Apprentice of Fate
Exceptional Luck (Fate ••)
The mage’s endeavors are blessed with exceptional luck that defies the odds. The user gains the ability to almost have a 100% chance of success on an action. (normally it’s for rolls but in this let’s assume they have a really high chance of success) Ex. One can use this to cross a really rotten bridge that would normally break if you stood on it.
The Evil Eye (Fate ••)
This spell is a basic curse intended to bring about immediate ill-fortune upon another. In ancient times, such a working was almost always undertaken by way of physically staring at the one to be cursed, directing a baleful glare at him and thereby hexing his actions. Now, it may be directed through less obvious means, but many mages still prefer the old-fashioned aspect. One causes someone to fail an action. This can also be used with a trigger. Ex. You curse the target’s weapon to misfire or even explode (GM will decide how bad it is) when they try to shoot you or another person.
Fortune’s Protection (Fate ••)
The caster weaves a web of probability about herself, ensuring that attacks are unlikely to affect her. She “just happens” to stumble at the right moment, causing a bullet to miss her, or she unthinkingly turns just the right way so that a knife slides off her jacket rather than piercing it. It also makes them unlikely to be grabbed, however it does not diminish damage once they get hit while grabbed. (as with most spells of this kind, ultimately the GM decides if the attack hit or not)
Granting the Sybil’s Sight (Fate ••)
As the Fate 1 “Sybil’s Sight” spell, except that the mage casts this upon another mage, or even a supernatural being such as a ghost or werewolf.
The Perfect Moment (Fate ••)
This spell enables the caster to act in a social situation with perfect grace and timing, saying just the right thing at just the right moment. The mage does not really think out what he will do; he goes
with the flow, letting Fate and his instincts guide him. He must not have foreknowledge of what he will encounter (a good hunch is one thing, but extensive scrying or a detailed description from someone on the scene via cell phone is not acceptable; such intimate understanding of the circumstances ruins
the necessary randomness).
For example, if the mage casts this spell in a bar upon meeting someone whom he considers ideal, he might easily wind up getting her phone number, thanks to his Fate-guided panache. Casting this spell over and over again in regard to the same subject (such as the girl at the bar) muddles the threads of destiny and may even hopelessly entangle them (the girl turns out to actually be a creepy stalker type or suffers from some less-than-ideal complication). In the most extreme cases, repeated castings may sever threads entirely (ending the relationship and perhaps even a life if the mage has been exceptionally presumptuous).
Platonic Mechanism (Fate ••)
This spell imbues a mechanical item with a perfect precision. Fate, after all, is the perfect kind of order, that which is ordained by the stars and the progression of the ages. A machine, no matter
how simple or complex, enchanted by means of this spell functions flawlessly for as long as it is meant to function while under the effects of this spell.
For a pocket watch, this mean until it winds down, while an intact, plugged-in clock normally only shuts off if unplugged or subjected to a power outage. A blender always creates a smooth, even blend, while a clock runs with absolutely perfect accuracy. In essence, such devices do exactly what they were intended to, effectively becoming physical representations of the Platonic Ideals of such machines. Even a shoddy looking device or one in poor repair (as long as it is mostly functional) can be enhanced by means of this spell to perform at 100% physical efficiency. The device is not any more resilient to damage than normal, so a stout blow to a perfected rock tumbler still damages or breaks it, but the spell does render the machine beyond the ken of normal environmental hazard (what constitutes a “normal” hazard depends entirely upon the device in question). A thermometer intended to measure the temperature of cooling lava has considerably different parameters for “normal use” than a refrigerator or a lawnmower.
Shifting the Odds (Fate ••)
The mage creates a shift of destiny, effectively generating turns of good or bad luck. These small manipulations of fortune almost always take the form of totally plausible situations, such as a parched mage finding that last quarter she needs on the sidewalk so she can buy a drink, or a sudden, stiff crosswind that turns a crack sniper’s fatal shot into a serious wound. Big shifts, such as finding $1000 at the convenience store’s front door or a piano falling on the sniper are simply too implausible to easily happen at this level of mastery.
The mage simply requests some small jolt in the desired direction and allows destiny to make the decision as to how it comes about, meaning the mage should be on her toes, ready for anything in the event that her requested outcome happens in an extremely unexpected manner. A wish for “a new car,” for example, yields one up, but the mage gets it under circumstances that cause long-term possession to be undesirable (the car is stolen or haunted) or under which long-term possession is unhelpful (the car is faulty and quickly ends up collecting dust in a garage).
These manipulations of destiny are small, but they may be undertaken for a wide variety of ends. Indeed, these tweaks can grow into something bigger and more meaningful if carefully tended. This level of the Fate Arcanum helps destiny along rather than creating it, but it does give the mage the opportunity to seize her own fortune or to help make one for another.
Swearing an Oath (Fate ••)
The mage learns the basics of binding oaths, acquiring the ability to swear such an oath (effectively declaring her intentions officially to Creation). The metaphysical weight of her vow is small and has little momentum, but such an oath can turn the tide in a mage’s darkest moments, being the deciding factor that transforms disaster into victory.
For example, the mage is being controlled mentally and compelled to stand by and watch as the
person she swore to protect suffers. Ana attempt can be made for her to ignore the mental compulsion and to act to protect her charge.
Note: that a mage cannot cancel her own oath spell unless she knows Fate 4. She must dispel it if she no longer wants its effect. If the mage knowingly and willingly breaks the oath (in other words, is not compelled to do so), she suffers from the effects of the “Evil Eye” spell, an effect which cannot be
undone by a mage with less than Fate 4.
The mage cannot swear more than one oath at a time. (He can have more than one geas cast upon him, however.)