vaelora/Rules/Magic Traditions/Pact Magic – Power Through Promises.md
2025-08-01 09:16:36 +02:00

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Overview

Pact Magic is the art of binding oneself and a spirit to a mutual agreement. Unlike Blood Sorcery or Spirit Binding, it cannot summon, compel, or consume. A pactmakers power comes from reciprocal exchange:

  • The pactmaker asks a spirit for a favor, blessing, or power,
  • In return, the spirit receives a concession, service, or sacrifice.

The bigger the act the pactmaker offers, the greater the spirits support. Pact Magic requires skillful negotiation, knowing how much to offer without destroying oneself, and surviving the consequences of a bad deal.

  • Codified Pactwrights treat it as law: contracts are airtight, true names are leveraged, and Spirits are cornered with clauses.
  • Wild Pactmakers form kin-like bonds through visions, offerings, or ancestral ties.

Mechanics

1. Negotiating a Pact

Pact Magic is used only when a spirit is already present and listening.

  • Roll Cunning + Attune as a contested roll against the spirits Spirit Tier + Dominion Influence.
  • Each side states what they want and what they offer.
  • The pactmaker must put forward something of value or the spirit will refuse.
  • You get -1 die on this role for every simultaneous pact you currently maintain.

Reciprocity is the engine: The pact feeds the Magic. The more costly the offering, the more the spirit is willing to give.

2. Outcomes

  • Success:
    • The pactmaker secures favorable terms.
    • The spirit delivers what was promised for the determined Volume.
    • Calculate the Pact Volume as described below.
  • Failure:
    • The spirit secures terms more in its favor or refuses outright. It may offer a twisted pact, claiming a Favor one level higher for a Service one level lower.
    • If you accept, the pact is binding; if you refuse, the spirit is free to act as it wishes (usually leaving or seeking revenge).

3. Reputation Among Spirits

Your Reputation is a persistent measure of how Spirits view you, tracked on a slider:

  • Slider Range: 5 to +5
  • Reputation modifies all bargaining rolls and affects the Volume granted by the spirit:
    • +Rep: Spirits are more generous and trusting.
    • Rep: Spirits are suspicious, extracting higher prices.
Reputation Level Dice Modifier Volume Modifier Spirit Attitude
+5 (Legendary) +5 dice +2 Volume Spirits approach you with offers; even Greater Spirits respect you.
+34 (Trusted) +34 dice +1 Volume Spirits are generous and open to concessions.
+12 (Respected) +12 dice +0 Volume Spirits trust your word but expect balance.
0 (Neutral) ±0 ±0 Spirits treat you like any other mortal.
1 to 2 (Distrusted) 12 dice 1 Volume Spirits are cautious, offering less or demanding more.
3 to 4 (Notorious) 34 dice 1 Volume Spirits may refuse pacts unless heavily compensated.
5 (Hunted) 5 dice 2 Volume Most spirits refuse to deal; some actively seek to sabotage you.

4. Shifting Reputation

  • Broken pacts: Immediately shift the slider 1 level (or further for egregious betrayals).
  • Fulfilled pacts: At the conclusion of the spirits service, roll Cunning + Attune (difficulty = Spirit Tier).
    • Success: Reputation shifts up one level.
    • Failure: Reputation stays the same.
    • This roll only occurs if the pact was fulfilled honorably; tricking or abusing the spirit removes the chance.

Reputation does not shift on every pact, only when a spirits service ends. This keeps the system meaningful and prevents whiplash.

5. Determining Volume

Volume = Favor Level + Margin of Success (+/- Reputation Volume Modifier)

  • Favor Level: The scale of the offering (see table).
  • Margin of Success: Net successes from the bargaining roll (05 typically).
  • Reputation Adjustment: Apply the Volume Modifier from your Reputation level.

Pact Volume Table

[!aside|right show-title] Ongoing Benefits and Volume> Some pacts grant continuous effects—flight, invisibility, protective auras, or other benefits that persist instead of triggering once. These ongoing effects slowly drain the spirits energy over time.

Rule:

  • An ongoing effect consumes 1 act for every scene in which it is relevantly used.

  • If the effect does not play a role in the scene (no challenge, risk, or narrative weight), it costs nothing for that scene. Example: You bargain with an air spirit (Volume 5) for the ability to fly.

  • You fly during a chase (1 act), bypass a canyon (1 act), and later use flight to infiltrate a fortress (1 act).

  • Three scenes where flight mattered = 3 acts spent, leaving 2 acts for other requests.

Why:

  • This makes ongoing effects scale naturally with play: the more you actively benefit, the more of the spirits “Volume” is drained.
  • It also discourages abuse without punishing downtime or scenes where the benefit doesnt matter.
Favor Level Examples of Offering Base Volume
1 Small Minor service, small gift, token blood sacrifice, brief labor 1
2 Significant Valuable item, painful concession, week-long service, small magical debt 2
3 Major Limb, vow of servitude, powerful relic, year-long debt, risking life 3
4 Monumental Permanent loss: a soul, entire communitys wellbeing, mortal future 4

Volume Outcome (Favor + Margin)

Volume Total Spirit Service Granted
1 The spirit performs exactly 1 act (one dominion ability at lesser tier) or serves you for 1 scene (approx. 1030 minutes).
2 The spirit performs exactly 2 acts at its full tier or serves you for 12 hours.
3 The spirit performs exactly 3 acts at its full tier or serves you for 24 hours (1 day).
4 The spirit performs exactly 4 acts at its full tier or serves you for 3 consecutive days.
5 The spirit performs exactly 5 acts at its full tier or serves you for 7 consecutive days. Spirits of Greater tier may use their dominion abilities at full strength.
6 The spirit performs exactly 6 acts at its full tier or serves you for 14 consecutive days.
7 The spirit performs exactly 7 acts at its full tier or serves you for 30 consecutive days. While serving, the spirit may fully manifest in the mortal world.
8 The spirit performs exactly 8 acts at its full tier or serves you for 60 consecutive days. While serving, it may manifest and act independently on your behalf.
9+ The spirit is bound to ongoing service: it performs exactly 10 acts at its full tier or remains until the pactmaker fulfills their side of the bargain. While serving, it may escalate its powers by +1 tier when performing its dominion abilities.

6. Breaking a Pact

  • The spirit may take what the pact requires immediately and violently.
  • All effects granted by the pact end immediately.
  • Broken pacts always shift Reputation 1 level and permanently stain your name in the spirit world.

Abilities

![[Pact Magic The Oathbound Path]]

Ongoing Costs

The greatest ongoing cost of Pact Magic is what you must do to keep pacts going:

  • Time, resources, and sacrifices to fulfill your promises can strip away relationships, wealth, and security.
  • As obligations stack, pactmakers are often forced into increasingly drastic trades to maintain their web of promises.

There is no separate Corruption track or injuries; the Reputation Slider replaces this. Your word is your currency.

Roleplaying Pact Magic

  • Every pact has weight. Each favor must feel real, and each spirit service is earned.
  • Your Reputation among Spirits is everything. Honoring pacts builds respect and generous terms; betrayal makes every deal harder.
  • Mortals often seek pactmakers as intercessors, but few fully trust them.

[!hint] GM Guidance

  • Track the Reputation Slider as a central mechanic. Spirits will treat the pactmaker according to their standing.
  • Spirits should never give something for nothing; ensure offerings and favors are meaningful.
  • Failure and broken promises should ripple outward; word travels fast among the spirit courts.