Work Text:
Fate/UK: Glossary of Fate terminology
By EdwardMuramasa
For more detailed Explanations please refer to the website: https://typemoon.fandom.com/wiki/TYPE-MOON_Wiki
(1) Magecraft: Lesser magic.
(2) Clock Tower: The 1st branch and Headquarters of the Mages Association.
(3) Mages Association: A international, Self-preservative and Self Defence organisation formed by practitioners of magecraft for the purpose of controlling, concealing and developing magecraft.
(4) Mages (Magus): A practitioner of magecraft.
(5) Reinforcement magecraft: Magecraft that enhances the existence of its target by pouring magical energy into it, requires an understanding of its targets structure, enhancing its properties e.g., Reinforcing a light bulb makes it brighter, Reinforcing Steel makes it stronger.
(6) Master: An individual who participates in the Holy Grail war by obtaining command seals and forming a contract with a servant.
(7) Familiar: Special assistants to mages.
(8) Servant: Spirits summoned by the holy grail for the purpose of competing under masters in the Holy Grail War.
(9) Heroic spirit: Spirits of Heroes who achieved great deeds in life, having become objects of worship after their deaths.
(10) Lancer: One of the seven classes of Servant summoned in the Holy Grail War. A heroic spirit of the lance and one of the three great knight classes alongside Archer and Saber. E.g., Karna a.k.a. Hero of Charity, Demigod Son of the Indian Sun God, Surya.
(11) Spirit form: An invisible, intangible form that spirits can take.
(12) Hawkeye: An Archer Class ability that allows for superior visual perception and telescopic vision that aids the class in accurately hitting far away targets as well as scouting out distant locations. Higher ranked Hawkeye can allow future sight i.e., precognition or even near omniscience.
(13) Archer: One of the seven classes of Servant summoned in the holy grail war, Heroic spirit of the Bow. E.g., Atalanta a.k.a. Chaste Huntress.
(14) Class: The categorization of servants based on what kind of Heroic spirit they are summoned as.
(15): Wisdom of Dún Scáith: An ability that allows the servant Scathach to determine certain characteristics and capabilities of individuals and Magecraft by looking at them.
(16) Command seals: Three spell marks on a master’s body that symbolise their control over their servant. Each can be used to compel a single command that a servant must obey. Once they are all used up, the master no longer can control the servant.
(17) Catalyst: Symbols and holy relics used to attract a desired heroic spirit when it is summoned.
(18) Saber: One of the seven classes of Servant summoned in the Holy grail war, Heroic spirit of the sword. E.g., Artorius Pendragon, a.k.a. King Arthur, King of Knights.
(19) Holy Grail War: A battle to determine the ownership of the holy grail.
(20) Holy Grail: A powerful magical object capable of granting a wish to the victor of the holy grail war.
(21) Caster: One of the seven classes of Servant summoned in the Holy Grail War, Heroic spirit of Spells and Sorcery. E.g., Medea, a.k.a. Witch of Colchis.
(22) Rider: One of the seven classes of Servant summoned in the Holy Grail War, Heroic spirit of the mount. E.g., Iskandar, a.k.a. Alexander the Great, King of Conquerors.
(23) Assassin: One of the seven classes of Servant summoned in the Holy Grail War, Heroic spirit of Assassination. E.g., Hassan-I-Sabbah, a.k.a. the Old Man of the Mountain.
(24) Berserker: One of the seven classes of servant summoned in the Holy Grail War, Heroic Spirit of Berserk Rage. E.g., Lu Bu Fengxian, a.k.a. General of Repetition.
(25) Parameters: Ranked statistics that determine what a servant is capable of, categorised by: Strength, Endurance, Agility, Magic, Luck and Noble Phantasm.
(26) Noble Phantasm: The ultimate trump card ability of a Heroic spirit, usually an embodiment of that Heroic spirits history or myth, gives away their true name and thus their capabilities so it is a double-edged sword.
(27) Summoning ritual: Ritual by which something is summoned.
(28) Summoning circle: Magecraft circle where a summoning ritual takes place.
(29) Incantation: Activity necessary to perform magecraft.
(30) Mana: Magical energy needed to perform magecraft, found in mages and the world around them.
(31) Throne of Heroes: A place outside of the world and the Time Axis, where unsummoned heroic spirits dwell.
(32) Origin: Magecraft that is inherent to that magus and often unique to them. Can be modified by the Magic crest.
(33) Spirit origin: A core unique to each heroic spirit, if it is severely damaged, the heroic spirit will die.
(34) Saint Graph transference: Magecraft that allows the storage and transport of Heroic Spirit Saint graphs which allow the resummoning of servants even after death.
(35) Heroic spirit Possession: Magecraft that allows the user to be possessed by the heroic spirit, usually to gain their capabilities.
(36) Counter Guardian: A type of heroic spirit who are not worshiped for doing heroic deeds and thus became a heroic spirit instead by making a contract with the counter force.
(37) Counter Force: A safety device formed by the world to save it from destruction. Divided into 2 parts. Alaya which is humanities collective will to survive while Gaia is the planet Earth’s will to survive. The earlier uses Counter Guardians to carry out its will, summoning them whenever and wherever they are needed to protect humanity from destruction, after their death for all eternity. Sacrificing their afterlife in the process.
(38) Anti-unit: A classification of Noble Phantasm that means it is effective against defeating others in single combat or a single target.
(39) Conceptual Noble Phantasm: A Noble Phantasm that is born from the Heroic spirits mind rather than being based on their history or myth.
(40) Reality Marble: A high level form of magecraft that materialises and projects one’s inner world onto reality around them. A type of Bounded Field.
(41) Unalloyed Blade Works: Senji Muramasa’s Reality marble.
(42) Divinity: Measure of how much aptitude one has to being a god.
(43) Project/Projection Magecraft: Magecraft that involves materialising objects in accordance with the user’s imagination by using mana.
(44) Celtic: Languages and cultures associated with Ireland, Scotland, Wales, Cornwall, The Isle of Man and Brittany.
(45) Bounded Field: A Topographic form of magecraft that consists of knitting a network of mana and spreading it on a base area, such as a piece of land or a building. This creates a mystic boundary line that separates the outside from the inside.
(46) Clairvoyance: Servant ability associated with Hawkeye, essentially future sight, precognition.
(47) Magic crest: An engraving on a mages body made up of magic circuits, throughout the Mages life they will add magic circuits to it as well as magecraft they learned or discovered throughout their life and pass the magic crest onto their successor, usually their child, when they die. This repeats generation after generation.
(48) Trace on: An incantation used in magecraft that traces the internal structure of an object, usually to apply reinforcement magecraft to it.
(49) Divine spirit: Essentially gods that differ from heroic spirits as the latter are partially or wholly human.
(50) Rune Magecraft: A servant skill that allows the use of Runes, Magic crests of Europe that have various powerful magecraft capabilities.
(51) Age of Gods: Time period from the creation of the Earth, 4.5 billion years ago, to the beginning of the common era, around 1 AD. When gods and Phantasmals once roamed the Earth. Magecraft was far more powerful and closer to true magic back then.
(52) True Magic: Greater magic, capable of miraculous feats.
(53) Divine core: Core of a divine spirit, one of their defining characteristics.
(54) Subversive Activities: A servant ability that allows weakening of enemy forces before battle, an expert of traps and sabotage.
(55) Protection from Arrows: Servant ability to deal with projectiles, an increased defence against range attacks by predicting the projectiles trajectories and countering accordingly.
(56) Madness Enhancement: Berserker class skill that raises parameters and certain capabilities while diminishing others. Often negatively affects the servants’ mental capacities and sense of reason.
(57) Magic Resistance: Grants protection against magical effects.
(58) Phantasmal: Non-human creatures found in legends and fantasy. e.g., Dragon, Phoenix.
(59) Anti-army: Classification of Noble Phantasm that is powerful enough to wipe out a small army.
(60) Anti-unit (self): Classification of Noble Phantasm that only effects oneself rather than one’s opponent.
(61) Avenger: The secret 8th class of servant, born from powerful resentment that does not fade after one’s death. E.g., Edmond Dantès, a.k.a. The Count of Monte Cristo.
(62) Angra Mainyu: Evil, destructive spirit, key figure in Zoroastrianism.
(63) Alter servants: Servants who are altered compared to their usual selves, usually due to a corrupting influence such as Angra Mainyu.
(64) Root of Akasha: A metaphysical location that is the source of all events and phenomena in the universe.
(65) Holy Church: A hidden side of the Roman Catholic Church specialising in the hunting of heresy. A major force that has a tenuous relationship with the Mage’s Association
(66) Summoning Ability: Magecraft that evokes spiritual bodies from the past, present and future.
(67) Black Key: A bladed weapon, that are a sacrament of the Holy Church, one of their key weapons for fighting enemies of their faith.
(68) Saint Graph: Foundation of a spiritual being’s existence, related to the spirit origin.
(69) Homunculi: Artificial living beings created through Alchemical magecraft.
(70) Magic Circuit: Pseudo-nervous system that qualifies one as a mage. Allows mana to flow through the body and thus the use of magecraft.
