Magic

Magic

Boon Level Cost Roll Effect
Bad Penny 1L Man + Lar Fatebind an object to a person so that it always turns up near them.
Luck Be a Lady 1L Dictate the outcome of random events in games of chance.
Unjinx Avoid one botch per game session from good luck.
The Unlidded Eye 1L Per + Occ See magical phenomena and identify relics on sight.
Evil Eye ●● 2L Magic Curse your target with an increased chance of botching.
Legendary Surge ●● 1W Magic Grant your target some of your Legend points.
Warp the Weft ●● 3L + 1W Allow everyone in the area to reroll and Defensive Do-Over twice.
Bona Fortuna ●●● Gain a dice boost from good luck once per game session.
Deus Ex Machina ●●● Call down a god to intervene and save you from your current situation.
Fateful Connection ●●●● 3L + 1W Create a sympathetic link to your target so you can affect him with powers from afar.
Manifest Destiny ●●●● Varies Reroll Virtues by taking semi-permanent damage.
Trading Fates ●●●● 1L Give someone else good luck by accepting bad luck for yourself later.
Birthright Bond ●●●●● 10L + 2W Man + Occ Bind a relic to a new owner.
Fortune Favors the Bold ●●●●● 3L + 1W Magic Cause sixes rolled to become successes, but every roll has a 1/3 chance of botching.
Sacred Image ●●●●● 5L + 1W Possess any picture or statue of you and use its senses.
Trusted Tool ●●●●● 5L + 1W Turn objects into indestructible minor relics.
Avoid a Fate ●●●●● ● 5L Wit + Occ Put off affects that would target you until the end of the scene.
Meddlesome Fates ●●●●● ● 5L + 1W Magic Create or increase Fatebonds between targets.
Divine Seal ●●●●● ●● 5L + 1W Int + Lar Magically seal an area against intruders.
Transfer Relic ●●●●● ●● Varies Man + Lar Move the powers of a relic from one object to another.
Twist the Web ●●●●● ●● 5L + 1W Man + Occ Change a Fatebound person’s role, expectations and rejections.
Serendipity ●●●●● ●●● 5+L + 1W Cause all dicerolls of 10 to count as three successes and become able to grant extra successes to others.
Weave-Sense ●●●●● ●●● 2L Per + Occ Notice and deflect attempted uses of Magic, Mystery or Prophecy on you.
Shape the Soul ●●●●● ●●●● 15L + 1W Man + Emp Permanently change the Virtues of your target.
Unbinding ●●●●● ●●●● Varies Wit + Lar Sever a Birthright’s connection to its rightful owner.
Curse ●●●●● ●●●●● 10L Magic Curse others with massive bad luck.
Fateful Locus ●●●●● ●●●●● 20L + 1W Cha + Pre Create a zone in which Magic, Mystery and Prophecy boons can be used by anyone.
The Wyrd ●●●●● ●●●●● ● 30L + 1W Int + Occ Lose free will and perform the actions of Fate itself in exchange for good fortune and a favorable fate of your own.

Any use of the Magic purview constitutes a manipulation of Fate itself, and as such all Magic boons also cause Fatebonds to attach themselves to the Scion, regardless of whether or not he or she would normally have rolled to receive them.

BAD PENNY

Cost: 1 Legend per use
Dice Pool: Manipulation + Larceny
By tugging on the threads that bind an item to the world, the Scion with this boon may wrap them loosely around living things, creating temporary but powerful links between the object and his target. When he spends the requisite cost, the Scion creates a small, temporary Fatebond from an object to his target; thereafter, that object constantly turns up wherever his target may be no matter how unlikely such an occurrence might be, seeming to follow her everywhere she goes to provide a ready source of help or a terrifying reminder of the Scion’s power. The only way to prevent the spell from functioning is to completely destroy the object, but even then any debris or constituent parts from it may still be found without warning. The Scion may also bind items to himself in order to make sure that he cannot lose them for long, but he may only use this boon on items weighing less than 25 pounds. The spell lasts for a number of days equal to the Scion’s successes, after which the item is no longer connected and ceases to coincidentally turn up in places it should not.

LUCK BE A LADY

Cost: 1 Legend per use
Dice Pool: None
The blessings of fortune are commonplace to the Scion with this boon, who is so favored by Fate that chance seems to bend to his whim whenever he calls. Whenever he chooses to spend the activation cost, he may choose any one random event in a game of chance to come up as he wishes; he can dictate the outcome of a die-roll, the identity of the next card dealt or the symbol on one of a slot machine’s displays. He may only affect truly random events, however; this boonis of no use to him at the racetrack, and games that are rigged to the point of being unwinnable are also outside his ability to cajole into compliance. He is able to exploit any chance, however small, though; a machine rigged to never win no matter what may not be changeable, but if it has even a 1% chance of winning, he can call that tiny sliver of possibility in to aid him. If more than one Scion attempts to use this power on a single outcome, they roll their Magic boons against one another to determine the victor.

UNJINX

Cost: None
Dice Pool: None
The Scion with this boon is uncannily lucky, even when she takes on contests or tasks that are clearly beyond her. Once per game session when she botches a roll, she may call upon Fate to grant her a little luck and mitigate its effects; the roll still fails, but it no longer counts as a botch and the catastrophic consequences of such a failure are not visited upon her. Single-die rolls made to determine boon effects (such as those in the Out of the Frying Pan or Deus ex Machina boons) are not affected by this boon, but any other action the Scion takes is fair game.

THE UNLIDDED EYE

Cost: 1 Legend per use
Dice Pool: Perception + Occult
The Scion with this boon is able to open his perceptions to stimuli far beyond the normal ken of mortals, becoming able to see magic and even the footsteps of Fate itself as he chooses. Once the Scion has spent the requisite cost, he is able to see any magical auras, spells, or items, which light up to his inner eye; he can also see Fatebonds as shimmering lines, and may instantly pick Legendary creatures or people out of a crowd, gaining an accurate assessment of whether they are Hero, Demigod or God-level in Legend rating. Legendary beings who are intentionally and successfully hiding from him are not betrayed by this boon, but any who are simply going about their business are immediately apparent to his second sight. Other normally invisible marks such as Vigil Brands also become noticeable. The dizzying overlay of the world of the magical levies a -4 distraction penalty on all the Scion’s actions (unless he uses the Parallel Attention knack), and his second sight remains for the duration of the scene, after which he returns to a normal range of vision.

This boon also allows a Scion to attempt to identify unfamiliar Birthrights; whenever he is confronted with one while The Unlidded Eye is active, he may pay a point of Willpower to roll Perception + Occult against a difficulty equal to the Birthright’s rating as if it were an Epic Attribute (so a six-dot relic would require him to overcome a difficulty of 16). If he is successful, he knows the Birthright’s capabilities, powers and exact rating.

EVIL EYE ●●

Cost: 2 Legend per use
Dice Pool: Magic
Just as a Scion may call upon Fate to charm her existence, she may also direct it to cause no end of difficulty for her enemies. By making some form of malicious gesture or leveling a withering or unsettling glare and spending the requisite amount of Legend, the Scion’s ill-omened countenance so rattles a target that he is afflicted with ill luck for some time after seeing it. The target must attempt to resist the Scion by rolling a number of dice equal to his total number of Magic, Mystery and Prophecy boons; if he fails, he immediately counts the next lowest number on his dice for purposes of botching (i.e., 2s). This boon may be used on the same target multiple times, but the Scion herself may only use it on him once per scene, and it can never cause her target to count any number higher than 3 for purposes of botching.

LEGENDARY SURGE ●●

Cost: 1 Willpower per use
Dice Pool: Magic
Legend is the fuel of the gods and their children, and the Scion with this power can manipulate and reorder it, distributing it to others as she wishes. By concentrating the power within her and using the thread of Fate as a conduit to direct it to another host, she can transfer points of Legend from her own pool to that of any other person or being in her presence. She must transfer exactly as many Legend points as she gains successes on the activation roll; Legend points given to another thusly are lost to the Scion herself. Legend points may not be given to mortals or non-Legendary beings, and any attempt to do so merely results in the Legend points being lost.

WARP THE WEFT ●●

Cost: 3 Legend and 1 Willpower per use
Dice Pool: None
By manipulating the strands of destiny that surround her, interrupting their weave to make them looser and less binding, the Scion with this boon may increase the ability of all who are near her to rewrite their Fates and snatch victory from the jaws of defeat. Within her immediate area (roughly one square block, although the Storyteller may increase or decrease this distance at their discretion), all Legendary creatures gain the ability to reroll any given roll twice, provided that they pay a point of Legend each time, and if they suffer damage, they may likewise spend two points of Legend in order to perform two Defensive Do-Overs in response to the same injury. So strong is the Scion’s magical presence that she may even extend it to mortals, who gain the ability to reroll and perform Defensive Do-Overs by spending a point of Willpower (although they may only do so once per roll). The Scion’s influence successfully warps Fate’s design for a single scene, after which it reasserts itself and all rolls return to normal.

BONA FORTUNA ●●●

Cost: None
Dice Pool: None
Fortune favors the Scion with this boon, and shows it by making his actions effortlessly successful, allowing him to manage feats with sublime ease that might normally be entirely outside his ken. Once per game, he may add his total number of Magic boons as dice to a single action, calling upon Fate to grant him a little luck when he needs it the most.

DEUS EX MACHINA ●●●

Cost: None
Dice Pool: None
Some things are beyond even a Scion’s control and some situations are no-win scenarios even for children of the gods, but for the Scion with this boon, there’s always a way out, even when things look bleakest. When it looks like it’s all over, the Scion may use this boon and cry out to Fate to aid him; when he does so, no matter what might be happening to him or how grave things may seem, he is saved from his current difficulties by a god, goddess or Titan (he may also save as many of his companions as he sees fit, but all he includes are subject to the same consequences that he is). This is not a Get Out of Jail Free card, however; Fate does not appreciate being thwarted and not only instantly Fatebinds the Scion to someone or something in the scene, but also ensures that he will be bound into his savior’s story in some important in the future as a result of his free escape here. This might take on any form, from being forced to go on a dangerous quest, becoming unable to recover resources as usual, discovering that some of his experience points are being spent for him, or any other punishment that Fate sees fit to apply to him. Additionally, the savior in question need not be one friendly to the Scion or his pantheon and he may find himself suddenly being used as a pawn or fall guy for divine machinations way over his head. Upon activating this spell, the Scion rolls one die and is rescued as follows:

Die Roll Savior Summoned
1 Enemy
2 Hostile member of foreign pantheon
3 Hostile member of Scion’s pantheon
4 Hostile member of Scion’s family
5 Neutral member of foreign pantheon
6 Completely neutral party
7 Member of Scion’s pantheon
8 Member of Scion’s extended family
9 Personal acquaintance or friend of Scion
10 Scion’s divine parent

The Scion may spend five points of Legend to reroll this die, but may only do so once. This spell does not work at all in the Titanrealms, as no god will venture there simply to rescue an errant child, and if used in an Overworld summons only gods of that plane’s pantheon (in this case, the Scion’s roll merely determines their friendliness). Any god thus summoned who saves the Scion may automatically demand a labor of him for saving his bacon when it matters most.

Of course, he can use this boon again to get out of some of these difficulties…

FATEFUL CONNECTION ●●●●

Cost: 3 Legend and 1 Willpower per use
Dice Pool: None
By carefully performing a ritual over something that provides him with a sympathetic link to his target – whether it be a bit of their body or a well-loved, cherished possession – the Scion gains the ability to use his Boons, Knacks and spells on that target from afar, letting his powers travel down the lines of Fate to intersect his target wherever they might be. The object, once bound by Fate’s strands, may serve as the Scion’s conduit to his target for as long as he wishes, though if he loses it he will no longer be able to affect his target remotely.

MANIFEST DESTINY ●●●●

Cost: Varies (see below)
Dice Pool: None
Though an individual Scion may not have experienced even a fraction of what the gods have, she still carries their divine blood in her veins, influencing her every word and deed. With this boon, she may break free of the collective Fate of her pantheon of origin for a brief moment, choosing instead to follow her own path. Whenever she rolls a Virtue in order to see if she enters a Virtue Extremity, she may choose to reroll the result in order to avoid the Extremity, declaring herself independent, for however swift a moment, from her pantheon’s destiny. Doing so requires her to pour some of her ichor out, however, partially severing her connection to her forefathers; she must deal herself lethal damage as detailed below in order to wrench herself away.

Epic Stamina Dots Damage Required
0 – 3 1
4 – 5 2
6 – 7 3
8 – 10 6

This damage is unsoakable, ignores temporary health boxes from any source, and cannot be healed for the remainder of the story; if the Scion used this boon within the last two game sessions of a story, it carries over through the next story as well. Once the story ends, the Scion’s self-inflicted wounds may be healed again; the only way to heal them before the story’s end is through use of The Savior, but doing so causes the Scion to immediately enter Virtue Extremity for each time she avoided one earlier in the story using this boon.

TRADING FATES ●●●●

Cost: 1 Legend per use
Dice Pool: None
No man may alter Fate’s decisions entirely, but with a little finesse the Scion with this spell may redirect the consequences from another to himself, dispensing a little luck along the way. Using this boon allows the Scion to instantly grant another person or being dice equal to his total number of Magic boons for any actions for the remainder of the scene; while he does not have to pay anything to do so, Fate takes its payment more subtly, Fatebinding the Scion to the person or creature he has thus aided. Since Fate requires balance, the Scion cannot escape this meddling unscathed; he either receives a penalty in successes equal to the bonus he granted on some future roll (determined by the Storyteller) that requires him to spend Legend, or grants an equal bonus to a roll performed against him in the future. The Scion may only use Trading Fates a number of times up to half his Legend rating before Fate visits its consequences on him; once he has done so, he must wait for his own bad luck to come home to roost before attempting to help others again.

BIRTHRIGHT BOND ●●●●●

Cost: 10 Legend and 2 Willpower per use
Dice Pool: Manipulation + Occult
A divine soldier is only as effective as the tools he or she is given; the Scion with this spell can make sure that, when he meets other heroes in need or even creates Scions of his own, those tools are effectively bestowed, imbued with Fate’s heroic plan for his child. By casting this spell and presenting the intended owner with a relic, the Scion may bestow upon them Birthrights not unlike his own. He must roll against a difficulty based on the relic’s potency in order to be successful:

Relic Rating Successes Needed
1 4
2 9
3 16
4 25
5 36
6 49
7 64
8 81
9 100
10 121
Star-Level Requires The Wyrd

Once bound, the Birthright recognizes only its owner as its rightful user, and may prove fractious when others not bound to it attempt to use it, refusing to function properly or even causing outright mischief or pain to any user other than its divine owner. This spell may only be used on ownerless Relics; those already bound to another cannot be rebound until the old link is severed.

FORTUNE FAVORS THE BOLD ●●●●●

Cost: 3 Legend and 1 Willpower per use
Dice Pool: Magic
The Scion with this boon is a mistress of the chancy game of luck, able to raise the stakes and encourage greater success and greater failure at the same time. By spending the requisite cost, she may cast this spell on any person, including herself, to allow them to count any dice showing a 6 as a success; however, before each roll that person makes, they must roll a single die, and if its result is a 1, 2 or 3, they automatically botch whatever they were attempting. Others she uses this boon on resist automatically by rolling their total number of boons in the Magic, Mystery and Prophecy purviews against her successes, even if they wish her to succeed; if she does, the effects last for the remainder of the scene, after which her target’s fortunes return to normal.

SACRED IMAGE ●●●●●

Cost: 5 Legend and 1 Willpower per use
Dice Pool: None
Many a legend speaks of gods and greater powers speaking to their worshipers in their temples and places of power; the Scion with this boon may do the same with a thought, projecting his presence far afield. The Scion with this power need never fear being left out of things, as long as he plans ahead. By concentrating for five minutes, he may project his consciousness into any image of himself that he is aware of, becoming able to see and hear anything that image might. The image may be in any form so long as it is a reasonably good likeness and recognizably intended to be the Scion; paintings, statues, photographs, and other works of visual art are all possible conduits for the Scion’s divine sight. He may use any non-physical knacks or boons he possesses through the artwork, but must spend an extra point of Legend in addition to the power’s cost each time he does.

He may continue to experience through the image’s senses for a number of days equal to his total number of Magic boons, or until he disengages voluntarily; while he remains projected, he may choose to either have no awareness of his body’s actual surroundings or to have a vague understanding of both (but with a -4 penalty to all actions from the distraction of being literally in two places at once). The Scion may only experience senses that the image itself could reasonably be said to possess; a Scion peering through a statue of himself that had been blindfolded (or carved with a blindfold) would be unable to see, and through a headless statue be unable to hear, either, but an image with a well-defined tongue could even allow speech. His normal range of perception is also limited while he is inhabiting the image; he can perceive only a tenth of his normal range, and is unable to gain any benefits from the Telescopic Senses boon.

TRUSTED TOOL ●●●●●

Cost: 5 Legend and 1 Willpower per use
Dice Pool: None
When a Scion chooses to use this boon on an object, she binds it to her own Legend so that it becomes the perfect tool, immune to the ravages of time, weather or property damage and destined to be part of her future exploits. By holding the object (which must weigh less than 25 pounds and contain no electronic components) and speaking a short ritual over it, asking it to aid her, she causes it to become nearly indestructible; it functions henceforth as a one-dot relic with all the soak and properties thereof. The item does not gain any other relic powers and may be used by anyone with impunity if they succeed in borrowing or stealing it from the Scion.

AVOID A FATE ●●●●● ●

Cost: 5 Legend per use
Dice Pool: Wits + Occult
Even Fate itself can be sidestepped by the Scion with this spell, who may choose, if not the manner of his fate, at least the hour. Whenever some outside force would successfully target the Scion – at attack striking him, a power overcoming his resistance roll, a relic that is not bound to him dealing him damage for trying to use it, or anything else – he may reflexively use this boon to delay its effects, calling upon Fate to push it away for just a few more moments. When he does, the effects of that force do not affect him for a number of ticks equal to his successes, at the end of which they occur as if the action had just taken place; a dagger plunged into his breast will deal no damage for as long as this boon staves it off, but at the end of its duration he will suddenly feel the stabbing pain of its betrayal. The Scion may use this boon once every five ticks, and may use it as many times in the same scene as he wishes, but doing so can be hazardous when all the effects he has been putting off start hitting home in close succession. He may also beg Fate for a reprieve for his comrades, using this boon on them to temporarily prevent dangers or effects from visiting pain or confusion on them, and if he has the Selfless Speed knack may do so once every tick instead of once every five.

MEDDLESOME FATES ●●●●● ●

Cost: 5 Legend and 1 Willpower per use
Dice Pool: Magic
By tugging on the strings of Fate itself, the Scion with this boon may redirect them to wrap around targets as she chooses, creating new roles and relationships like a divine spider tugging on a web. If she spends the requisite cost while in the presence of both her targets, the Scion may choose to Fatebind them to one another, to a degree equal to her successes. Since she is manipulating Fate itself into writing their story, she may choose which target is bound to the other, and even choose which Fatebound role they will be playing out. Alternatively, she may increase the strength of any already existing Fatebond by her successes, though she may never decrease it; Fate allows her to enhance its work, not detract from it.

DIVINE SEAL ●●●●● ●●

Cost: 5 Legend and 1 Willpower per use
Dice Pool: Intelligence + Larceny
The Scion with this boon may seal off the entrance to any place, putting an invisible magical barrier in place to keep the curious or unworthy away. By performing a ritual in which he encircles the entrance with magical symbols appropriate to his culture, the Scion makes the place impenetrable; those who encounter it find themselves unable to enter even if they try, arrested by something that will not allow them to pass the threshold. The seal may be entered provided that one condition is met; this might be anything from completing a puzzle, fetching an important item or saying the correct password, and is decided upon by Fate itself (in the person of the Storyteller). Anyone who wishes to enter must make an extended Intelligence + Occult roll against the Scion’s successes in order to divine what condition must be fulfilled to allow entry; each roll takes one hour of concentrated study of the seal, and its successes count toward the would-be entrant’s total only if she rolls a minimum of the Scion’s total number of Magic boons. Once she succeeds, she knows the condition she must fulfill to pass the seal, and if she successfully fulfills its requirements, she is able to enter and leave at will. Anyone attempting to breach the seal without fulfilling the Scion’s requirements may do so by rolling their total Magic spells against a difficulty of double the Scion’s total Magic boons; the roll is cumulative as long as it is performed in the same scene, but requires the expenditure of two points of Legend each time it is attempted, and each time a roll is unsuccessful, they suffer unsoakable lethal damage equal to the difference between the difficulty and their current total as Fate lashes back against their attempts at breaking and entering. Once the seal has been broken through using Magic, it is destroyed, but if it remains unmolested or is only entered by those completing its requirements, it remains indefinitely.

TRANSFER RELIC ●●●●● ●●

Cost: Varies (see below)
Dice Pool: Manipulation + Larceny
Divine relics are invested with an often indispensible amount of power, but they may not always grow along with their owner; the Scion with this boon may transfer the power inherent in a divine Relic into a new vessel, creating a new Relic with the same abilities. The cost of doing so is dependent on the Relic’s rating, as follows:

Relic Rating Difficulty Cost
1-5 Relic rating x 6 5 Legend and 1 Willpower
6-7 Relic rating x 6 10 Legend and 2 Willpower
8-10 Relic rating x 6 15 Legend and 3 Willpower
11-14 Must use Ultimate Manipulation 15 + 5 per rating over 10 Legend, and 3 Willpower
15 Impossible 20 Legend and 3 Willpower

By spending one hour per dot of the Relic’s rating in meditation and concentration, reimagining the Relic as a new object, the Scion may bind its powers to a new host vessel, giving the new item access to all benefits (and, if applicable, negatives) that it provides just as the original Relic did. The old Relic becomes a harmless and powerless object once the divine power has been removed from it. If the Scion is combining two Relics, he must base the difficulty on the new combined Relic’s rating.

TWIST THE WEB ●●●●● ●●

Cost: 5 Legend and 1 Willpower per use
Dice Pool: Manipulation + Occult
Difficulty: Fatebond rating
The Scion with this boon can influence Fate so deftly that she may even rewrite what Fate has already chosen, reweaving and coaxing destiny into new configurations. When she spends the requisite cost in the presence of two targets whose roles and expectations she already knows, she may influence an already existing Fatebond between the two of them, rewriting its terms and the very beliefs of its participants. She may change the basic building blocks of the Fatebond, using her eldritch influence to change either the expectations, rejections, or Fatebound role imposed upon one target by the other. She may change as many of these features as she wishes, but each change adds the same difficulty to her roll again; attempting to change a Fatebound role from a positive to a negative one (or vice versa) adds double the difficulty due to the extreme changes the Scion must impose upon Fate to achieve her aim. Once changed, the Fatebond is every bit as permanent and binding as any other, and can only be consciously changed by another use of this power.

While the Scion may attempt to manipulate the same Fatebond more than once, doing so multiple times becomes progressively harder; the difficulty is cumulative. If the Scion wishes to change a divine cult instead of a single Fatebond, she must spend 50 Legend instead of 5 in order to affect so much mortal belief at one time.

SERENDIPITY ●●●●● ●●●

Cost: 5+ Legend and 1 Willpower per use
Dice Pool: None
The Scion with this boonhas become the ultimate mistress of fortune, whether for good or ill; she is herself favored by Fate to such a degree that she seldom seems to fall prey to misfortunes, and she may choose to spread the benefits of her good luck or the consequences of her displeasure as she chooses. Upon purchasing this boon, she may spend one point of permanent Willpower (which cannot be rebought with experience points), binding herself and her fortunes to the lines of Fate responsible for good luck and favor; once she has done so, she permanently gains the ability to count rolled 10s as three successes on any roll, rather than two.

If she wishes to share her good fortune, she may spend this boon’s cost and one day in further meditation in order to give her target the same ability for one week (all targets, whether or not they would welcome her meddling, automatically resist with a Wits + Integrity roll); once she has done so, she herself loses those successes for the duration of the boon (so her target gains three successes from 10s while she gains two). Once the boon has worn off, she regains her ability to count 10s as three successes, and her target reverts to normal. Alternatively, she may give a target this boon’s effects immediately by spending 10 points of Legend instead of 5; they gain the benefit for only one day, as she was ill-prepared to pass it on, but she still finds herself without the boon’s extra boost to her fortunes for a full week.

WEAVE-SENSE ●●●●● ●●●

Cost: 2 Legend per use
Dice Pool: Perception + Occult
The Scion with this boon is so attuned to her own place within Fate’s grand design that she can feel the subtle vibrations of other magicians and seers attempting to affect her. Whenever someone attempts to use any Boon from the Magic, Mystery or Prophecy purview on the Scion, she may spend a point of Legend to roll against the activation roll of the interloper. If she is successful, she immediately knows who is targeting her and what they are attempting to do. If she is the target of a Magic boon, she may roll her total number of Magic boons against her enemy’s, and if successful completely negate whatever boon would otherwise have affected her. If she is the target of a prophecy boon, she may simply spend that boon’s cost to prevent it from affecting her; if she is involved in a prophecy that someone is currently experiencing but it is not from a boon targeting her, she may instead cloud her figure so that the recipient of the prophecy cannot recognize her. If she is being asked about via Mystery, she may not prevent the unknown seer from asking about her, but she may add double her total number of Magic boons to the number of questions required to get an answer. For those whose powers attempted to target the Scion and were overcome, they simply find that they have failed, with no explanation.

SHAPE THE SOUL ●●●●● ●●●●

Cost: 15 Legend and 1 Willpower per use
Dice Pool: Manipulation + Empathy
By thundering forth a judgment, seductively suggesting a change or even simply giving a conversational nudge, the Scion with this boon may etch his suggestions permanently upon his target’s soul, reaching into her mind to reorder the most basic building blocks of her personality. By spending the requisite cost and giving a short speech, directing or suggesting his new outlook to the target, the Scion may change her Virtues as he sees fit, imposing new morals or discarding outdated ideals as he wishes. For every five threshold successes he gains above his target’s resistance roll, the Scion may move one dot of a Virtue around as he wishes, reordering how strongly his target feels about her innate convictions and ideals. Alternatively, if he got at least 25 threshold successes, he may completely substitute one Virtue for another at the same rating (he may not, however, give is target Dark Virtues that she did not already have). For any being of Legend rating 9 or greater, the Scion’s meddling lasts for a number of days equal to his threshold successes; for all others, the changes he has wrought in their personalities are permanent. The Scion may only use this boon to substitute one Virtue for another a single time, regardless of how many successes he gets, but as long as his target is Legend 8 or lower, he may use the boon on them as many times as he wishes until he has perfected his vision of their new motivations.

UNBINDING ●●●●● ●●●●

Cost: 20 Legend per use
Dice Pool: Wits + Larceny
Envy or simple pragmatism are powerful motivators, and the Scion with this boon knows how to outright “borrow” the gifts and powers of others for her own ends, whether or not she’s welcome to. By spending one point of Legend for every dot of someone else’s relic, the Scion may confuse Fate itself as to who is its proper owner, stealing that Birthright permanently away from its owner. Since Birthrights are tied magically to their wielders, she must also overcome a difficulty based on the relic’s rating in order to sever its connection to its original owner:

Relic Rating Successes Needed
1 4
2 9
3 16
4 25
5 36
6 49
7 64
8 81
9 100
10 121
Star-Level Requires The Wyrd

Once she has done so, the relic is ownerless and may be bound to any new owner. Its original owner is completely unable to access or use it, and his or her probable reaction to the Scion’s thievery is in many cases no laughing matter.

CURSE ●●●●● ●●●●●

Cost: 10 Legend per use
Dice Pool: Magic
The Scion with this boon punishes his enemies with the hand of Fate itself, inflicting weakness and calamity on them. If they fail to resist him by rolling their total Magic, Mystery and Prophecy boons, they are immediately afflicted with a new and terrible weakness, affecting everything they do and each moment of their lives as they suffer under the Scion’s displeasure. The unlucky target no longer gains any successes when rolling 7s on her dice, and remains thus crippled for a number of days equal to the Scion’s threshold successes. This boon may be active on a given target only once.

FATEFUL LOCUS ●●●●● ●●●●●

Cost: 20 Legend and 1 Willpower per use
Dice Pool: Charisma + Presence
By ritually consecrating an area, inviting Fate to make of it a locus of power and influence, the Scion with this spell may designate a place as sacred to destiny itself. Once she has done so, that area (which has a radius equal to the Scion’s successes in miles) becomes fatefully charged, thinning the veil that normally separates the World from the workings of Fate. All uses of Magic, Prophecy or Mystery within the consecrated area fan out to encourage more delving into Fate’s secrets; any time anyone, including the Scion, uses a power from these purviews, everyone else within the affected area gains the immediate option to do so at the same time. All those in the area who are high enough Legend to use the power instinctively know that it is possible, even if they have no boons in those purviews, and may instantly activate the same power as if they possessed it by paying its normal activation cost. Anyone who uses a power in this way must make the activation rolls for themselves, and any Fatebonds accrued from doing so apply to both the person using it and the Scion who created the locus. If a Mystery channel is used, every three other people who also use Mystery as a result use up one channel from the original Mystery user. If something is used that normally has no Legend cost (such as the Bona Fortuna boon), others who wish to also use it must pay one point each of Legend and Willpower.

Fate’s hold here is exceptionally strong, and all Fatebonds (and their maximums) are doubled within the effective area. If the Scion chooses, she may pay to activate the Warp the Weft boon simultaneously with this one, and if she does so its range is extended to match Fateful Locus’. The arcane focus remains upon the area for a single scene, after which it loses Fate’s favor and becomes merely a normal patch of land.

THE WYRD

Cost: 30 Legend and 1 Willpower per scene
Dice Pool: None
The Scion becomes an agent of Fate, and loses free will in order to help Fate’s aims come to pass; in return, Fate resolves one of the Scion’s subplots in his favor.

Magic

God-Touched Nut_Meg