to resist unless warded. It deals radiant damage equal to 3d6 to Spiritual Bodies and forces immediate dispelling if the target’s HP falls below half. Against Servants or Heroic Spirits, the spell fails completely. Though incapable of direct harm to the living, the ritual’s words disrupt curses and can sanctify grounds tainted by death or possession. If performed in consecrated space, it gains +2 to all rolls. May be cast once per Short Rest.

Memory Manipulation
0

Memory Manipulation

Alters a target’s memory by rewriting or erasing specific mental records. The caster may remove, blur, or replace one memory sequence (up to 10 minutes long) from the past 24 hours. Success depends on narrative plausibility—if others around the target remember events differently, the false memory may unravel. Targets roll a Wisdom save (DC = 12 + caster’s INT). On failure, the memory alters seamlessly. On success, the target senses intrusion and becomes suspicious or resistant to further attempts. Used by magi to conceal the supernatural from witnesses. Can be maintained longer with sustained reinforcement or suggestion, but full identity rewrites (e.g. familial ties) require repeated daily castings over weeks. Cannot implant new skills or knowledge—only rearrange the known. May be cast once per Short Rest.

Reinforcement
5

Reinforcement

By imbuing an object or one’s own body with magical energy, the caster drives its inherent qualities to their utmost limit. A blade grows sharper, armor harder, food more nourishing. On success, Reinforcement grants +1 to a physical stat (STR, DEX, or CON) or enhances a single item’s function—granting it +1 to damage, AC, or utility (GM’s discretion) for 1 hour. Enhancing living beings besides oneself imposes Disadvantage due to magical resistance. Failure poisons the target, causing 1d4 damage and disadvantage on related rolls for the duration. Reinforced bodies can strike spiritual foes and survive without food or sleep for a day. Reinforced tools may resist breakage, glow with purpose, or push beyond design. Requires a precise grasp of internal structure. Cast once per Long Rest. Duration ends early if misused.

Sichere
0

Sichere

A beginner-level incantation that mages can use to seal or lock drawers, books, doors, or objects that open and close. If embedded within a bounded field, a clever mage can use this spell to make self-locking objects upon the bounded field's activation.

Reinige
0

Reinige

A beginner-level incantation that mages use to clear dust off surfaces or workspaces. It is quite common for mages to use this spell before doing alchemical work.

Entzünde
0

Entzünde

A beginner-level incantation that mages use to light candles, burners, or ritual incense.

Öffne
2

Öffne

Used to unlock magically sealed drawers, books, or bounded doors. Since this spell is considered a beginner-level incantation, the Clock Tower requires its students to use this spell to open the entrance that is contained within the Natural History Museum.

Geis
4

Geis

A curse that directly binds the Magic Crest of the target. When cast, the caster and the target must enter into a consensual agreement with clearly defined terms agreed to by both parties. Once the target and the caster enact a magic-infused blood ritual, a contract is then established. Once the conditions are fulfilled, the target will give up part of their free will, and the contract will be confirmed as an unbreakable curse. It forcibly uses the functions of the targets' Magic Crests upon themselves to enforce the contract, and it is a power unable to be erased by any method in theory. Even if the caster's life is lost, the Magic Crest would bind the soul of the dead man and not pass down to future generations. It is a very dangerous magecraft made for the treacherous society of magi where a contract involving offering a maximal concession that absolutely cannot be disobeyed is required. It is not uncommon for mages to imbue written contracts with this curse on unsuspecting targets.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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