vaelora/Rules/Ability Trees/Profession/Traditions/Pact Magic – The Oathbound Path.md
2025-08-01 09:16:36 +02:00

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Description

Pact Magic is the art of binding promises into power. Practitioners bargain with Spirits through solemn oaths, balancing the lure of otherworldly aid against the danger of manipulation and betrayal. Their Reputation among Spirits is both weapon and shield: those who honor their word are sought after, while oathbreakers quickly find themselves hunted by the Veil.

The Oathbound Path tree represents mastery over Pact Magic, granting tools to craft airtight terms, build networks of trusted Spirits, and enforce agreements. Three primary approaches define Pact Mages:

  • Codified: The meticulous contract-writer, who uses precise clauses and True Names.
  • Wild: The relationship-builder, who relies on bonds of mutual trust and favors.
  • Cultural: The traditionalist, who leans into the ancestral role of mediator between mortals and the unseen.

Overview of Tiers and Progression

  • Tier 1 (Pact Magic 1+): Learn to form basic pacts, craft tokens, and leverage your cultural background with Spirits.
  • Tier 2 (Pact Magic 2+): Access tools to enforce terms, gather information, and escape failed bargains.
  • Tier 3 (Pact Magic 3+): Manage multiple pacts, mediate others deals, and merge temporarily with Spirits.
  • Tier 4 (Pact Magic 4+): Forge multi-party pacts, awaken spirit patrons, and wield apex bargaining power.

Cost: Each tier costs Tier × 3 Marks, spent from Cunning or Attune.
Advancement: Must unlock Tier 1 before progressing to later tiers.


Tier 1 Initiate of Oaths (Pact Magic 1+, 3 Marks)

Name Type Action/Duration Roll (if active) Description
Codified - Ironclad Effect Attaches to a pact negotiation Mark one die as Effect. If it shows a success, you may codify one clause in a pact that cannot be twisted. If the spirit violates it, your Reputation +1.
Wild - Spirit Friend Active Once per session Presence + Attune Call on a spirit youve previously bonded with. It appears nearby (if not bound elsewhere). Gain +1 die when bargaining with similar spirits spirits.
Cultural - Spirit-Favored Passive Always on Spirits from your culture trust you. Gain +1 die when bargaining with them and +1 Volume.
Token of Faith Active 1 Action (scene) Wits + Occultism Create a pact token (talisman, fetish, or charm). Destroying it ends the pact immediately but lets you roll a Wits + Occultism check to prevent the loss of Reputation.

Tier 2 Keeper of the Seal (Pact Magic 2+, 6 Marks)

Name Type Action/Duration Roll (if active) Description
Codified - True Name Research Effect Attaches to a pact negoiation Declare you know a spirits True Name. Mark one die as risky. When it rolls a success you gain a base volume as if your favor offered would have been one category better. If it fails you angered the Spirit and you gain one category less.
Wild - Whisper Network Active 1 Action (scene) Presence + Attune Ask nearby spirits about another spirits reputation, desires, or weaknesses. If your Reputation ≥ +1, they answer truthfully.
Cultural - Oath Witness Effect Attaches to a pact negotiation Invite a second spirit to witness the pact. Mark one die as Powerful and gain Volume according to the dies value.
Graceful Exit Active Once per session You may walk away from a failed negotiation without any Reputation penalty, even if the spirit is hostile.

Tier 3 Master of Bargains (Pact Magic 3+, 9 Marks)

Name Type Action/Duration Roll (if active) Description
Codified - Codex of Seals Passive Always on Maintain two ongoing pacts simultaneously without interference. You start to get penalties when you have 3 or more pacts.
Wild - Spirit Kinship Active Once per session Cunning + Attune Allow a spirit to merge with you temporarily, gaining access to all its powers for the duration of your pact. This consumes all remaining acts of the Volume. This gives you +1 Corruption. If you do this against the will of the Spirit your Reputation drops by 1.
Cultural - Pact Intercessor Active 1 Action (scene) Cunning + Attune You can moderate a pact for another. You bargain with the Spirit but a third person can bring the favour and/or get the benefits of the pact.
Clever Clause Passive Add a secret clause to a pact. If the spirit violates it, you may end the pact immediately without losing Reputation.

Tier 4 Lord of Oaths (Pact Magic 4+, 12 Marks)

Name Type Action/Duration Roll (if active) Description
Codified - High Pactwright Passive 1 full day downtime You can broker pacts with multiple Spirits at once. You only roll your bargaining check once in a scene where all Spirits you negotiate with are present. The success of your pact is evaluated against the highest Spirit only, all others follow in line.
Wild - Dominion Master Active Once per session (1 scene) Presence + Attune You may temporarily claim dominion over all spirits you have existing pacts with. They must obey your commands for the scene as if the (remaining) pacts Volume were doubled.
Cultural - Awakened Patron Meta 1 full day downtime Cunning + Attune Elevate a loyal spirit to Awakened status. It becomes a permanent ally unless you betray it (immediately sets your Reputation 5).
Pact Immunity Active Once per session You may dismiss a pact without officially breaking it. There are no negative consequences, except that the benefits of the pact end immediately.

[!hint] Design Notes

  • Reputation and Volume form the backbone of the path: honorable play boosts your standing, betrayal quickly snowballs.

  • Codified path: airtight clauses, multi-pact capacity, and true-name control.

  • Wild path: spirit kinship, familiar networks, and bonding powers.

  • Cultural path: tradition-bound mediators and witnesses who honor their roots.

  • Generic options: flexible exits, clauses, and tokens to protect yourself.

  • Tier 4 abilities deliver broad narrative power: patron spirits, avatar merging, and unbreakable pacts.


🔥 Do you want me to add flavorful mini-examples under each ability (e.g., “Example: Using Ironclad to bind a fire spirits oath never to harm your crew”) like weve done in Blood Sorcery? Or should we start the same full-format rebuild for another Magical Tradition next (e.g., Spirit Binding, Alchemy)?