Seven Part Pact 3.25.05 Update
Added 2025-04-30 16:58:49 +0000 UTCHi all, there's a new update to Seven-Part Pact. It's available for Rapscallions and Tatterdemalions at this link. I know I say this every time I finish an update, but I think this may be the last one for a while. I've got a lot of shit I'm working on (I'm hoping to share a board game I've been working on, and also more from the Wanderhome expansion!) and I need a goddamn break from Wizards. Anyway, I hope you enjoy.
Draft 3.25.05:
Various small tweaks all over the place.
Added instructions on when to look to the Age.
Brought some stuff back that I removed (Ghoul-Callers, Lore on Magic, rules for Travel).
Added Twists to the Faustian's Domain.
Finally actually added Innovations to the Sorcerer's Codex.
Rewrote the Laws of Magic for the Sorcerer's Codex.
Reworked Sage's Domain Game, added rules for Calamity and Extinction.
Added Wicker-Ways and rules for Doorways to the Sage.
Realized Apotropaism had outdated spells in the Grimoire, went in and fixed that.
Removed Demonology, Creation of Arcane Texts from Grimoire.
Added Spells: Awaken The Slumbering Kings, Creation of Arcane Tools, and Vassalage to Grimoire.
Rewrote Creation of Doorways.
Comments
Also I love the subtle brilliance of chaotic magic making wizards worse at magic, but leaving occultists unaffected. I'd wager a guess that occultists would call orderly magic chained and chaotic magic free
Christopher Roberts
2025-09-20 17:01:32 +0000 UTCI've been reading through the game and one thing that really sticks out to me is the sorcerer's solar die. Is the idea there that the sorcerers magic is both more powerful and more dangerous? 3/20 (almost 1/6) chance for both the devil and for sol which is sorta an extraordinary success makes it probably feel wild and swingy in play?
Christopher Roberts
2025-09-20 15:57:12 +0000 UTCI haven't read this game yet, but just the idea of it is so cool!
Shawn Kilburn
2025-07-25 17:26:50 +0000 UTC