The Arcane

File:The Arcane.pdf

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Witch, Wizard, Sorcerer, Mage: whatever you call yourself, you weave the imaginary into the real. You have insight into the forces of Fate and are adept at tweaking it to your will. You search the world for lost artifacts and delve for the understanding of what makes magic tick. No mystery is beyond your ken.

## Playbook Moves

The Arcane receives the Spellcasting move and 2 others.

### Spellcasting

When you cast a spell, describe what it should do using the Effects you want and the Costs you're willing to take. Roll 2d6 + Wyrd to cast the spell. Most spells take a little time to finish. Effects and Costs can be chosen more than once per spell.

* **On a 10+** pick 2 Effects and 1 Cost.
* **On a 7-9** pick 1 Effect and 1 Cost.
* **On a 6-** pick 2 Costs, and the Herald will fill in the rest. (spoiler: it's bad)

 Communicate impossibly
 Hide something
 Inflict 1 Harm to a small group
 Restrict Movement
 Reveal a secret

### Cantrips

You've mastered several basic spells that require little to no effort on your part. Pick three harmless spells you've practiced to perfection. They don't require rolls. **Pick 3 Facilities:**

* Close-up magic
* Distract
* Empathize
* Illuminate or extinguish
* Move small objects
* Lock or unlock
* Other:\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**GIFTED:** If you have a Familiar, it can cast your cantrips.

### Counterspell

Roll 2d6 + Judgement to dispel ongoing magical effects.

* **On a 10+** the effect dissolves and you understand it well enough to rebuild it.
* **On a 7-9** the effect is shut down for the scene but will reactivate eventually.
* **On a 6-** you believe the effect has been dispelled. It has not.
* **GIFTED:** If you have the Divine Intellect gift, roll with Fate's Favor.

### Esoteric Etcetera

You know things. Secret things. Dangerous things. When you PIERCE THE VEIL about something truly obscure take a +1 to the roll. **GIFTED:** If you have the Secret Society Membership gift, roll with Fate's Favor instead of the +1.

### Portal

Open a noisy gateway to a familiar, stationary, safe place on the mortal plane. It takes about a minute to open and will collapse after another minute. If you go somewhere unfamiliar, in motion, or dangerous roll 2d6 + Wyrd.

* **On a 10+** your portal is precise and you can see through to the other side.
* **On a 7-9** the portal is connected but you can't see the other side.
* **On a 6-** you're in for a treat. It goes somewhere fun and unexpected!
* **GIFTED:** If you have the Ritual Spellbook gift, take +1 on Portal rolls.

### Sanctum

You have a safe, secure, isolated place to work your mystical arts. You, your collection of oddities, and the people you allow in are untraceable while inside.

* **SPINDLE:** If your sanctum is part of The Spindle, it has unique insights about the events of your Binding.

### Shields Up

When you spend a Thread to reduce Harm, you may reflect it back at the source of that Harm.

* **GIFTED:** If you have the Epic Armor gift, you can reflect that damage to any target, not just the source.

### Rosetta Stone

When you observe a language for a few minutes you can pick it up flawlessly. This goes for sign language, dialects, and nearly any kind of written communication.

### The Voice

You may use Wyrd instead of Awe to SWAY SOMEONE, but if you do they will eventually realize that you manipulated them and will remember that.