| Magical Persistence |
|---|
| Normally, a character’s magic can last for a maximum of one hour. With this Secret they can extend the duration by spending from the associated pool. |
| Cost: Per magnitude: |
| 1 Until the next sundown (or sunrise) |
| 3 Until next moon phase (weekly) |
| 6 Until next eclipse (monthly) |
| 10 Until next solstice (biannually) |
| Magical Cunning |
|---|
| Normally, Three-Corner magic is always primarily opposed by RESIST (R) when directed at an unwilling target. With this Secret the character can choose another Passive Ability to be used against his working. |
| Cost: 1 point from the associated Pool. |
| Magical Ritual |
|---|
| Normally, Three-Corner magical workings have to be executed and paid for in Pool all at once, without rest. With this Secret the character can stop a magical working in the middle to resume it later: pay a part of the working’s Pool cost and make at least one focus Ability check before making the latest Ability check into an Effect. The ritual can be finished later as long as the character preserves the Effect, which may then be used normally as bonus dice for the rest of the ritual. |
| Cost: the cost of creating the Effect. |
| Spellcraft |
|---|
| Spells are cheaper to cast for the character: for every Advance invested into the spell, he may halve the Pool cost of the spell (round down) instead of reducing it by one point. |
| Cost: 1 point from the associated Pool per halving. |
| Law of Effort |
|---|
| If the character does not have enough Pool for a Three-Corner working, the player can activate this Secret to roll penalty dice into the check (distributed freely to multiple checks if there are multiple foci) to reduce the Pool cost on a 1:1 basis. If a check fails, however, the character suffers a MAJOR (4) Harm from the backlash. |
| Cost: 1 point from the associated Pool. |
| Create Anything |
|---|
| The character can create any pure material he wants. “Pure” materials are simple natural or crafted, homogenous materials – not modern base elements so much as things like wood or steel or tar. Only one material may be created with one activation. |
| Cost: 1 VIGOR |
| Create Energy |
|---|
| The character can create “energy”, a massless, semi-opaque substance that releases light when disturbed. Energy does not occur in pure form naturally and cannot be mistaken for any natural substance. It is considered the ideal matter by many wizards. |
| Cost: 2 VIGOR |
| Requirement: CREATE ANYTHING |
| Energy Imbuement |
|---|
| The user of an item made of Energy can pay VIGOR to reduce any harm to the item on a 1:1 basis, forcing it to keep its form against attempts at breaking it. The light (or heat, when adjusted) released by Energy on impact causes any opponent in violent conflict to suffer a penalty die to their checks. Remember that Energy created by Three-Corner magic is not permanent. |
| Create Volume |
|---|
| The character can create large amounts of material. The material comes to existence in a simple geometric shape such as a sphere, wall or cube. |
| Cost: 1 VIGOR + extra per magnitude: |
| 1 A knapsack’s worth |
| 3 Enough to fill a pit |
| 6 A ship’s hold |
| 10 A city wall |
| Overlay Creation |
|---|
| Normally Three-Corner Creation does not work to overlay substantial resistances, only to gently displace them. This Secret allows the character’s creation to share the space with other matter. Depending on the nature and shape of the creation, this might result in impalement, explosive displacement or instant and uniform mixtures of matter. |
| Cost: 1+ the target’s RESIST (R) check in VIGOR. |
| Artifice |
|---|
| When using (or having an ally use) the SECRET OF CREATION, the character may assign magical traits and imbuements to the equipment. Treat the appropriate craft Ability as a necessary additional focus for the working. The character can only imbue spells and Three-Corner Secrets he knows or creates for the purpose. Unlike normal Three-Corner magic, these items are permanent, made so by the craftwork. |
| Cost: an additional 2 INSTINCT per magical function (which may be presented by several ratings, note). |
| Burst of Power |
|---|
| Another character’s activity is blessed with a blatantly supernatural power. For every blank ‘ ’ result in the Ability check overflow, roll a bonus die into the check. This goes for blanks rolled from the bonus dice as well. |
| Cost: 1 INSTINCT and 1 point from the Pool associated with the other character’s action. |
| Empower Others |
|---|
| The character can spend his Pool points on the target’s stead, following his own Pool spend caps. This works in activating Secrets, too. |
| Healing Touch |
|---|
| The character can use ENHANCEMENT (I) to heal Harm and resist diseases by quickening the natural healing process. |
| Cost: 2 INSTINCT |
| Empower Magic |
|---|
| Pool spend caps do not concern the character in this working. |
| Cost: 1 INSTINCT |
| Use Equipment |
|---|
| A piece of equipment the character is using is activated using any equipment mastery Secret. |
| Cost: 1 INSTINCT |
| Beast Morph |
|---|
| The character can mold the target life form into an animalistic creature (see chapter 27), moving their Pool scores around freely in the process. This costs two INSTINCT. In addition, each of the following costs one extra point: Double or half the target’s size Flip two Ability scores Add an animal Secret Add an Advance of BESTIALITY (V) |
| Cost: 2+ INSTINCT |
| Craft |
|---|
| The character can create craft products instantly, provided that he has the skill and the raw materials. Treat the appropriate craft Ability as a necessary additional focus for the working. |
| Cost: 1 INSTINCT per craft |
| Gravity |
|---|
| The character can negate gravity for one man-sized target for 2 INSTINCT. In addition, each of the following costs one extra point: Affect a twice as massive target. Cause extra pull equal to the target’s weight in one direction. |
| Cost: 2+ INSTINCT |
| Pool Shift |
|---|
| The character can translate the check result’s worth of the target’s Pools into another type, even taking him over his normal Pool limit. |
| Cost: 1 INSTINCT |
| Know Truth |
|---|
| The character can use ENTHRALLMENT (R) without the target realizing that they are being manipulated. |
| Cost: 1 REASON |
| See Far |
|---|
| The character can see far-away places, things and people as long as he has something to go on, such as a memory of the sight, or a sufficiently specific name. |
| Cost: REASON per magnitude: |
| 1 Beyond a wall or other obstacle |
| 3 Beyond several obstacles |
| 6 This side of the horizon |
| 10 On the same continent |
| Or, when appropriate to your campaign: |
| 6 Same cultural region |
| 10 Anywhere in Near |
| Know Capabilities |
|---|
| You learn game statistics about the target, such as their best Ability, a specific Ability, details of a spell or a current Pool size. One bit of information per REASON spent. |
| Cost: 1+ REASON |
| Mundane Interface |
|---|
| The character can replace one focus from this Three-Corner working with another Ability from the same Pool. |
| Cost: 2 REASON for a Passive Ability, 3 for any other. |
| Gentle Touch |
|---|
| The character can divine the answer to any question phrased as such. The Story Guide determines the clarity of the knowledge based on the DIVINATION (R) check. |
| Cost: 1 REASON |
| Alter Senses |
|---|
| The character can manipulate the senses of the target, making them experience illusions. |
| Cost: 1 REASON per sense |
| Alter Memories |
|---|
| The character can manipulate the memories of the target, creating new ones (potentially played out as flashback scenes) or clouding the old. |
| Cost: 2 REASON per memory. |
| Requirement: ALTER SENSES |
| Sympathetic Magic |
|---|
| If the character has at hand property or body parts that uniquely identify a given person, they will find his magic much more difficult to resist: the player can expend any bonus dice to his check as opponent penalty dice, instead. |
| Cost: 1 REASON per sense |