Traits are permanent markers on a character's mind and soul. Some are prerequisites for specialised Shaping Skills, while others provide unique benefits or drawbacks that carry throughout their career.
Positive Traits (Merits)
Negative Traits (Flaws)
| Flaw |
Points |
Description |
| Soul Bleed |
-3 |
When you take Soul Damage, take +1 extra point. |
| Fragile Mind |
-2 |
-2 dice to resist Sanity Erosion. |
| Mana Blind |
-1 |
Cannot detect magic without a Divination spell. |
| Social Outcast |
-1 |
Permanent -1 penalty to social rolls (stacks with Sanity). |
| Academic Struggle |
-1 |
-2 dice to Calculation for theoretical/academic tests. |
| Magical Static |
-1 |
Your magic is noisy; +1 success required for Silent casting. |
| Arcane Echoes |
-2 |
Distracted by magical debris from previous castings; occasional -1 penalty. |
| Weak Will |
-2 |
-2 to passive Mind Defense. |
| Physical Frailty |
-2 |
Start with 5 Physical Health boxes instead of 7 (skipping Bruised/Hurt). |
| Nightmares |
-1 |
Start the first day of an adventure with -1 to all mental pools. |
| Soul Tether |
-2 |
If another Student dies, you take 1 point of Sanity Erosion. |
| Mana Wasting |
-3 |
All spells cost +1 Mana to cast (cancels out the discount from Mastered Spells). |
| Open Book |
-2 |
-2 to Mind Defense against telepathic reading or emotional sensing. |
| Bad Mana Channels |
-2 |
Maximum Ongoing Spell Limit (Calculation) is permanently reduced by 1. |
| Notorious Family |
-1 |
-1 to Charm and Society rolls when dealing with law-abiding citizens/Academy staff. |
| Magical Signature Anomaly |
-1 |
Your personal mana signature is highly distinct and lingers for days; Warders/Diviners gain +2 dice to track you. |
| Severe Phobia |
-1 / -2 |
-2 dice to all actions when confronted with a specific phobia (-1 for uncommon, -2 for common fears). |