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Your First Magical Character

Fate's Edge Player's Guide — Chapter 9

So you want to play a magic-user. Good choice—but Fate’s Edge offers eight ways in. Jumping into all of them at once is a recipe for confusion. This guide helps you pick a path and then walks you through building a single, focused magical character that is powerful, fun, and manageable.

Quick Reference: Magic Paths at a Glance

Use this table to choose a path that fits your preferred complexity and play style. New players: start with Runekeeper.

PathComplexityCost TypeRiskBest For
RunekeeperLowObligationPatron demandsFirst-timers, reliable magic
Hedge GiftsLowNone (Talent)NoneAnyone wanting a magical touch
Familiar OnlyLowObligation (Patron’s Gift)Patron demandsCompanionship + utility
CantorMediumCorruptionSocial fallout, madnessBards, performers, risk-takers
InvokerMedium–HighObligation + ritual timeSlow casting, Symbol breaksRitual specialists, planners
SummonerHighLeash + BoonsSpirit breaks freePet-class fans, tactical players
Free CasterHighBacklash (Fatigue/Harm)Unpredictable effectsImprov players, wild magic fans
Psionics (optional)MediumMental StrainMental strain, social distrustMind-power enthusiasts

All paths are viable. The table only shows the relative complexity and risk.

If you are still unsure, follow the recommendation below—you can always learn a second path later (see the Magic System chapter).

Step 0: The Recommendation

If this is your first magical character, play a Runekeeper. Why?

You can explore Invokers, Cantors, Witches, Psions, or Summoners later. Start simple.

Which Magic Path Fits You?

Not every player enjoys the same kind of magic. Use this table to find the path that matches how you like to play.

If you want…Choose this pathWhy it fits
Reliable, straightforward magic with clear costsRunekeeperOne Patron, one resource (Obligation). No surprises.
A magical touch without committing to a full pathHedge GiftsSpend 4 XP for a few no-roll tricks. Retrain later.
A companion with a little magical utilityFamiliar OnlyGet Patron’s Gift and a follower for 2 XP. Costs Obligation per use.
To sing, perform, and risk losing yourselfCantorCorruption timer creates drama; great for bards.
Rituals, preparation, and borrowing powerInvokerSlow but flexible; collect Symbols like tools.
A summoned creature that fights for youSummonerTactical pet class; manage the Leash timer.
Improvised magic on the flyFree CasterTAGS system lets you invent spells; high risk.
Mind powers and subtle influence (optional)PsionicsNo Patron, but mental strain and social suspicion.

Still unsure? Let’s start with Runekeeper. You can always learn a second path later (see the Magic System chapter).

Two Low-Cost Alternatives

Before committing to a full magical path, consider these two low-cost options. Both give you a magical feel without the complexity of Rites, Corruption, or a Leash.

Hedge Gifts: Magic Without a Path

Cost: 4 XP (Craft of the Hedge talent)

Hedge Gifts are simple, no-roll magical abilities. A character with the Craft of the Hedge talent learns two Hedge Gifts of their choice. These are small, reliable effects that never require dice rolls and never incur Obligation.

Why take Hedge Gifts?

Sample Hedge Gifts:

GiftEffect
Steady HandOnce per scene, touch someone and remove 1 Fatigue.
Knot of FavorTie a knot; allies gain +1 die to one type of roll for the scene.
Warm HandTouch someone; their next physical action gains +1 die or suffers -1 die.
Hearth-SenseAsk the GM one yes/no question about a threshold or promise.
Salt LinePour a salt line; spirits must test to cross.
The Unlit CandleExtinguish a light source you can see.

Build example (32 XP):

Familiar Only: Thiasos Without a Codex

Cost: 2 XP (Familiar talent)

You can take the Familiar talent (Thiasos) without taking a Codex. This gives you:

Important: Patron’s Gift Costs Obligation

Patron’s Gift is not free. Each time you invoke it, you mark +1 Obligation to your Patron.

Your Obligation Capacity is Spirit + Presence. If you exceed capacity, you mark Fatigue (1 per segment over). You can clear Obligation during downtime by performing an Act of Service for your Patron.

This means:

  • A Spirit 3, Presence 1 character can invoke Patron’s Gift 4 times before hitting Fatigue.

  • You’re still managing a resource—it’s just simpler than tracking Rites, Corruption, or a Leash.

  • You can buy a Codex later to become a full Runekeeper.

Why take Familiar only?

Build example (32 XP):

Patron’s Gift in action: Your familiar is a brass compass that hums when you’re on the right path (Traveler). Once per scene, you touch a map or a walking stick and gain +1 Melee and +1 Lore (navigation) for the scene. You mark +1 Obligation. No Rites. No Corruption. Just a small edge—and a small debt.

Comparison: Hedge Gifts vs. Familiar Only

FeatureHedge GiftsFamiliar Only
Cost4 XP2 XP
Resource TrackedNoneObligation (Patron’s Gift)
Roll RequiredNoNo (Patron’s Gift is an action)
Can RetrainYesYes (buy Codex later)
CompanionNoYes (Thiasos)

Retraining Later

Both options are low-cost investments that can be retrained later.

This means you can start with a magical touch and grow into a full caster as you understand the system better.

The Gray Wanderer’s Advice

“You don’t need to be a wizard to have a little magic. A handful of Hedge Gifts or a familiar who nudges fate is enough to make a character feel touched by the supernatural. But remember: even a small favor from a Patron is a debt. Mark your Obligation. Pay it off in stories and service. The road will teach you the rest.”

Step 1: Choose a Patron (For Runekeepers and Familiar Only)

Your Patron defines your Rites, your Obligation, and your role in the story. Pick one that matches your character concept.

PatronDomainCharacter Concept
The TravelerRoads, journeys, safe passageGuide, courier, scout
Oath of Flame \& LightDawn, vows, protectionPaladin, healer, knight
GrimmirNature, seasonsDruid, ranger, hedge-witch
IkashaShadow, secrets, thresholdsSpy, infiltrator, night-walker
The WitnessTruth, memory, revelationInvestigator, judge, archivist
MykkielLaw, covenant, judgmentTemplar, inquisitor, notary
The Carrion-KingDecay, renewal, compostNecromancer (gentle), healer

New player favorite: The Traveler. Low Obligation costs, useful Rites, and a forgiving Patron.

Step 2: Buy Your Core Talents (Runekeeper)

At character creation you have 32 XP, or up to 36 with Bonds and Complications. A full Runekeeper needs two talents:

Total so far: 6 XP. That leaves 26–30 for Attributes and Skills. Keep the figure in view — magic is bought before anything else, and it does not leave much room behind it.

Step 3: Set Your Attributes

Runekeepers rely on Spirit (Obligation capacity, Rite effectiveness) and Wits (Lore, Insight). A simple spread:

AttributeRatingCost (incremental)
Spirit315 XP (1→2 = 6, 2→3 = 9)
Wits26 XP (1→2 = 6)
Body10 (base)
Presence10 (base)

Total: 21 XP. With the 6 already spent on talents you are at 27 — which leaves 5 XP at a 32 XP start, or 9 if your table is using Bonds and Complications.

Step 4: Buy Your Skills

You need Lore — it is how you understand your own Rites — and at least one social or utility skill. Here is the squeeze, stated plainly: Lore 2 does not fit in a 32 XP Runekeeper alongside Spirit 3 and both talents. Something gives. Two honest answers:

StartWhat you buyCostRunning total
32 XPLore 1 (2), Insight 1 (2), and a Cap 1 Follower (1) — a fellow initiate who owes you an answer5 XP32
36 XPLore 2 (6), Insight 1 (2), and that same Cap 1 Follower (1)9 XP36

Either way you spend every point; none of it can be banked. Note what the second row actually buys: one more die of Lore, which is one more die on every Rite you will ever cast. That is what Bonds and Complications are for.

Step 5: Choose Your First Rites

You begin with two Low Rites from your Patron, and they cost you no XP — the Codex is what you paid for. What a Rite costs is Obligation, marked when you invoke it, and that is the number in parentheses below. Pick two that are useful and clear.

Example: The Traveler

Example: Oath of Flame \& Light

Step 6: Understand Your Resources

You track three numbers:

  1. Obligation (to your Patron). Capacity = Spirit + Presence. For Spirit 3, Presence 1, capacity is 4. Each Rite marks +1 Obligation. When you exceed capacity, mark 1 Fatigue per extra segment.

  2. Fatigue. Each point worsens Position. When Fatigue fills your Body track (Body 1 = 1 segment), convert to Harm.

  3. Harm. Harm 1 is −1 die on related actions. Harm 2 is −1 die on most actions until treated. Harm 3 is incapacitated or dying.

Player’s job: Mark these yourself. Announce when Obligation fills. The GM does not track them for you.

Step 7: Play Your First Session

Before the session

During the session

  1. Invoke a Rite: Say “I invoke Road-Sense.” Mark +1 Obligation. Roll Wits + Lore (or as specified). Apply the effect.

  2. Take a Short Rest: Clear 2 Fatigue.

  3. Accept a Patron’s demand: If the GM says “your Patron requires a task,” treat it as a story hook, not a punishment.

After the session

Optional: Add a Minor Talent

If you have 2–4 XP left, take one of these:

What to Avoid at First

Sample Build: Kestra the Traveler’s Runekeeper

ElementChoice
NameKestra
PatronThe Traveler
AttributesSpirit 3 (15 XP), Wits 2 (6 XP), Body 1, Presence 1
SkillsLore 2 (6 XP), Insight 1 (2 XP), Sway 1 (2 XP)
TalentsFamiliar (2 XP), Codex (4 XP)
RitesRoad-Sense (Obligation 4), Traveler’s Boon (Obligation 5)
Starting Boons3
Obligation Capacity4 (Spirit 3 + Presence 1)

Total XP spent: Spirit 3 (15), Wits 2 (6) = 21; Familiar (2) and Codex (4) = 6; Lore 1 (2) and Insight 1 (2) = 4; a Cap 1 Follower (1). 32 XP, exactly.

At a 36 XP start: the same build with Lore 2 instead of Lore 1 (4 more XP). Her two Rites cost her nothing in XP — Road-Sense marks 4 Obligation and Traveler's Boon marks 5, against a capacity of 4. She can afford one of them cleanly and the other only by going over, which is precisely the choice the Traveler wants her making.

Kestra is a former caravan guide who swore to the Traveler after being betrayed by her crew. She carries a brass compass (her Thiasos) and a leather journal of route-maps (her Codex). She invokes Road-Sense before every journey and Traveler’s Boon to cross difficult terrain. She tracks her Obligation carefully and pays it off by guiding lost travelers through the mountains.

Sample Build: The Hedge-Witch (Low-Cost Alternative)

ElementChoice
NameSariel
PatronNone (Hedge Gifts)
AttributesSpirit 3 (15 XP), Wits 2 (6 XP)
SkillsLore 2 (6 XP) — Insight and Craft at a 36 XP start
TalentsCraft of the Hedge (4 XP)
Hedge GiftsSteady Hand, Knot of Favor
Starting Boons3

Total XP spent: Spirit 3 (15), Wits 2 (6) = 21; Lore 2 (6); Craft of the Hedge (4); a Cap 1 Follower — a goat that is smarter than it looks (1). 32 XP, exactly.

Insight and Craft are what the extra 4 XP buys, if your table uses Bonds and Complications. Without them she is a healer who cannot yet roll Craft — which is either a problem or a character, depending on how you play it.

Sariel is a village healer who learned a few tricks from her grandmother. She doesn’t swear to any Patron—she just knows how to tie knots that hold luck and press hands that soothe pain. If she later wants more magic, she can retrain Craft of the Hedge into Spellcraft or a Codex.

Sample Build: The Familiar-Bonded Scout (Low-Cost Alternative)

ElementChoice
NameFinn
PatronThe Traveler (Familiar Only)
AttributesWits 3 (15 XP), Body 2 (6 XP), Spirit 1, Presence 1
SkillsLore 2 (6 XP), Stealth 1 (2 XP) — Athletics at a 36 XP start
TalentsFamiliar (2 XP)
Patron’s Gift+1 Melee and +1 Lore, once per scene. Costs +1 Obligation per use.
Starting Boons3
Obligation Capacity2 (Spirit 1 + Presence 1)

Total XP spent: Wits 3 (15), Body 2 (6) = 21; Lore 2 (6) and Stealth 1 (2) = 8; Familiar (2); and the raven itself as a Cap 1 Follower (1). 32 XP, exactly. With +4: Athletics 1 (2) and Insight 1 (2).

Finn is a scout who carries a raven (his Thiasos) that helps him find safe routes. He has no Rites and no Codex—just the raven’s guidance and the Traveler’s subtle favor. Each time he calls on that favor, he marks +1 Obligation. With Spirit 1 and Presence 1, his capacity is 2—he can invoke Patron’s Gift twice before he starts taking Fatigue. He pays off his Obligation by guiding lost travelers through the hills.

Final Advice

The One Rule for New Magical Players

Spend your Boons. Hoarding them for XP conversion starves the table of drama. A re-rolled failure, an improved Position, or an activated Asset creates a memorable moment. The XP will come from your adventures.

You are now ready to play a magical character—whether a full Runekeeper, a hedge-witch with a few tricks, or a scout with a familiar. When you feel comfortable, read about the other paths (see the Magic System chapter). But for now, start simple. The road is long. The magic will grow.

The road is waiting. Pay your toll.