Magic

A character's magic attribute represents their affinity towards the use and manipulation of magic. A character's magic attribute is typically used to scale the effect of various spells and enchantments. The magic attribute provides the following generic actions that all players can take:
Eat a Faecorn • Action
As a fast action, eat a faecorn to gain +1 on your next check this turn (if in danger, or within the next 1 minute if not). If your magic attribute is 3+, the effect has does not expire this turn (or within 1 minute). You cannot benefit from more than one faecorn at a time. Optionally, you may opt to eat 10+ faecorns instead; if doing so, this is no longer a fast action - make a Steel vs Difficulty check (increase the Difficulty by 1 for each faecorn beyond 10 that are consumed); you immediately pass out for one day - if the check was failed, you forget one tale of your choice (all talents, Tarr'ko, and mastery are lost; there is no SP refund; you may choose another tale).
Fulfill Prophecy • Action
Once per encounter per tarr’ko in your prophecy, if the triggering condition is met, you may fulfill that card’s prophecy. Apply the effect of that card. This is a free action that can be taken out of turn sequence.
Notes: Once a card’s prophecy has been fulfilled, it cannot be used again this encounter (although other cards of your tarr’ko prophecy still can be). Should you Read the Tarr’ko, your prophecy has been replaced, so this restriction will be reset. At the start of the next encounter, any fulfilled prophecies are reset, and can be fulfilled again.
Operate (Wand) • Action
Attempt to use a Wand in your possession; follow all of the normal rules for operating a device. Make a Magic vs Entropy check; the difficulty is the total entropy of the functions the wand will be using (including the base 1 entropy for the signature). If successful, apply the wand's effect.
Notes: Use this action rather than the normal Operate action when using a Wand device.
Read the Tarr'ko • Action
Once per encounter, as a slow action, read your tarr’ko prophecy. Select any number of tarr’ko cards you have as your prophecy, subject to the following limitations: you may choose no more than your base (unmodified) Magic attribute, you may not choose any duplicates, and you must spend one thread for each card you select beyond the first. These cards are now your prophecy until you take this action again (these replace any previous prophecy you may have had).
Whimsy • Action
(Only usable if your magic attribute is at least 2.) Create a small, harmless, and obviously magical effect; the effect can be visual or auditory, but cannot have physical presence. Use Whimsy to shoot sparkles from your hand, manifest an image in a pool of water or a flickering fire, augment your voice to be louder or sillier, or create a small sound. This action can also be used to generate an illusion no more than small size; the illusion is clearly false - no one can mistake it for a real thing. All effects of Whimsy must be nearby. The effects last for 10 minutes.