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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.
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:
- Powerful: Can reshape battles, stories, or even the world.
- Controlled: Every use generates Story Beats (SB) that manifest as backlash (see the Core Mechanics chapter).
- Thematic: Effects and consequences align with the type of magic used.
- Volatile: Never fully predictable or controllable.
- Narrative: Casting is always a significant story moment.
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.
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
- Talent: Spellcraft (6 XP) — see the Talents chapter.
- The appropriate magical skill — Arcana in most cases, Lore for rites bound to place or precedent.
Casting Procedure
- Declare Intent: Describe the desired effect using [TAGS].
- Choose Approach: Attribute + magical skill.
- Set Position & DV: DV = 1 + number of [TAGS]. Dangerous tags add +2 each.
- 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:
- Harm 2 (Arcane)
- +2 Fatigue
- Corruption +1
- A catastrophic side effect
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
- Thiasos (Familiar) (2 XP) — a token or bond with the Patron (see the Talents chapter).
- Codex (4 XP) — a personal record of Rites.
- Patron Choice: Select one Patron (e.g., Traveler, Oath of Flame, Morag).
Invoking a Rite
- Action: 1 action.
- Cost: Mark the Rite's listed Obligation (e.g.,
Obligation: 6). This cost is reduced by 1 if you display your Patron's Symbol (Invoker only). - Effect: The Rite works as written.
- DV for Rites that require a roll: DV = max(Obligation Cost − Spirit, Rite Tier), where Rite Tier is 1 for Low, 2 for Standard, 3 for High/Epic.
- Push It: Once per scene, mark +1 additional Obligation to amplify the effect (+1 die or +1 Effect).
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
- Patron's Symbol (4 XP per Patron). One Symbol per Patron.
- No Thiasos or Codex required.
Ritual Invocation
- Time: Significant Time (DV in rounds). +1 round per DV.
- Cost: Mark the Rite's listed Obligation.
- Symbol Benefit: If the Symbol is openly displayed, reduce DV by 1 (min 1) and reduce Obligation cost by 1 (min 0).
- No Symbol: +1 DV, +1 Obligation, and on a partial/failure, GM gains +1 extra SB.
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
- Talent: Cantor's Path (8 XP) — see the Talents chapter.
- Prerequisites: Lore 1+, Performance 2+, Presence 2+.
Performing a Song
- Action: 1 action to begin; resolves at start of next turn.
- Test: Lore + Performance (DV 2–3).
- Cost: Materials as listed. No Obligation on success.
- Corruption: Track a Corruption Timer (size = Spirit). Mark segments when you Push, perform a Resonant Rite, or when the GM spends SB on your occult activities.
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):
- Once per session, gain +1 die on a Performance roll or on a social roll where the crowd's opinion matters.
- Once per session, call upon the cult to provide a single piece of information from within a community where the cult has a presence.
- Once per session, gain +1 Boon when you perform a Song in a public space.
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
- Talent: Pact-Whisperer (2 XP) — see the Talents chapter.
- Lesser Pactwright (2 XP) for Cap 1 spirits; Greater Pactwright (4 XP) for Cap 3.
Core Mechanics
- Call (1 action): Manifest a spirit at Near range.
- Bind: Spend 1 Boon or mark 1 Fatigue.
- Leash Capacity: Cap + Spirit segments.
- Tick Leash: Spirit takes harm, commanded against nature, crosses a [WARD], or you split focus.
- Departure: When Leash fills, spirit acts once according to its nature, then departs (or turns hostile at GM discretion).
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.
| d6 | Spirit's Independent Action |
|---|---|
| 1 | Reveal a Secret: The spirit blurts out a hidden fact about a PC or NPC — true, embarrassing, or dangerous. |
| 2 | Break Something: The spirit shatters a mundane object (a lantern, a rope bridge, a crucial tool). |
| 3 | Lead Astray: The spirit moves a short distance and creates a false trail, forcing the party to waste time. |
| 4 | Call for Help: The spirit summons a minor ally (a rat swarm, a will-o'-wisp, a lesser elemental). |
| 5 | Curse a PC: The spirit leaves a lingering mark (-1 die on one skill until the next sunrise). |
| 6 | Bargain: 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: [ ] [ ] [ ] [ ]
- 1–3 segments: No mechanical effect, but the witch feels thinner. The GM may offer a Devil's Bargain tied to identity.
- 4 segments (Threshold reached): At end of scene, roll Spirit + Insight vs DV 4. On success, clear 1 Strain. On failure, the GM chooses one: a memory blurs, a bond becomes conditional, a name becomes buried, or an echo-self becomes active.
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.
| Gift | Effect | Limit |
|---|---|---|
| Steady Hand | Remove 1 Fatigue from yourself or a touched ally | Once per scene |
| Salt Line | Pour a line of salt; spirits must test Spirit+Insight (DV 3) to cross | Once per scene |
| Hearth-Sense | Ask the GM one yes/no question about a threshold, boundary, or debt | Once per scene |
| The Unlit Candle | Extinguish a light source you can see; create dim light or darkness in Near range | Once per session |
| Knot of Mercy | Remove one Condition (Fear, Poisoned, Cursed, Marked) from a touched ally | Once per session; requires Significant Time |
Quick Workings (Single Action, Roll Required)
- Name the threshold (door, tide line, wound, bow, breath).
- Choose a Layer (Echo, Veil, or Flow) and a single Tag (from the magic tags list).
- GM sets Position (Controlled if you have time, Desperate if threatened).
- Roll Attribute + Skill (typically Wits + Lore, Spirit + Insight, or Presence + Sway).
- Apply Outcome Matrix.
Example Effects:
- A door sticks shut (or opens).
- A candle gutters (brief darkness).
- A rope knot tightens (or loosens).
- A pursuer's footing slips (1 Fatigue).
- A whispered name is heard (or forgotten).
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:
- Identify the Threshold: Name the edge, learn its disposition.
- Choose a Witness: A person, spirit, or Hollowed who watches.
- Name the Will: What change you intend, using one or more Threshold Tags.
- Set the Price: Memory, name, lock of hair, promise, blood.
- Make the Exchange: Roll (Spirit + Lore typically), resolve, pay the price on success or partial.
| Ritual Effect | DV | Price |
|---|---|---|
| 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) | 4–6 | Offering (bread, salt, coin, spoken promise) |
| Unbind the Anchor (permanently release a spirit) | 4–6 | Fulfill 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.
- Exceeding Capacity: For each segment above Capacity, mark 1 Fatigue. Cannot invoke Rites until Obligation is reduced.
- Resolution: Reduce Obligation through downtime service, Patron tasks, or ritual cleansing.
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.
- Ritual with no components (just Symbol/Codex): Normal DV, normal Obligation cost.
- Ritual with common components (herbs, salt, a candle): Reduce Obligation by 1 (minimum 0).
- Ritual with rare or dangerous components (a phoenix feather, a drop of troll blood, a whispered secret): Reduce DV by 1 and clear 1 segment of existing Obligation to that Patron (once per session max).
- Ritual with a truly legendary component (the crown of a dead king, a tear from a goddess): The Patron may waive all Obligation for that ritual — and even grant a free Boon.
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.
| Result | Backlash Severity |
|---|---|
| Partial | Minor (e.g., Position -1, Fatigue 1, minor complication) |
| Miss | Major (e.g., Harm 1, condition, significant complication) |
| Critical failure (many 1s) | Catastrophic (e.g., Patron intervention, scene shift) |
| Position | Backlash Severity on Partial/Miss |
|---|---|
| Dominant | Minor — one SB complication, manageable cost. |
| Controlled | Moderate — 1–2 SB complication, temporary setback. |
| Desperate | Severe — 2–3 SB complication, lasting consequences or Harm. |
Elemental Backlash Examples
- Fire: Burns, flares, smoke.
- Water: Slick footing, gear corrosion, flooding.
- Earth: Tremors, encumbrance, binding roots.
- Air: Dispersal, deafening gusts, thrown debris.
- Fate: Opportunities close, predictions become set.
- Life: Uncontrolled growth, fever, exhaustion.
- Luck: Fortunes reverse at the worst moment.
- Death/Dreams: Whispers, numbness, portents.
DV by Spell Scope
Use this table as a quick reference when the GM asks for a DV for a new spell:
| Scope | Example | DV |
|---|---|---|
| Cantrip | Light a candle, sense magic | 2 |
| Combat | Fire bolt, force shield | 3 |
| Ritual (small) | Find a lost object, speak with a spirit | 4 |
| Ritual (large) | Summon a storm, teleport across a region | 5+ |
| Epic | Raise a dead army, rewrite a law of reality | 6+ (with quest) |
- Minor change (1 TAG): The effect affects only yourself or a single object. Examples:
Light,[HEAL],Veil(self only). DV 2–3. - Moderate change (2 TAGS): The spell affects a whole zone, creates a significant advantage, or bypasses a notable obstacle. Examples:
Area+Force,Barrieracross a doorway. DV 3–4. - Major change (3+ TAGS): The spell rewrites the situation, solves a major problem outright, or introduces a new faction/ally/threat. Examples:
Teleportacross a city,Summona Cap 3 spirit,Transforma person into a beast. DV 5 and often a ritual.
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:
- Harm 2 (Arcane)
- +2 Fatigue
- Corruption +1
- Catastrophic side effect (GM describes)
If the spell includes a "Dangerous" TAG, Backlash triggers on mixed results as well.
TAG Library (Abridged)
| TAG Category | Examples |
|---|---|
| Elemental | Burning, Freezing, Storm, Stone, Wave, Wind |
| Force | Force, Area, Strike, Wall, Bind, Dispel |
| Mind & Veil | Veil, 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:
- Discretion: Hidden casting may require a Stealth or Deception test.
- Consent: Affecting minds without permission is often considered a crime or taboo.
- Reputation: Known magic users may face distrust or fear.
- Legal Consequences: Many cities restrict magic use without a license.
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
- Requires high magical and craft skills (Arcana 3+, Craft 2+).
- Costs XP (minimum 5 XP for Tier I) and rare materials.
- Takes weeks or months of downtime.
- Risk of backlash or permanent curse on failure.
- The GM may require quests to obtain legendary components.
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
| Tier | Effect Level | XP Cost | Time |
|---|---|---|---|
| I | Minor (+1 die to one skill, once per session) | 5 XP | 1 week |
| II | Moderate (+1 die to one skill, always active, or a minor spell 1/day) | 10 XP | 1 month |
| III | Major (significant spell 1/day, or major passive bonus) | 20 XP | 3 months |
| IV | Artifact (campaign-defining power) | 40+ XP | 1+ 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 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
- Talent: Spellcraft (6 XP)
- DV = 1 + number of [TAGS]
- Backlash on miss or mixed
- Thiasos + Codex (6 XP)
- 1 action, mark Rite's Obligation cost (variable)
- Push It: +1 Obligation
- DV = max(Obligation Cost − Spirit, Rite Tier)
- Patron's Symbol (4 XP each)
- Ritual: Significant time, mark Rite's Obligation cost
- Symbol displayed: reduce Obligation cost by 1
- Crack the Seal: instant, double cost (min +2)
- Cantor's Path (8 XP)
- Song: 1 action (resolves next round)
- Corruption Timer (size = Spirit)
- Push: Fatigue +1, advance Corruption
- Pact-Whisperer (2 XP)
- Call + Bind (1 Boon or Fatigue)
- Leash = Cap + Spirit
- Craft of the Hedge (4 XP)
- Hedge Gifts: no roll, limited scope
- Quick Workings: single action, roll required
- Full Rituals: significant time, lasting effects
- Identity Strain track (4 segments)
"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