Appendix C: Deck and Magic Reference

Fate's Edge GM Guide — Appendix C

Deck Types and Meanings

Travel Decks (regional, 52-card)
Spade = Place, Heart = Actor, Club = Pressure, Diamond = Leverage.
Deck of Consequences (scene drama)
Hearts = Social/Emotional, Spades = Harm/Escalation, Clubs = Material Cost, Diamonds = Magical/Spiritual.

Important: Never mix suit meanings across different deck types.

Deck Usage Procedure

After a roll that generates Story Beats:

  1. Direct Spend: Translate SB into immediate consequences or timer ticks (see Appendix A).
  2. Optional Deck Draw: Draw up to min(SB, 3) cards and synthesize a single narrative twist guided by the suits and the highest rank.

Rank Severity Guide

2–3
Minor inconvenience or flavor.
4–6
Moderate setback.
7–9
Significant consequence.
10–King
Major fallout with lasting effects.
Ace
Legendary. The Ace is the high card — a scene-altering twist.
Deck of Consequences Interpretation
SuitInterpretation
Hearts (Emotional/Social)2–3: awkward social moment; 4–6: relationship strain; 7–9: betrayal; 10–King: exile or shattered alliance; Ace: the bond is remade as something else entirely.
Spades (Harm/Escalation)2–3: bruise or Fatigue; 4–6: wound or damaged gear; 7–9: severe injury; 10–King: death or permanent loss; Ace: the fight stops being survivable on its current terms.
Clubs (Material/Cost)2–3: minor resource loss; 4–6: gear failure or debt; 7–9: major asset lost; 10–King: total ruin; Ace: a debt is called that nobody knew was owed.
Diamonds (Magical/Spiritual)2–3: omen or whisper; 4–6: curse or spirit appears; 7–9: arcane backlash; 10–King: reality bends temporarily; Ace: something on the other side notices you back.
Magic Paths Comparison
PathRequirementsKey FeatureRisk Type
Caster (Freeform)Spellcraft (6 XP)Improvisational spellcastingBacklash
Runekeeper (Rites)Thiasos (2 XP) + Codex (4 XP)Structured Patron RitesObligation
Invoker (Symbols)Patron's Symbol (4 XP each)Ritual precision, emergency castingSymbol compromise

DV Reference for Rites

DV = max(ObligationCost − Spirit, Tier)

ObligationSpirit 0Spirit 1Spirit 2Spirit 3–4Tier 1Tier 2Tier 3
11111123
22111123
33211123
44321123
55432123
66543123
77654123

Casting Loop Summary

  1. Channel: Wits + Arcana to gather magical potential.
  2. Weave: Wits + Craft (or appropriate magical skill) to shape the effect.
  3. Backlash: The GM spends SB generated during the roll to impose thematic consequences.

Eight Elements of Magic

Earth
Solidity, stability, foundation.
Fire
Energy, transformation, destruction.
Air
Movement, speed, freedom.
Water
Fluidity, healing, adaptability.
Fate
Destiny, inevitability, causality.
Life
Vitality, creation, growth.
Luck
Chance, unpredictability.
Death/Dreams
Endings, thresholds, the subconscious.