Freeform Arcana (Wizardry)
Creative, rational, deliberate shaping. Tools: Glyphs, structures, metaphors. Costs: Fatigue, reality recoil, SB instability. Play Cue: Diagram your spell or state its symbolism. Big spells distort fate — accept SB spikes.
Fate's Edge Player's Guide — Appendix
This appendix provides lightweight, table-friendly tools for tracking character progress, campaign state, and moment-to-moment rules. Print, photocopy, or copy to index cards for use at the table.
Many groups find that physical, tactile trackers speed up play and reduce mental load. Consider:
Declare → GM sets DV and Position → roll Attribute + Skill in d10s → count.
Each 6–9 is 1 success. Each 10 is 2. Each 1 hands the GM 1 SB.
Compare successes (S) to the DV:
S ≥ DV, no 1s → Clean Success
S ≥ DV, one or more 1s → Success with SB — you get it, the world pushes back
0 < S < DV → Partial — progress, not arrival; +1 Boon
S = 0 → Miss — it fails and worsens; +2 Boons
DV 2 routine • 3 default • 4 hard • 5+ extreme. Position Dominant (re-roll one failure) / Controlled / Desperate (re-roll one success).
SB is the GM's pool: complications, escalation, timers.
Fatigue: ________ (Max = Body)
Mental Strain: ________
Harm: [ ] Harm 1 (−1 die, related actions) [ ] Harm 2 (−1 die, most actions) [ ] Harm 3 (incapacitated or dying)
When tracks fill:
Current SB (GM pool): ______
Momentum (party pool, optional — Ch.18): ______ (max 2 banked per session)
Used this session: ______
| XP Cost | Talent Type / Impact |
|---|---|
| 2–3 XP | Minor Talent — a situational bonus, a signature trick |
| 4–6 XP | Major Talent — a specialization, a strong standing effect |
| 7–10 XP | Prestige Talent — campaign-defining, usually gated behind a requirement |
| Magic access talents are priced individually: Familiar 2 • Pact-Whisperer 2 • Lesser Pactwright 2 • Codex 4 • Patron's Symbol 4 • Spellcraft 6 • Cantor's Path 8 | |
Name: ____________
Core Drive: ____________
Short-Term Goal (1–2 sessions): ____________
Long-Term Goal (arc): ____________
Background Complication: ____________
Relationship That Matters: ____________
Physical tip: Print this card on cardstock, fold in half, and stand it in front of you as a reminder.
Faction Name: _________
Attitude: −3 −2 −1 0 +1 +2 +3
Notes: ____________________
1. Declare Bold Action — Drive fiction forward.
2. Accept Consequences — Complications create story.
3. Spend Story Beats — Make moments matter.
4. Use Boons — Re-roll, improve Position, activate Assets.
5. Share the Spotlight — Assist, bond, set up allies.
| Archetype | Core Resource |
|---|---|
| Fighter / Warrior | Maneuvers, Fatigue, Weapon Master |
| Rogue / Scout | Positioning, Stealth, Backstab |
| Caster (Freeform) | Spellcraft, Elemental Tags, Backlash |
| Runekeeper | Rites, Obligation, Codex |
| Invoker | Rituals, Patron's Symbol, Crack the Seal |
| Cantor | Songs, Corruption Timer, Repertoire |
| Summoner | Leash Timer, Spirit Bond, Pact |
Name: ___________ Segments: [ ] [ ] [ ] [ ] [ ] [ ]
Goal: ___________
Obstacles / Resources Needed: ________
Physical tip: Use a 6-segment whiteboard timer. Each downtime, erase one segment and roll for progress.
When a player fails or partially succeeds, the GM may offer a choice from this list (or invent a custom one):
Your character sheet is not your character. It is a tool to help you express who they have been, who they are becoming, and how their choices change the world.
Use these tools to make that expression vivid, consequential, and memorable.
Magic in Fate's Edge is plural. Different traditions channel power through different metaphysical structures, but all obey the same truth:
Power has a cost, and magic shapes the one who wields it.
This appendix provides quick-reference tools for players using magic-affiliated systems, talismans, rites, and occult practices.
Cast Declaration Template:
Freeform Arcana (Wizardry)
Creative, rational, deliberate shaping. Tools: Glyphs, structures, metaphors. Costs: Fatigue, reality recoil, SB instability. Play Cue: Diagram your spell or state its symbolism. Big spells distort fate — accept SB spikes.
Innate Arcana (Sorcery)
Emotional, instinctive, bloodline-linked. Tools: Breath, impulse, resonance. Costs: Fatigue, unpredictable backlash. Play Cue: Treat magic like a reflex. Push your limits — expect consequences.
Invocation (Priest / Paladin / Medium)
Petition, prayer, pact, rite. Tools: Symbols, vows, places of power. Costs: Taboo pressures, obligation timers. Play Cue: Your magic is not your own — frame it as a request. Violating your ethos draws consequences.
Runic Consecration (Runekeeping)
Methods, seals, contracts. Tools: Ritual steps, codices, binding clauses. Costs: Hunger timers, escalation loops. Play Cue: Magic is procedure. Expect the system to push back.
Shaping / Druidic Power
Resonance with place, element, cycle. Tools: Marks, offerings, seasonal rites. Costs: Environmental echo, territorial consequence. Play Cue: Declare what the land wants — then bargain.
Pact Binding (Warlock / Avatar)
Exchange, hunger, transformation. Tools: Tokens, signatures, reflection marks. Costs: Autonomy loss, ascension risk. Play Cue: Ask: “What does my patron get?” Debt becomes plot.
Summoning (Medium / Necromancer / Shaman)
Invocation of entities, binding, vassal action. Tools: Circles, bargains, lanterns, ancestral calls. Costs: Attention timers, breach risk. Play Cue: Give the summoned a personality — their aid comes with demands.
No magic is free.
| Cost Type | Examples in Play |
|---|---|
| Fatigue | Exhaustion surge, shaking focus, body strain |
| SB Pressure | GM spikes complications or timers (elemental backlash, Patron omens) |
| Taboo / Obligation | Commandments, rites, punishment for misuse, Patron demands |
| Attention / Backwash | Spirits notice; cosmic ledger ticks; faction awareness |
| Anomaly / Distortion | Places react, reality warps, rituals echo — scene tags change |
| Identity Erosion | Compelled acts, alignment tilt, Iconic Ascension risk |
All magic systems can blend. A Runekeeper may emulate a Cleric or Druid; an Invoker may operate as a Paladin or Prophet; a Sorcerer may look like a Witch, Elementalist, or Psion.
When combining systems:
The following examples illustrate how TAGS, DV scaling, and spell intent interact within the casting system. Use them as inspiration or as templates for your own spells.
Each entry includes:
Simple Light (Air + Light)
Effect: Create a small sustained light (torch-brightness) for the scene.
DV: 1 + 1 = 2.
Notes: No backlash risk; lasts until dismissed.
HEAL Minor Wounds (Life + HEAL)
Effect: Close a small cut or bruise; reduce 1 Fatigue (Minor).
DV: 1 + 1 = 2.
Notes: Requires touch.
HEAL as a Cantrip. The HEAL tag (Life) can be cast as a single-action cantrip (DV 2). On a success, you remove 1 Fatigue from yourself or a touched ally. This cannot heal Harm.
Healing Harm (1 level). To restore a level of Harm, you must include the HEAL tag and either:
HEAL with a second appropriate tag (e.g., Purify, Strengthen, Cleanse).The GM sets the final DV based on the tags and the wound's severity.
Why? Fatigue is exhaustion — a quick charm can ease tired muscles. Harm is injury — closing wounds demands more power and risk. This keeps healing meaningful without overshadowing martial endurance.
Message on Wind (Air + Veil)
Effect: Carry a short whispered message 100 feet on wind currents.
DV: 1 + 1 = 2.
Notes: One-way communication; 30 seconds duration.
Blade Flame (Fire + Strike)
Effect: Coat a weapon in fire, adding +1 Harm and [BURN] to the next melee attack.
DV: 1 + 1 + 1 = 3.
Notes: Lasts one exchange.
Shield of Air (Air + Wall)
Effect: Create a compressed air barrier; gain Position +1 on next defense.
DV: 1 + 1 + 1 = 3.
Notes: One use only.
Fleet Step (Air + Leap)
Effect: Double movement speed for one exchange.
DV: 1 + 1 + 1 = 3.
Notes: Requires open area.
Wall of Stone (Earth + Wall)
Effect: Summon a 10-foot stone wall (Near; scene duration).
DV: 1 + 1 + 1 = 3. Dangerous DV: 4 (combat blocking).
Notes: Provides cover; obstructs movement.
Sleep's Gentle Touch (Water + Mind)
Effect: One target falls asleep (scene duration; Resist: Spirit + Insight DV 2).
DV: 1 + 1 + 1 = 3. Dangerous DV: 4 (combat use).
Notes: Harm wakes target.
Flame Cloak (Fire + Area)
Effect: 6-foot radius of intense heat; enemies suffer −1 die to approach.
DV: 1 + 1 + 1 = 3. Dangerous DV: 4 (if allies are near).
Notes: Creates difficult terrain.
Earth's Tremor (Earth + Force)
Effect: 20-foot tremor; enemies test Body + Athletics (DV 3) or fall prone.
DV: 1 + 1 + 1 = 3. Dangerous DV: 5.
Notes: Destabilizes structures; affects all in area.
Storm's Fury (Air + Storm)
Effect: 30-foot storm cloud; lightning strikes random targets (Harm 2).
DV: 1 + 1 + 1 + 1 = 4. Dangerous DV: 6.
Notes: Lasts scene; reduces visibility.
Healing Circle (Life + Area)
Effect: Allies in 15-foot radius heal 1 Harm and clear 1 Fatigue.
DV: 1 + 1 + 1 + 1 = 4.
Notes: Major positive effect warrants high DV.
Gate of Passage (Air + Fold)
Effect: Open a two-way portal 20 feet wide linking two locations.
DV: 1 + 2 + 1 + 1 = 5. Dangerous DV: 7.
Notes: Requires concentration; may destabilize.
Army of Stone (Earth + Summon)
Effect: Summon 4 stone guardians (Cap 2) to follow simple commands.
DV: 1 + 2 + 1 + 1 = 5. Dangerous DV: 6.
Notes: Scene duration; concentration.
Mind's Dominion (Fate + Mind)
Effect: All enemies in 25-foot radius test Spirit + Insight (DV 4) or obey a single command.
DV: 1 + 1 + 1 + 2 = 5. Dangerous DV: 7.
Notes: Significant ethical risk; backlash likely.
The Warden's Bond (Life + Bind) — Healing Cantor
Effect: Heal 2 Harm and link caster to target — the next Harm they take, caster suffers 1 instead.
DV: 1 + 1 + 1 + 1 = 4.
Notes: Sacrificial protection.
Shadow's Step (Air + Veil) — Trickster's Path
Effect: Become invisible and teleport 30 feet; gain +2 dice to next Stealth action.
DV: 1 + 1 + 1 + 1 = 4.
Notes: Requires shadow or dim light.
Forge's Truth (Fire + Reveal) — Artificer's Craft
Effect: See flaws in an object and repair as if 2 Skill levels higher (scene).
DV: 1 + 1 + 1 + 1 = 4.
Notes: Works on magical items (with risk).
This framework provides concrete spell examples and demonstrates how TAGS, DV scaling, and ambition interact within the magic 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.
Intent + Target + Tags = effect. Example: “I unleash Burning • Area • Force against the marauders.”
DV = 1 + number of TAGS
Dangerous TAGS (Teleportation, Transformation, Domination) add +2 DV instead of +1.
Roll Wits + Arcana (or similar). Success = spell works. Failure or any 1 = Backlash.
Choose one:
If the spell includes a “Dangerous” TAG, Backlash triggers on mixed results as well.
| TAG Category | Examples |
|---|---|
| Elemental | Burning, Freezing, Storm, Stone, Wave, Wind, Earth, Fire, Water, Air, Lightning, Ash |
| Force | Force, Area, Strike, Wall, Bind, Dispel, Push, Pull, Crush, Shield |
| Mind & Veil | Veil, Scry, Memory, Command, Fear, Glamour, Dream, Whisper, Reveal, Hide |
| Life & Body | HEAL, Purify, Strengthen, Waken, Beast, Heal, Poison, Rot, Numb, Sicken |
| Space & Motion (dangerous, +2 DV) | Leap, Fold, Gate, Gravity, Phase, Teleport, Blink, Anchor |
| Creation & Transformation (dangerous, +2 DV) | Create, Summon, Transmute, Animate, Conjure, Shape, Graft, Fleshcraft |
| Illusion & Deception | Mirage, Echo, Mask, Copy, Phantasm, Glimmer |
| Protection & Warding | Ward, Defend, Seal, Barrier, Sanctuary, Negate |
| Time (rare, dangerous, +2 DV) | Haste, Slow, Stop, Rewind, Age |
| Curse & Hex | Curse, Jinx, Bind, Misfortune, Taint, Corrupt |
| Information | Know, Sense, Locate, Recall, Translate |