Magic

Purview Description

The following Gods have access to this purview: Hecate, Hera, Hermes

1st Rank Spells

Ariadne’s Thread
Dice Pool: Perception + Survival
Cost: 1 Legend
The caster declares a target and can thenceforth unerringly track where that target has gone by following the perturbations he leaves in the threads of Fate.
Source: Scion: Hero, pp. 154

Measured Foe
Dice Pool: Perception + Empathy
Cost: 1 Legend
A glance at the threads about a particular person can tell much of that person’s capabilities, his weaknesses and the way that he handles problems.
Source: Scion: Companion, Part 2, pp. 37

The Unlidded Eye
Dice Pool: Perception + Occult
Cost: 1 Willpower
This spell allows its caster to see magic and supernatural powers that are normally invisible to mortal sight.
Source: Scion: Hero, pp. 154

2nd Rank Spells

Bona Fortuna
Dice Pool: Wits + Occult
Cost: 1 Legend
The caster calls upon Fortune for a good luck streak.
Source: Scion: Hero, pp. 154

Evil Eye
Dice Pool: Manipulation + Presence
Cost: 1 Legend
The caster curses a single target with a withering glance or insulting gesture.
Source: Scion: Hero, pp. 154

Legendary Surge
Dice Pool: Wits + Empathy
Cost: 1 or more Legend
By using a thread of Fate as a conduit, the magician gifts a target with some of his own Legendary energy.
Source: Scion: Companion, Part 2, pp. 37

Trading Fates
Dice Pool: Wits + Presence
Cost: Dice penalties (see below) + Fatebinding
The caster grants another person a good luck streak, as he can do for himself with the Bona Fortuna spell.
Source: Scion: Hero, pp. 154

3rd Rank Spells

Deus Ex Machina
Dice Pool: Charisma + Presence
Cost: 1 or more Legend + Fatebinding
The caster calls for help—and Fate answers in its own way.
Source: Scion: Hero, pp. 154

Demand A Labor
Dice Pool: Manipulation + Presence
Cost: 1 Legend + Fatebinding
The caster can demand that a person perform a task for him.
Source: Scion: Hero, pp. 155

Tugging Heartstrings
Dice Pool: Charisma + Presence
Cost: 1 or more Legend
The caster measures the Fatebinding between two people — possibly including herself — and pulls on the thread to draw them closer.
Source: Scion: Companion, Part 2, pp. 38

4th Rank Spells

Bound Spirit
Dice Pool: Manipulation + Occult
Cost: 1 or more Legend
The magician utters a potent curse, loops the target’s thread of Fate around a particular location and pulls it taut.
Source: Scion: Companion, Part 2, pp. 38

Fateful Connection
Dice Pool: Intelligence + Occult
Cost: 1 Legend
When the Scion has some sympathetic link to a victim, he can perform this spell over it to loop that victim’s fate around it and cinch it tight.
Source: Scion: Demigod, pp. 97

5th Rank Spells

Fate Prison
Dice Pool: Charisma + Command
Cost: 1 Willpower + 1 Legend
With either a curse or an extremely well-worded request, the Scion binds a victim’s fate to a physical location.
Source: Scion: Demigod, pp. 97-98

Sanctify Band
Dice Pool: Charisma + Presence
Cost: 1 Willpower + 1 Legend per person
Everyone who is brought into the sanctified Band gains the ability to share Willpower points with other members of the Band.
Source: Scion: Companion, Part 2, pp. 38

6th Rank Spells

Fate And Switch
Dice Pool: Manipulation + Empathy
Cost: 2 Legend + 1 Willpower
The Scion can twist together the threads of two intelligent beings’ destinies at two separate points then cross the strands over in the middle.
Source: Scion: Demigod, pp. 98

Meddlesome Fates
Dice Pool: Manipulation + Command
Cost: 1 Willpower + 5 Legend
Once cast, the spell creates a new Fatebinding between the two targets.
Source: Scion: Companion, Part 2, pp. 38

7th Rank Spells

Transform Person
Dice Pool: Dexterity + Occult
Cost: 1 Legend per dot of Boon
By twisting his own Fate together with that of his victim, the Scion can use any one of his own selftransformation Boons on the victim’s body instead.
Source: Scion: Demigod, pp. 98-99

Transient Visitation
Dice Pool: Charisma + Presence
Cost: 1 Willpower + 5 Legend
By means of this spell, the caster arranges to Visit her child via the world of dreams.
Source: Scion: Companion, Part 2, pp. 38

8th Rank Spells

Birthright Bond
Dice Pool: Manipulation + Occult
Cost: (1 Legend per point of Birthright) + (1 Legend per object/being)
With this spell, a parent God binds the fate of an item, a creature, a person or a group of people to that of his Scion.
Source: Scion: God, pp. 110-111

Steal Birthright
Dice Pool: Manipulation + Stealth
Cost: 1 Legend per point of Birthright + 1 Legend per object or being
The God arranges to temporarily steal away one of the Birthrights of some other Scion.
Source: Scion: Companion, Part 2, pp. 38

9th Rank Spells

Heart of Mine
Dice Pool: Stamina + Empathy
Cost: 1 Willpower + 10 Legend
For a number of days equal to the successes scored on the activation roll, both parties share the same Fatebindings.
Source: Scion: Companion, Part 2, pp. 39

Scion Adoption Rite
Dice Pool: Charisma + Occult
Cost: 10 Legend
Performance of this rite requires the presence of a God who has conceived a Scion, a God who wishes that Scion to be his instead and a fateful sympathetic link to the Scion in question.
Source: Scion: God, pp. 111

10th Rank Spells

Divine Unweaving
Dice Pool: Dexterity + Occult
Cost: Varies
The spell comes undone at once with no ill effects.
Source: Scion: God, pp. 111

Magical Purge
Dice Pool: Intelligence + Occult
Cost: 1 Willpower + 15 Legend
The God literally tears the skein of Fate and destroys the ability of other magicians to warm the loom.
Source: Scion: God, pp. 111

Avatar

The Wyrd
Dice Pool: None
Cost: 1 Willpower + 30 Legend
Become an agent of Fate that can manipulate even the Gods and Titans themselves. Gain ultimate power over fate but lose control of yourself.
Source: Scion: God, pp. 111

Magic

The Return of The King Tecu Tecu