The base rules already run magic: hold a source, mark 1 stress, roll
Will, read the three bands, and on a Failure it turns on the caster (see
Magic in the SRD). That is a complete, colorless engine for the
supernatural. A tradition is what gives one setting’s
magic its own face: where the power comes from, what it costs
beyond that marked stress, and the particular way it
goes wrong.
This rung is the framework for building a tradition and five ready
ones to drop in or reskin. It adds no new dice, and, importantly,
no new tracks: each tradition’s distinctive cost is
carried by machinery the engine already has, stress, the condition
track, a clock, a lasting mark, a downtime project.
1 What a Tradition Sets
Extending the SRD’s “Authoring a Tradition,” a tradition names five
things:
The source, and the cost of holding it (a grimoire
in a slot, an implant that fills a slot for good, a pact, a reagent
lab).
The casting attribute (Will by default; a
lore-magic might cast on Wits).
The cost of a casting beyond the base stress
(below).
The flavor of “wrong”, the signature the Failure
line wears.
A sample spell list, each spell three band-lines
(Magic).
2 The Cost Levers
Pick one distinctive cost per tradition, on top of
or in place of the base stress. That one cost is the tradition’s
identity; do not stack them.
Stress (the base): renewable, capped at five,
wounds you when full. The default, and the whole cost of the plainest
magic.
A wound (the condition track): power bought with
the body, a step of harm to cast. Grim and immediate.
A clock: a debt that fills and comes due (a pact, a
creeping corruption). Cheap now, dear later.
A lasting mark (like a lasting hurt): a scar of
mind or body that fills a pack slot and bites until it is dealt with.
The price of dabbling in the wrong things.
A downtime project (see Downtime): magic prepared
ahead, not conjured in the moment. Slow, deliberate, and portable once
made.
3 Five Traditions
3.1 Arcane (the renewable
baseline)
Source: a grimoire (a slot).
Attribute: Will. Cost: the base 1
stress.
Wrong: backlash, the Failure turns the spell on the
caster or the room.
Spells: the worked list in the SRD’s Magic chapter
(Mend, Bolt, Grasp, Veil, Ward) is arcane as written. This is the
tradition to hand a table that just wants a wizard.
3.2 Eldritch (dread)
Forbidden lore that answers, and looks back.
Source: a black book or a remembered word (a slot).
Attribute: Wits or Will.
Cost: 1 stress, and a Failure marks you
with a dread (a lasting mark): you roll a die worse near the
uncanny until you face down what you saw. Dread heals like a lasting
hurt, slowly, in downtime.
Wrong: the thing you reached for reaches back.
Spells:
Whisper of the Void — Success: a true,
useful secret. Partial: you learn it and it lodges (a stress).
Failure: it answers with your name (a dread).
Unmaking Word — Success: a step of harm
through any armor. Partial: the step lands and the air curdles,
everyone near gains a stress. Failure: it unmakes something of
yours instead.
Ward of Names — Success: the uncanny
cannot cross for a scene. Partial: it holds, barely (a stress).
Failure: the ward invites what it should bar.
3.3 Alchemy (brews)
Magic made ahead in a lab, carried in a vial, spent later.
Source: a reagent kit and a lab (the lab is a haven
facility or a downtime need). Attribute: Wits.
Cost: a downtime project to brew a
batch; using a dose in play is automatic.
Wrong: the three bands are read on the
brewing, not the drinking. Success: a clean
batch of several doses. Partial: a batch with a flaw (fewer
doses, or a side effect). Failure: a bad batch that sets a
taint in the brewer, a lasting mark that mutates.
Spells (elixirs):
Vigor Draught — drunk, mend a step.
Corrosive — eats a lock, a hinge, a suit of armor,
or deals a step.
Grey Smoke — a vial conceals a scene, unseen and
unheard for a minute.
3.4 Pact (the patron)
Power lent by a bound thing that always, always collects.
Source: a true name and a bargain (no slot; the
debt is the cost). Attribute: Will.
Cost: casting is cheap (0 or 1 stress,
the patron pays the rest), but each casting ticks the pact
clock. When it fills, the patron collects: a
task set, a boon owed, a mark taken, and until it is paid, no more
power.
Wrong: the patron grants exactly what you asked,
twisted to its own ends.
Spells: the patron can grant nearly anything within
its nature; write three effects it favors and read them on the bands,
with a Partial ticking the pact clock twice and a
Failure letting the patron choose the outcome.
3.5 Blood (vitality)
No book, no bargain, only what you are willing to spend of
yourself.
Source: your own life; anyone can work it, which is
why it is feared. Attribute: any that fits the working.
Cost: a wound (a step of harm) per
casting, in place of stress. Overcharge: spend extra
steps for a proportionally greater effect.
Wrong: a Failure takes more than you offered,
another step, or it spills onto an ally.
Spells:
Blood Bolt — a step spent for two steps of harm at
range.
Blood Mend — a step of your own to heal an ally two
steps.
Crimson Surge — overcharge: each step spent buys a
die on a physical feat this turn (a real bargain, and a short road to
Dying).
4 For Authors
Choose the one cost that says what your magic
is, write the Failure line so it bites in that tradition’s
voice, and give three or four spells as three-band lines. Reach for a
new track only if none of stress, a wound, a clock, a mark, or a project
can carry the price, and it almost always can. A setting may run one
tradition or several side by side; each caster works the one their
source and training grant.