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 a Spell (INT)
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
Your magical studies are centered on a particular kind of magic, an aspect of the metaphysical world from which you take inspiration. When you first learn magic, select a Focus from the When you weave a spell that is Aligned to your Focus, your modifier to the roll can't be less than +1. When you weave a spell that is neither Aligned nor Opposed to your Focus, take -1 to the roll. You can never weave a spell if it is Opposed to your focus.
Counterspell (INT)
When you counter a magical spell as it is cast, roll +INT. On a 10+, choose 2. On a 7-9, choose 1:
• The spell deals no damage.
• The spell's effects are superficial and temporary.
• You take +1 forward against the caster.
• Use Black Magic against the caster immediately, even if you don't have the move. You don't need to specify a Range tag.
(Counterspell) Black Magic (INT)
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.
Tags:
• Reach
• Near
• Debilitating (-1 damage)
• Elemental (choose 1)
• Forceful
• Piercing 1
• Subtle
• Two Targets (-1 damage)