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Magic and Special Abilities

Fate's Edge Player's Guide — Chapter 4

"Before you shape the Weave, you must answer three questions: What do you intend? Which tags serve your intent? What is the risk?" — Lysandra of the Amber Gate, The Threadweaver's Spellbook

Magic in this game is powerful but dangerous — a negotiation with reality itself that always carries risks. This chapter covers the core magical systems and the distinct paths a character may follow.

Sidebar: [TAGS] & Magic What are [TAGS]? Effects in Fate's Edge are communicated via [TAGS]. Each [TAG] is a discrete effect gated behind a Talent, Rite, spell, or asset — it cannot be invoked spontaneously unless a rule grants access.

How they're used. [TAGS] provide a common language for describing effects, especially when players invent spells via Free Casting. Many prewritten spells and abilities also list their [TAGS] for clarity.

The Nature of Magic

Magic is not a safe tool but a dangerous force:

Table Vignette: "I can hold the avalanche," says Mira, fingers trembling. "But something will answer." The party nods — risk accepted, stakes clear.

Patron as Co-Star

Your Patron is not just a source of power — they are a co-star in your story. How often they appear depends on your campaign's length. Ask your GM which style they will use:

Passive Patrons (long campaigns)
The Patron stays in the background, appearing only when Obligation thresholds are breached. Their demands feel like slow, inevitable consequences.
Active Patrons (short campaigns / one-shots)
The Patron appears often: in dreams, omens, or through intermediaries. They offer bargains, push the Obligation spiral, and make the price of power immediate.

Player advice: Embrace Patron demands as story hooks, not punishments. When the GM says "Your Patron requires a task," lean into it. That task will lead to adventure, not just a tax. A Patron who intervenes is a Patron who cares — and a caring Patron is a source of power and drama.

For Full Patron Details The complete descriptions of all Patrons — including their Rites, Obligation mechanics, and corruption tables — are found in the World Powers and Obligation chapter. That chapter also covers terrestrial patrons, faction obligations, and the mechanics of clearing debt. This chapter focuses on the paths of magic; for the sources of power, see the World Powers chapter.

Paths of Magic

Magic in Fate's Edge is not a single system. Characters may follow one of several distinct paths, each with its own mechanics, costs, and narrative flavor. The primary paths are:

Free Caster
Improvisational magic using [TAGS]. Flexible but risky.
Runekeeper
Structured rites granted by a Patron. Reliable but accrues Obligation.
Invoker
Ritual magic using Patron symbols. Safe but slow.
Cantor
Songs that mimic Low Rites. Accessible but corrupting.
Summoner
Binding and commanding spirits. Powerful but requires control.

A character may dabble in multiple paths, but specialization is more effective.

Free Caster (Spellcraft)

Free casters shape raw magic through will and knowledge. They do not rely on Patrons or rote rites.

Requirements

Casting Procedure

  1. Declare Intent: Describe the desired effect using [TAGS].
  2. Choose Approach: Attribute + magical skill.
  3. Set Position & DV: DV = 1 + number of [TAGS]. Dangerous tags add +2 each.
  4. Roll: Resolve normally (see the Core Mechanics chapter). Each 1 generates a Story Beat.

For powerful or complex effects, use the Casting Loop (two actions: Weave then Cast). Simple effects (one tag) may be cast as a cantrip (one action, no separate Weave).

Backlash

On a failure or mixed result, the GM may impose:

Backlash is always flavored by the elements used.

Free Caster Talents

Ritual Mastery (6 XP)
Reduce casting time for major spells by half.
Elemental Focus (4 XP)
Gain +1 die when using a chosen element.
Stabilize Weave (8 XP)
Once per session, cancel 1 SB from a failed cast.
Controlled Burn (4 XP)
When you roll a 1 on a Free Casting roll, you gain 1 Boon (maximum 1 Boon per roll from this talent). The GM still gains the Story Beat as normal.
Weave Resilience (4 XP)
When you suffer Backlash from a free casting roll, reduce its severity by one step. Catastrophic becomes Major, Major becomes Moderate, Moderate becomes Minor, Minor becomes nothing.

Runekeeper (Rites)

Runekeepers bind themselves to a single Patron, learning structured Rites that produce reliable effects.

Requirements

Invoking a Rite

Patron's Gift (Imbuement)

Once per scene, as 1 action, imbue a held item with +1 Melee and +1 in one skill your Patron is thematically tied to — Lore for the Traveler, Craft for Inaea, Stealth for Ikasha. Lasts one scene. Mark +1 Obligation.

Runekeeper Talents

Efficient Invocation (4 XP)
Reduce Obligation cost of one specific Low Rite by 1 (min 0).
Patron's Favor (8 XP)
Once per session, ignore Obligation cost for a Rite.
Runebound Resilience (18 XP)
Convert up to 2 Harm into Obligation instead of damage.

Invoker (Symbols)

Invokers do not bond permanently. They use consecrated Symbols to borrow a Patron's power through ritual.

Requirements

Ritual Invocation

Crack the Seal

Resolve a known Rite instantly as 1 action. Set the Symbol to Compromised and mark double the Rite's base cost (minimum +2, or +3 for High Rites). Restore the Symbol during downtime (Arcana test DV 3) or spend 1 XP.

Invoker Talents

Borrowed Grace (Free)
Spend 1 Boon or 1 Fatigue to gain +1 Melee or +1 Thematic for one action. Mark +1 Obligation.
Crack Specialist (6 XP)
Reduce Obligation cost of Crack the Seal by 1.
Symbol Resonance (4 XP)
When using a Symbol, gain +1 die to the ritual roll.

Cantor (Songs)

Cantors perform Low Rites as songs, using voice and performance instead of Patron bonds.

Requirements

Performing a Song

Push It

Resolve immediately. Mark Fatigue 1, mark toward Corruption accumulation, and the GM gains 1 SB (social/Patron fallout).

Corruption Timer

When the timer fills, gain a thematic benefit and drawback from the last Patron whose Rite you performed. Then set your current Corruption segments to your Tier (minimum 1). The timer's maximum size remains equal to your Spirit. This means you are never completely free of Corruption; high-Tier Cantors always carry a remnant of past blooms.

Resonant Rites (Founding a Chorus)

A Resonant Rite is any Cantor song performed with dramatic intent, witnessed by at least 10 people, and dedicated to a specific Patron. The GM determines if a performance qualifies.

Chorus Cults (Optional)

If you perform a Resonant Rite before 10+ witnesses, you may found a Chorus. This grants a minor follower benefit (see the Assets & Followers chapter), but you must mark Obligation to the cult's patron (the patron whose Resonant Rite was sung to form the cult) each session you use it. If neglected, the cult may fracture — your followers could splinter into a rival sect, spread false rumors, or ally with a Patron's enemy. Keep an eye on your followers; a neglected Chorus can become a serious problem.

Example minor follower benefits (work with your GM):

High Cantor and Instant Songs

The High Cantor talent (below) allows you to learn Standard Rites as songs and resolve them instantly (no delay). When you sing a Standard Rite as a Song, you may also Push it for additional effect (e.g., +1 Effect) at the usual cost of 1 Fatigue and marking a Corruption segment.

Cantor Talents

Resonant Performance (3 XP)
Gain +1 die when performing for an audience of 5+.
Song Weaver (4 XP)
Combine two compatible Songs for +1 Effect. Two Songs are compatible if they share a thematic tag (e.g., both affect healing, positioning, spirits) or if they are from the same Patron. The GM has final say. Sing both as a single action; resolve the Performance roll once; if successful, both effects occur with +1 Effect.
High Cantor (18 XP)
Learn Standard Rites as songs; resolve instantly (as described above).
Steady Voice (2 XP)
Passive. When you Push a Song, you may choose to mark 1 additional Fatigue instead of marking a Corruption segment (once per scene). You cannot use this talent if your Corruption timer is already full. This talent gives low-Spirit Cantors an emergency buffer at the cost of greater exhaustion. Requires: Cantor's Path.
Patron's Dedication (4 XP)
Prerequisite: Cantor's Path. Effect: You bind your voice to a single Patron (choose one when you take this talent). Your Corruption timer is always keyed to that Patron — it never resets to a different Patron's table when you bloom. Whenever you would gain Corruption from any source, you mark it on this same timer. Downside (Rivalry): Singing a Song (Low or Standard Rite) of any other Patron is treacherous. When you do so, your Position for that song is worsened by one step (Dominant → Controlled, Controlled → Desperate). This penalty applies even if the song would otherwise be instant or free.

Summoner (Pact-Whisperer)

Summoners call and bind Outsiders for temporary aid.

Requirements

Core Mechanics

Spirit Whims Table (When the Spirit Acts on Its Own)

When the Leash fills or the spirit acts independently, the GM may choose (or roll) from this table to make the action interesting — not just damage.

d6Spirit's Independent Action
1Reveal a Secret: The spirit blurts out a hidden fact about a PC or NPC — true, embarrassing, or dangerous.
2Break Something: The spirit shatters a mundane object (a lantern, a rope bridge, a crucial tool).
3Lead Astray: The spirit moves a short distance and creates a false trail, forcing the party to waste time.
4Call for Help: The spirit summons a minor ally (a rat swarm, a will-o'-wisp, a lesser elemental).
5Curse a PC: The spirit leaves a lingering mark (-1 die on one skill until the next sunrise).
6Bargain: The spirit offers a deal: "Release me now, and I'll tell you where the treasure is hidden."

Boon Finesse

Once per round, spend 1 Boon to clear 1 Leash tick.

Summoner Talents

Spirit Synergy (4 XP)
When commanding two spirits, reduce each Leash by 1.
Spirit Link (10 XP)
Spirits act on your turn; commands are free actions.
True Name Keeper (15 XP)
Call any previously encountered spirit by true name; reduce Leash Capacity by 2.

Witchcraft (Optional Path)

Witchcraft is magic practiced through patron-bound Orders, rooted in thresholds, knots, and the quiet work of tending the world's systems. Witches are the plumbers of the metaphysical — they ensure that the pipes of reality do not burst.

Core Principles

Witchcraft operates across three layers of reality, which the Aelinnel call the Concordant Chords:

Echo
The accumulated past — memory of stone, bone, and story.
Veil
The present boundary between potential and actual.
Flow
The direction of change — the will of elements and seasons.

A witch chooses which limb to lean on for each working, gaining advantage but accepting Backlash specific to that layer.

The Three Prices

Every working demands a price. Choose one unless a rite specifies otherwise:

Shadow
Spiritual residue. The GM gains 1 SB and may introduce tells (cold glass, wrong reflections, whispers). Clears when the tell manifests or at session end.
Shame
Internal consequence. Gain a Condition (Guilty Tell, Ritual Aversion). Remove by acting against the compulsion or through confession.
Identity
Loss of self. Mark 1 Identity Strain (see track below). Requires significant downtime or a Full Ritual to recover.

Identity Strain Track

Identity Strain tracks cumulative erosion from self-touching magic. It cannot be healed by ordinary rest.

Identity Strain: [ ] [ ] [ ] [ ]

Witchcraft Orders

Witches serve specific Patrons through Orders. Each Order provides a unique thematic focus and a signature Rite.

Morag the Hag — The Price Unspoken
Deal-makers, oath-crafters, writers of contracts in milk on slate. Signature Rite: The Speaking Knot — bind a promise with faerie knots that tighten when broken.
Inaea — Mercy and the Web
Hearth-mothers, keepers of continuity, binders of families. Signature Rite: Hearth-Thread Knot — bind yourself and a willing target with a sympathetic thread.
Isoka — The Serpent's Shedding
Shapeshifters, molters of identity, venom-blessed healers. Signature Rite: The Shedding — +2 dice to resist a named Condition; declare a minor contingency retroactively.
Ikasha — She Who Sleeps in Silence
Keepers of thresholds, movers in the unspoken, shadows between numbers. Signature Rite: Touch the Umbral Veil — start Controlled on one Stealth roll.

Hedge Gifts (No Roll, Limited Scope)

A witch begins with two Hedge Gifts from the Craft of the Hedge talent. Additional gifts cost 2 XP each.

GiftEffectLimit
Steady HandRemove 1 Fatigue from yourself or a touched allyOnce per scene
Salt LinePour a line of salt; spirits must test Spirit+Insight (DV 3) to crossOnce per scene
Hearth-SenseAsk the GM one yes/no question about a threshold, boundary, or debtOnce per scene
The Unlit CandleExtinguish a light source you can see; create dim light or darkness in Near rangeOnce per session
Knot of MercyRemove one Condition (Fear, Poisoned, Cursed, Marked) from a touched allyOnce per session; requires Significant Time

Quick Workings (Single Action, Roll Required)

  1. Name the threshold (door, tide line, wound, bow, breath).
  2. Choose a Layer (Echo, Veil, or Flow) and a single Tag (from the magic tags list).
  3. GM sets Position (Controlled if you have time, Desperate if threatened).
  4. Roll Attribute + Skill (typically Wits + Lore, Spirit + Insight, or Presence + Sway).
  5. Apply Outcome Matrix.

Example Effects:

Full Rituals (Extended, Lasting Effects)

When a witch has Significant Time (at least an hour), she may perform a Full Ritual using the five-step Threshold Working:

  1. Identify the Threshold: Name the edge, learn its disposition.
  2. Choose a Witness: A person, spirit, or Hollowed who watches.
  3. Name the Will: What change you intend, using one or more Threshold Tags.
  4. Set the Price: Memory, name, lock of hair, promise, blood.
  5. Make the Exchange: Roll (Spirit + Lore typically), resolve, pay the price on success or partial.
Ritual EffectDVPrice
Unravel the Wound (restore 1 Harm)3–5+Lock of hair, memory of a childhood injury
Hallow Threshold (permanently ward a door, well, or bridge)4–6Offering (bread, salt, coin, spoken promise)
Unbind the Anchor (permanently release a spirit)4–6Fulfill the spirit's unfinished business

Witchcraft Talents

Craft of the Hedge (4 XP)
Requirements: Lore 1+ or a witch mark (tattoo, scar, or birthmark). You gain two Hedge Gifts of your choice, the ability to perform Quick Workings, and once per session when you fail a Quick Working roll, you may convert the Miss into a Partial Success by marking 1 Fatigue.
Threshold Sense (3 XP)
Gain +1 die to detect hidden thresholds, boundaries, or debts in any scene. This is a passive ability.
Promise Keeper (5 XP)
When you bind a promise with a Hedge Gift or Quick Working, the Promise Timer starts at 6 segments instead of 4. You may also spend 1 Boon to clear one segment from any Promise Timer you have set.
Weaver's Resolve (6 XP)
When you would mark Identity Strain, you may instead mark 2 Fatigue (once per scene). The strain of touching your own identity is deferred to your body.

Universal Mechanics

Obligation Capacity

A character's Obligation Capacity equals Spirit + Presence. Track total Obligation segments across all Patrons.

Player guidance: You track your own Obligation (see Player-Managed Modules in the Core Mechanics chapter). When a Patron intrudes (e.g., a demand or omen), treat it as a plot hook, not a penalty. The Patron is offering you a story.

Difficulty Value for Rites

When a Rite (Runekeeper or Invoker) calls for a roll, the GM sets DV using:

DV = max(Obligation Cost − Spirit, Rite Tier)

Rite Tier: Low = 1, Standard = 2, High/Epic = 3.
Example: A Low Rite (Tier 1) with Obligation cost 4, Spirit 2 → DV = max(4−2, 1) = 2.

Components as Devotion Even if you already have a Patron's Symbol, Codex, or Thiasos, voluntarily acquiring rare components for a ritual shows dedication. Use this rule of thumb:

This turns component hunting into adventure hooks and gives you a meaningful choice: use the easy, costly path or invest legwork to earn the Patron's favor.

Backlash

Any magical roll can generate backlash. The GM spends Story Beats (SB) to introduce complications tied to the element or Patron involved.

ResultBacklash Severity
PartialMinor (e.g., Position -1, Fatigue 1, minor complication)
MissMajor (e.g., Harm 1, condition, significant complication)
Critical failure (many 1s)Catastrophic (e.g., Patron intervention, scene shift)
Backlash Severity by Position
PositionBacklash Severity on Partial/Miss
DominantMinor — one SB complication, manageable cost.
ControlledModerate — 1–2 SB complication, temporary setback.
DesperateSevere — 2–3 SB complication, lasting consequences or Harm.

Elemental Backlash Examples

DV by Spell Scope

Use this table as a quick reference when the GM asks for a DV for a new spell:

ScopeExampleDV
CantripLight a candle, sense magic2
CombatFire bolt, force shield3
Ritual (small)Find a lost object, speak with a spirit4
Ritual (large)Summon a storm, teleport across a region5+
EpicRaise a dead army, rewrite a law of reality6+ (with quest)
When in Doubt, Measure Tags by Narrative Impact A spell's power is not measured by how many dice it rolls, but by how much it changes the story. Use this rule of thumb:

If your description would skip over a scene ("I teleport us past the entire fortress"), that's a major change — require components, a timer, or a steep cost. If it would only add flavor ("I make my eyes glow red"), that's free. Let the fiction guide the DV, not a pre-computed formula.

Example: Accepting a Cost — The Hard Choice

When a magical roll generates SB, the GM may offer you a choice instead of a flat consequence.

Example: You cast a ritual to divine an enemy's location. The roll generates 2 SB. The GM says:

"The vision comes clearly — but your Patron's symbol glows hot on your hand. You can have the vision for free, or you can let the spell fizzle and keep your Obligation unchanged. If you accept the vision, mark +2 Obligation and your Patron will demand a task next session. What do you choose?"

This turns a success into a narrative fork. Embrace it — the Patron's task will be an adventure hook.

Free Casting (TAGS System)

Some casters shape raw forces through shared arcane grammar known as TAGS. Construct a spell at the table using a short phrase of TAGS.

Spell Structure

Intent + Target + Tags = effect. Example: "I unleash Burning • Area • Force against the marauders."

Base Difficulty Value (DV)

DV = 1 + number of TAGS

Dangerous TAGS (Teleportation, Transformation, Domination) add +2 DV instead of +1.

Casting Roll

Roll Wits + Arcana (or similar). Success = spell works. Failure or any 1 = Backlash.

Backlash for Free Casters

Choose one:

If the spell includes a "Dangerous" TAG, Backlash triggers on mixed results as well.

TAG Library (Abridged)

TAG CategoryExamples
ElementalBurning, Freezing, Storm, Stone, Wave, Wind
ForceForce, Area, Strike, Wall, Bind, Dispel
Mind & VeilVeil, Scry, Memory, Command, Fear
Life & Body[HEAL], Purify, Strengthen, Waken, Beast
Space & Motion (dangerous, +2 DV)Fold, Gate, Gravity
Creation & Transformation (dangerous, +2 DV)Create, Summon, Transmute, Animate

Note: Leap (short-range teleport) is considered a dangerous TAG; it adds +2 DV. The SB cost should be less dramatic than [TELEPORT] or [GATE], though.

Magic in Social Situations

Using magic socially carries additional risks:

Magical Item Creation

Creating permanent magical items is a complex, campaign-level endeavor. This section gives you the player-facing overview; your GM has the full details.

Permanent Magical Items

Temporary Enchantments

For shorter-term magical enhancements, use these options:

Patron's Gift
Runekeepers can imbue a held item with +1 Melee and +1 Thematic skill for one scene. Mark +1 Obligation.
Borrowed Grace
Invokers can spend 1 Boon or 1 Fatigue to gain +1 Melee or +1 Thematic for one action. Mark +1 Obligation.
Free Caster Infusion
A Free Caster may attempt to temporarily enchant an item with a single [TAG] effect for one scene. This requires a Weave action (DV 3) and, on success, the item gains that tag until the end of the scene. On a failure, the item is damaged (mark 1 Fatigue to the caster).
Crafting a Temporary Charm
With a workshop and a day's work, a character with Craft 2+ and Arcana 1+ can create a temporary charm (lasts one scene or one use). Work with your GM to determine the effect and cost (typically 1–2 XP worth of materials).

Enchantment by Tier

TierEffect LevelXP CostTime
IMinor (+1 die to one skill, once per session)5 XP1 week
IIModerate (+1 die to one skill, always active, or a minor spell 1/day)10 XP1 month
IIIMajor (significant spell 1/day, or major passive bonus)20 XP3 months
IVArtifact (campaign-defining power)40+ XP1+ years

Optional Magic Expansions

The following systems are optional and may be introduced by the GM. Ask your GM which, if any, are available in your campaign.

Psionics (Optional) Status: Optional. This system is not available in all campaigns. Ask your GM before building a psionic character.

Psionics represents mental power drawn from within — no Patron, no Symbol, no debt. It is meant to feel alien, even to other magic-users. Different cultures have varying opinions (see the Gray Wanderer's Grimoire for examples), but psions are generally viewed with suspicion or fear.

Example Arts: Telekinesis, Telepathy, Clairvoyance, Biofeedback, Astral Projection, Psychic Assault, Mind Shield, Empathic Manipulation, Precognition.

Warning: Psionics generates Story Beats (SB) quickly. The GM is encouraged to spend these SB on social complications — suspicion, hostile glances, a Chain-Lantern investigation, or a neighbor locking their door. Mental backlash is common, but the deepest cost is always trust.

Each use costs Mental Strain. Overflow converts to normal Fatigue or Harm. Many societies distrust mind-readers; a psion is always unwitnessed, and therefore outside the ledger.

Quick Reference

Magic Quick Reference Free Caster Runekeeper Invoker Cantor Summoner Witchcraft (Optional)
"You are not the Weave's master. You are its conversation partner. Treat it with respect, and it will respect you. Treat it with contempt, and it will correct your grammar." — Lysandra of the Amber Gate, The Threadweaver's Spellbook