Arcane Learning
You are a font of esoteric knowledge. When you Spout Lore or Discern Realities about something magical or otherwise arcane, on a 10+ the GM will also tell you a little-known secret about the subject.
Cast Spell
When you weave a spell to help solve a problem, describe it and roll +INT. Spells cast this way can never deal damage directly. On a 10+, the spell certainly helps, but choose one.
On a 7-9, the spell takes effect, but the choose two:
• Your spell won't last long - you'll need to hurry to take advantage of it.
• Your spell affects either much more or much less than you wanted it to.
• Your spell has unforeseen side effects, and might draw unwanted attention.
• The casting saps your energy. You take -1 ongoing to INT until you have a few minutes to clear your head.
On a miss, something's gone horribly wrong. Your spell may well have worked, but you will regret casting it.
Spell Focus
Focus: The Dragon
Look: Aura of Warmth, Dragon Tail, or Scaled Body
Aligned: Form of the Dragon, Burn with Fire or Passion, Reckless Destruction
Opposed: Healing or Repairing, Using Subtlety
Black Magic
When you weave a spell to inflict pain, choose two tags and roll +INT. If you do not pick any Range tags, the Range defaults to Hand. On a hit, deal 1d8 damage. On a 7-9, also choose 1:
• You draw unwanted attention or put someone in a spot.
• The GM removes a non-range tag of their choice, and you deal -1 damage.
• The casting saps your energy. You take -1 ongoing to INT until you have a few minutes to clear your head.
Selecting a Range tag for your Black Magic does not count as one of your two tag choices.
Tags: Reach, Near, Close, Area (-2 damage), Messy (+1d4 damage), Debilitating (-1 damage), Elemental (choose 1), Forceful, Piercing 2, Subtle, Two Targets (-1 damage)