There was a time when a person’s word was their bond, and the idea of breaking it was unthinkable. Practitioners of Pactcrafting embody this concept in its entirety, and those that enter into agreements with them will find that they do as well.


Primary Focus: Manipulation
Secondary Focus: Utility


  • Pactcasting (Touch, Ritual)
    Pacts may be made with a short ritual, tying two consenting individuals into an agreement. Both parties must agree to give each other something of value, enforced by consequences specified in the pact. The “something of value” could be physical goods, services, acts, the elimination of debt, or anything else that has material or metaphorical value, but it must be something.
  • Amendment (Touch, Ritual)
    Modify an existing magical pact, if all parties agree to and are aware of the changes. The changes must remain in line with the conditions of Pactcasting.
  • Annulment (Touch, Ritual)
    End an ongoing pact crafted by the caster, provided all parties agree.
  • Keep Your Enemies Closer (Self)
    The caster chooses a Favor they are owed. It disappears into aether, and the character who owed them that Favor may not take any hostile action toward the caster. This effect lasts until the end of the scene, or until the caster takes hostile action against the other character.
  • Pactkeeper’s Mark (Passive)
    While using Pactcasting, the caster may request a Favor as their “something of value”. If they do, the Favor manifests as a magical coin bearing the other's name. This coin can be offered as “something of value” in future pacts, either with the original party or another, or can be offered to the original party in a mundane deal. If the original party earns their coin back, it disappears in a puff of aether.
  • Consequences (Passive)
    Consequences may be temporary in nature, inconveniencing someone for up to a week.


  • Read Between (Touch)
    Identify if a person is under the effect of a magical pact.
  • Class Action (Passive)
    Pactcasting is able to bind two groups instead of two individuals, with representatives from each party agreeing.
  • Greater Pactcasting (Passive)
    Pactcasting is able to take the shape of a written contract, with the signing of the contract completing the spell. Pacts with written contracts can use Greater Consequences.
  • Greater Annulment (Passive)
    Annulment is able to break pacts created by anyone, provided all parties agree.
  • Greater Consequences (Passive)
    Consequences may be significant in nature, damaging or impairing someone for up to a month.


  • Geas (Touch, Ritual)
    Geas contracts may now be made between two willing individuals. A Geas gives one individual a task to complete, while specifying a reward the other is to provide upon completion. A character under a Geas is magically compelled to do that task, and suffers consequences if they fail, quit, or deviate from their task. Upon completion of the task, the other individual is magically compelled to provide the agreed upon reward.
  • Accrue (Passive)
    While using Pactcasting, the caster may, instead of Consequences, offer an accruement of Favors. If agreed to, every month that the party does not complete their part of the pact, a specified other party may meet with them and remind them of their Pact. If they do, they gain one Favor as from Pactkeeper's Mark. This ability requires a Ticket.
  • Greater Read Between (Passive)
    Read Between can now also vaguely identify the terms of the pact that an individual is affected by, but not the person who crafted the pact nor any other parties involved with said pact.
  • Empowered Pactcasting (Passive)
    Pactcasting can now bind three individuals or groups. Pacts with written contracts can now use Empowered Consequences.
  • Planar Binding (Passive)
    Pactcasting can now bind outer beings and Named summoned entities. This requires a Ticket and Storyteller involvement.
  • Empowered Consequences (Passive)
    Consequences can be dramatic in nature, including permanent damage.


Live and Let Live (Passive)
If the caster falls unconscious, they may choose to forgive all outstanding Favors they are owed, provided they are owed any Favors. At the start of their next turn, the contracts are ruptured and the collected magical energy revives the caster with 1 Body. The caster must then roll their Overclock check.