The Unseen Craft
Steel Age is not, by default, a high-magic setting. In Dyrhal, magic is rare, esoteric, and widely feared. Scholars estimate that only one person in five hundred across Telas has the potential to wield it, and that only one in a thousand is an active practitioner at any given time. Most learned voices agree that magic is shaped through the Nine Gods, yet its deepest root seems tied to the unnamed, unseen Tenth — a presence little understood and less trusted.
Rarity alone would make it strange, but the Unseen Craft also exacts a real toll on those who practice it. Taken together — its obscurity, its cost, and its uncertain source — magic has earned a suspicious reputation among commoners and nobles alike. And yet, when it solves problems no steel or coin can, it is prized... and those whose Workings are openly bound to the Nine can wield significant standing in the struggling states of Dyrhal. Those who wield it are not a separate profession of robed mystics behind the shield wall. They are warriors, judges, hunters, priests, and wanderers first — people who reach for magic when necessity, discipline, or conviction demands it.
Access to Magic
Magic is only usable by characters who have the Omen-Born trait. Learning the mnemonic devices and movements necessary to complete Workings of the Unseen Craft requires the Unseen Craft (Casting) skill at least at Trained rank. Unlike other skills, this skill has an immediate path assigned at Trained rank — determined by the character's birth omen and cannot be deviated from. Characters cannot under normal means have access to more than one Omen-Born Path.
Workings and the Unseen Craft
The Workings of the Unseen Craft are discrete magical effects shaped through a caster's Path. Most magic in Steel Age is structured rather than improvised: a Path grants a defined list of Workings, organized by tier of mastery. A Working in combat is not a quick gesture or a casual phrase — the caster must focus, speak, and shape forces that resist being bound.
Casting Time
Unless a Working states otherwise, a Working cast during combat requires two consecutive action segments to complete. The caster begins the Working in the first segment and completes it in the next. While casting, the caster may not take other actions until the Working resolves.
Interrupted Casting
If a caster is interrupted between the first and second segment — by becoming Engaged, taking damage, being Restrained, or any circumstance the GM rules prevents completion — the Working fails. The caster still gains Strain equal to the Working's tier. The power was drawn; it simply could not be shaped. An interrupted Working does not trigger Backlash — there is no roll and no margin of failure. Strain is the only cost.
Types of Workings
Contested Working: Resisted by a creature's innate Magic Defense.
Resolution: Unseen Craft Skill Check Total vs Magic Defense Total (Attribute).
Marked Working: Resolved against a fixed difficulty. Used for self-targeted blessings, allied protections, environmental shaping, or effects that don't overcome an unwilling target.
Resolution: Unseen Craft Skill Check Total vs Challenge Mark (CM).
Ritual Working: Cannot be performed in the pace of combat. Requires time, preparation, and uninterrupted focus. Some may be performed during exploration, travel, camp, or downtime.
Resolution: Unseen Craft Skill Check Total vs Challenge Mark (CM), unless the Working states otherwise.