FATE’S EDGE · SYSTEM REFERENCE DOCUMENT

Rites, invokers, and summoning

These are detailed procedures for the characters and situations that use them. Read the relevant section in order rather than treating its tables as a substitute for the procedure. Moving this material out of the opening chapter changes neither its availability nor its rules.

Rites and Invokers

This chapter covers universal rituals (available to any character with time and components) and the Invoker path (characters who channel Patrons through consecrated Symbols).

Universal Rituals

Any character, regardless of magical talent, may attempt a universal ritual. Requirements:

  • A clear intent (what you want to achieve).
  • A method (e.g., summoning circle, prayer, sympathetic object).
  • Components (consumed or used up).
  • Time (at least one scene of uninterrupted work).

Ritual Resolution

The GM sets a DV (typically 4–6) based on scope. The player rolls Spirit + Lore (or another appropriate skill).

  • Clean Success: The ritual works as intended.
  • Success with SB: Works, but with a cost (backlash, extra time, compromised component). GM spends SB.
  • Partial: Partial effect; player gains 1 Boon.
  • Miss: Fails; GM may impose a complication (wrong spirit answers, ward backfires). Player gains 2 Boons.

Universal Rituals Table

RitualTierCast TimeComponents & Effect
Wayfinder’s ThreadLow1 minRed cord knotted thrice; whisper destination. Create tether to safe path. Cost: Fatigue if used >1/scene. Push: +1 SB reveals shortcut.
Oath-WardLow5 minChalk circle; sworn phrase. Ward small area vs intrusion. Cost: Breaking oath triggers SB.
Ember-GlassLow1 minSmoked glass. Sense heat sources through cover. Cost: lose torch/tinder.
Salt-CutLow1 minSalt, bronze knife. Sever simple ongoing effect (rope, charm). Cost: consume salt.
River’s MemoryMedium10 minBowl, personal token. Scry recent event tied to token (blurry). Cost: token ruined.
Bargain-BeadMedium10 minTwo carved beads. Invite spirit to parley. Cost: give valuable concession or take SB.
Quiet VeilMedium5 minAsh, muffled bell. Muffle group sounds for scene. Cost: Muted Condition.
Dream-Way MarkerMedium10 minInked sleep mask, water cadence. Mark safe entrance to Ways Between; short transit. Cost: all Shaken on waking.
PurgeMedium10 minBitter herbs, clean blade. Cleanse taint/curse one step. Cost: caster takes minor echo (–1 next action).
Summoner’s GateHigh20 minCircle, true-name sigil. Call known entity safely. Cost: occupies concurrency slot; breaking terms creates SB.

Source note: this table's rows were flattened by text extraction (ritual names, tiers, and cast times were grouped separately from their components/effect text, in matching sequential order). The pairings above were reconstructed by matching row order across the three original columns.

Invokers (Symbol Path)

Invokers channel power through consecrated Symbols — physical tokens tied to a specific Patron.

Requirements

  • Patron’s Symbol (4 XP each): Minor Asset. Grants ritual access to that Patron’s Rites.
  • One Symbol per Patron; Invokers may carry Symbols of multiple Patrons.

Ritual Invocation

  • Takes DV + 1 rounds to complete.
  • Display the Symbol openly (visible).
  • Always marks +1 Obligation to that Patron.
  • If the Symbol is displayed, DV –1 and Obligation –1 (minimum 0 Obligation).

Crack the Seal (Instant Cast)

Resolve the Rite immediately (1 action) by:

  • Marking +2 Obligation (+3 for High Rites).
  • Setting the Symbol to Compromised (inert until restored).
  • The GM may immediately spend 1 SB on a thematic complication.

Restoring a Symbol

  • Requires a Downtime action.
  • Roll Wits + Arcana or Lore (DV 3).
  • Clean Success: Symbol returns to Maintained.
  • Partial: Symbol becomes Neglected (future rituals +1 Obligation).
  • Miss: Symbol remains Compromised; requires a quest or Patron service to restore.

Multiple Symbols

  • Carrying 4 or more different Symbols causes the first Invoker ritual each scene to mark +1 additional Obligation.
  • Displaying a rival Patron’s Symbol while invoking another worsens Position by 1 and marks +1 Obligation to the current Patron. On any rolled 1, the GM may trigger a Patron omen or glitch.

Borrowed Grace (Invoker Talent)

Minor Talent Cost: 3–5 XP

Once per scene, spend 1 Boon or 1 Fatigue (1 action) to gain:

  • +1 die to a single combat action, or
  • +1 Effect to a social or stealth action.

Requires visibly displaying your Patron’s Symbol. If the Symbol is Compromised, Borrowed Grace works at –1 die.

The Traveler (Ways & Journeys)

The Traveler grants rites of safe passage, wayfinding, and road covenants. All rites below are available to Runekeepers and Invokers sworn to The Traveler.

Low Rites

Low Rite of Road-Sense (Obligation: 4)

Instant; Self; No.

[NAVIGATION] [AWARENESS]

Effect: You unerringly pick the fastest safe route in Near/Far range. Gain +1 die to avoid ambushes or delays. Create a 4-segment Path Memory timer to ignore one instance of difficult terrain.

Push It: Spot one hidden bypass, but generate 1 SB (Clubs).

DV: max(4 – Spirit, 1).

Low Rite of Traveler’s Boon (Obligation: 5)

Scene; Self/Ally; No.

[MOVEMENT] [BOND] [HASTE]

Effect: Ignore one level of difficult terrain or bureaucratic delay. +1 Effect to travel or escape checks. If shared, create a 2-segment Shared Journey bond with an ally.

Push It: Extend to one more ally; mark 1 SB (Diamonds).

DV: max(5 – Spirit, 1).

Standard Rite

Standard Rite of the Waymark (Obligation: 8)

Scene; Near; No.

[MARK] [GUIDANCE] [PASSAGE]

Effect: Declare a lane as permitted or easy. Allies gain improved Position/Effect or ignore one obstacle. Create a 6-segment Marked Path timer.

Push It: The lane persists between scenes; the first enemy to exploit it forces 1 SB (Spades).

DV: max(8 – Spirit, 2).

Note: For all The Traveler’s rites, the Difficulty Value is calculated as DV = max(Obligation Cost – Spirit, Rite Tier), where Rite Tier is 1 for Low, 2 for Standard. Spirit reduces both the roll difficulty and the risk of Obligation overflow.

Additional Sample Rites by Patron

These Low and Standard Rites are examples. See the full Player’s Guide for complete lists.

Oath of Flame & Light (Dawn, Vows)

Oath of Flame & Light

  • Rite of Kindle Vow (Low): Bind a scene-long vow; bearer gains +1 die when fulfilling it.
  • Rite of Lay on Hands (Low): Cleanse affliction, reduce Harm by 1, or remove 1 Fatigue.
  • Rite of Radiant Smite (Standard): Your next melee strike flares with dawnfire. Upgrade Effect by one step, add +1 Burn Harm, or –1 die to their next roll. Against undead, oathbreakers, or outsiders: oath-breakers suffer +1 Harm and –1 die, outsiders gain +1 leash ticks.

The Sealed Gate (Thresholds, Wards)

The Sealed Gate

  • Rite of Sealed Threshold (Low): Mark a doorway; unauthorized crossing requires Endurance test (DV 3).
  • Rite of Circle of Denial (Standard): Protective circle; spirits/outsiders must resist (Resolve vs DV 4) to enter.
  • Rite of Banishment Knot (High): Cast out a supernatural entity; test against its TL.

Raéyn, Mistress of the Sea (Tides, Storms)

Raéyn

  • Rite of Tidemark’s Blessing (Low): Steady footing on wet surfaces; +1 die to balance/climb.
  • Rite of Whispering Currents (Low): Learn safest route on water; +1 die to navigation.
  • Rite of Wave-Road Blessing (Standard): Consecrate a sea lane; +2 dice to travel or evasion.

Ikasha, She Who Sleeps (Shadow, Secrets)

Ikasha

  • Touch the Umbral Veil (Low): +1 die to one Stealth roll; soften a noise.
  • Rite of Crossroads Raven (Low): Omen-raven gives +1 die to navigation or forces enemy hesitation.
  • Become the Shadow at the Crossroads (High): Intangible to mundane harm; pass through gaps; +2 dice Stealth.

Obligation and Invokers

Invokers track Obligation per Patron. Each ritual invocation marks +1 Obligation (reduced by displaying the Symbol). Crack the Seal marks +2 Obligation (+3 for High Rites). Obligation Capacity = Spirit + Presence. Exceeding capacity causes Fatigue.

Ritual Interruption and Counterplay

  • A ritual can be interrupted by damage, loud noise, or direct countermagic before completion.
  • A character may use [COUNTER] to disrupt a ritual in progress.
  • If interrupted, the ritual fails; components may be lost. The GM gains 1 SB.

Summoning

Summoning is the art of calling beings from beyond the mortal veil — spirits, elementals, the dead, fey, demons, or stranger entities. It is always dangerous, often costly, and never without consequence.

Who Can Summon?

Any character may attempt a summoning ritual, but only those with the Pact-Whisperer talent can reliably bind and command spirits in combat time. NPCs and plot events use the same principles: a summoner prepares a circle, pays a cost, and risks backlash.

Summoning for Narrative (Greater Powers)

Not all summonings are tactical. Sometimes the story demands calling a greater power — a patron-level entity, a forgotten god, or a primordial force. These rituals are not resolved with a single roll; they are extended challenges that drive the plot.

Ritual Structure for Greater Summonings

  • Preparation Timer [6–12]: The summoner gathers rare components, secures a threshold, and learns the entity’s true name (or equivalent).
  • The Calling: A dramatic scene where the summoner rolls Spirit + Lore vs. DV (set by the entity’s power). Failure may summon something else.
  • The Bargain: Greater powers do not serve for free. They demand a price — a memory, a firstborn, a deed, or an ongoing Obligation (tracked as a campaign front).
  • Consequences: On success, the entity manifests (briefly) and may grant a boon, answer a question, or perform a single impossible task. On failure, the entity corrupts, attacks, or curses the summoner.

Example: Summoning the Pale Shepherd’s Herald. A village elder attempts to summon a death-herald to save a dying child. Preparation timer [8]: gather grave-ash, a silver bell, and the child’s true name. Calling roll: Spirit 2 + Lore 3 = 5 dice vs DV 5 → Partial. The herald appears but demands a year of the elder’s remaining life. The elder accepts; the child lives.

PC Summoner (Pact-Whisperer)

Player characters who specialize in summoning take the Pact-Whisperer talent (2 XP). This allows them to call and bind spirits for temporary aid in scenes.

Summoning Talents (Summary)

The essential summoning talents are:

  • Pact-Whisperer (2 XP): Base access to summoning.
  • Lesser Pactwright (2 XP): Call spirits of TL 1.
  • Greater Pactwright (4 XP): Call spirits of TL 3.
  • Spirit Link (10 XP): Spirits act on your turn; all commands are free actions; reduce Leash ticking for natural behaviors by 1.

Core Mechanics – Call, Bind, and the Leash

Summoning a spirit follows three steps: Call, Bind, and Leash management.

Call (1 Action)

The spirit manifests at Near range. Choose a spirit template (see sample templates below).

Bind (1 Boon or 1 Fatigue)

Spend 1 Boon or mark 1 Fatigue to establish control. The spirit is now bound and will follow simple commands.

Leash Capacity

The spirit has a Leash — a track of segments equal to your Spirit + the spirit's TL. TL is 1 for a Lesser spirit, 3 for a Greater. The Leash represents the strain of keeping the spirit in the mortal world.

Ticking the Leash

The Leash ticks forward (gains segments) under the following conditions:

  • The spirit takes Harm (1 segment per level of Harm).
  • You command the spirit to act against its nature (1 segment).
  • You split focus — take another significant action while the spirit is acting (1 segment).
  • The spirit crosses a [WARD] without dispelling it (DV = its TL; tick segments equal to the ward's DV).
  • (Optional narrative trigger) A rival contests control, or the spirit moves too far from you.

When the Leash Fills

When the Leash reaches its capacity, the spirit acts once according to its nature (the GM decides the action, which is often destructive or self-serving), then departs immediately (or turns hostile at the GM’s discretion). The bond is broken.

Boon Finesse

Once per round, you may spend 1 Boon to clear 1 tick from the current spirit’s Leash (cannot be used after the Leash has already filled). This represents appeasing the spirit, reaffirming control, or offering a small token.

Commanding Spirits

  • Quick Command: Simple orders (“attack that enemy”, “move there”, “defend me”, “retrieve that object”) do not consume your Action. You may issue one Quick Command per round as a free action.
  • Complex Command: If the order requires interpretation, multiple steps, or finesse (“guard this door and alert me if anyone passes”, “search the room for a hidden key”), it uses your Action for the turn.
  • Spirit Link (Major Talent): Spirits act on your turn; all commands are free actions; reduce Leash ticking for natural behaviors by 1.

Spirit Bond Progression

For spirits you summon regularly (e.g., a favoured elemental or a recurring shade), track a Spirit Bond Timer [4].

  • Mark segments for successful commands, shared victories, or mutual aid (once per type per session).
  • At 2 segments: Gain +1 die to communicate with this spirit type.
  • At 4 segments: The spirit becomes Favored. Choose one: Leash Capacity +1, or –1 tick per command (minimum 0). Additionally, the spirit grants you +1 Boon when it departs naturally (not destroyed or forced out).

Sample Spirit Templates

Lesser (TL 1)

TL 1

Resilience: 3 (standard)

  • Shade: Stealthy scout; can pass through cracks; Harm 1, Leash = 1+Spirit.
  • Emberling: Small fire elemental; deals 1 Harm (fire) on touch; can ignite objects.
  • Tangle-root: Plant spirit; can entangle one target (Entangled condition, Athletics DV 3 to break).

Greater (TL 3)

TL 3

Resilience: 3 (standard)

  • Flame Elemental: Area fire attack (Harm 2 to all in Close); immune to mundane fire; Leash = 3+Spirit.
  • Shadow Hound: Track any scent; can move silently; attacks with Harm 2 (shadow bite).
  • Stone Guardian: High defense; can interpose and reduce Harm to an ally by 1 (once per round). Harm 1, but +2 Armor.

Specializations (for recurring spirits)

Choose one specialization when a spirit becomes Favored:

  • Combat Specialist: +1 Harm on attacks; ignores first Harm 1 per scene.
  • Scout Form: Stealthy; a TL 1 spirit can carry 2 kg, a TL 3 spirit 10 kg; +2 dice to Stealth.
  • Utility Spirit: Can perform simple tasks (opening unlocked doors, carrying light objects, fetching items).
  • Shield Guardian: Once per round, interpose and convert an ally’s Harm 1 into Fatigue on the spirit.

GM Guidelines for Summoning

NPC Summoners

Treat enemy summoners as having the same limitations: they must Call (action) and Bind (Boon or Fatigue). Their spirits have a Leash timer. The GM may choose not to track Leash for minor NPCs if the fiction does not demand it, but for major antagonists, use the same mechanics — this creates tactical choices (e.g., attack the summoner to break control, or force the spirit to cross a ward).

Plot-Level Summonings

  • Create a Ritual Timer [6–12] that the party can disrupt.
  • Each segment represents a component (blood sacrifice, alignment of stars, chanting cultists).
  • The party can sabotage components, kill cultists, or break the circle to halt the summoning.
  • If the timer fills, the entity arrives — now the party must bargain, fight, or flee.

Hazards of Greater Summoning

  • Uncontrolled Manifestation: The entity may be hostile to everyone, including the summoner.
  • Collateral Damage: Reality warps, wards fail, the dead rise, or the environment becomes a hazard.
  • Debt: Even if bound, the entity extracts a price — an Obligation timer that ticks per scene, demanding sacrifice or service.

Example: The Cult of the Ninth Bell. Cultists attempt to summon a fragment of the Ninth (void entity). A 6-segment timer: collect nine souls (segment 1), ring the forbidden bell (segment 2), etc. The party can interrupt at any segment. If the timer fills, the Ninth Rim appears — treat as a Tier IV hazard with a Bargain (offer a memory) or a Catastrophe (reality starts erasing the town).

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