Player's Handbook · Chapter 9

Your Resources

The craft runs on three currencies, plus one that spends them all. Understand the currencies and you will never be caught empty-handed; ignore them and the craft will eat you.

The three currencies — and the fourth

  1. Materials — the world's wealth: the consumed stuff of workings and works. The loot and gold sink.
  2. Dynamis — the self's wealth: your daily spark. The cap that keeps you from being an artillery piece.
  3. Favor — the gods' wealth: relationship, not resource. Earned by quests and offerings, spent on attention.
  4. Time — the fourth currency. Everything costs time, and time is the one thing the GM controls absolutely. The other three economies are really time in different disguises.

Dynamis

Your daily pool is 4 + grade × 2 — 6 at Myesis, 8 at Mystes, 10 at Epoptes, 12 at Hierophant. It is a ceiling, not a bank: unused spark never carries over. Spend it or lose it.

Your spark refills with your court:

Your allegianceYour spark refills
Celestial-leaning (−10 to −4)At dawn
Chthonic-leaning (+4 to +10)At moonrise
The Middle (−3 to +3)Half at each — never fully charged at any hour

That last row is the hidden tax on walking both paths: you get both cycles, and neither one fills you. Dynamis cannot be bought, stolen, or begged. Favor opens doors; dynamis is the fuel you bring through them.

Materials

Materials are consumed by everything you do — including your failures. Common and uncommon can be bought; rare materials usually must be found, traded, or taken; extraordinary materials cannot be bought at all. They are quests, gifts, and grave goods — a god's tear, a hero's heart, the true name of a bound spirit. No matter how rich you are, the top of the ladder stays a hunt.

Miasma

Miasma rises when you shed blood in violence (1), commit violence on sacred ground (2), break an oath (2), touch the unburied dead (1 per exposure), eat food forbidden by your patron's law (1), or violate a patron's taboo (2–3). Each point costs you −1 on theurgic checks and favor rolls — and gives +1 on goetic bindings, up to +5. At 5+, your sanctified works go dormant: the periapta and talismans you consecrated refuse to rekindle until you are clean. At 10+, you stink of death — daimones seek you out at night and temples bar you.

Purify with a simple bath and fasting (1–2 miasma, an hour, copper), a temple purification (3–4, silver, and the priest's goodwill), or a mystery rite (everything, rare, often a quest).

Favor

Your standing with each god — indifferent, friendly, patron — is a per-god ladder, and the full system is in the theurgy chapter. In resource terms, remember two things: an extraordinary offering can substitute for an extraordinary material (a god's gift is the material), and favor is perishable — neglect decays it. It is the currency that goes bad, which is why the rich in it must keep serving.

Time

Theurgy is days and temples; goetia is hours and crossroads. Grades take weeks to campaigns; mysteries take weeks to quests; works take days or hours. Rushing exists but costs preparation — time is the only currency you can spend to lose quality.

The GM controls time, and time controls the other three. You cannot farm dynamis (it does not bank), cannot farm materials faster than the adventure provides them, cannot farm favor faster than the gods' patience. Your real wealth is unspent time — the week at the temple bench, the night at the crossroads — and choosing what to spend it on is the game.

The loops

  • The craft loop (theurgy): offerings → favor → grace → better workings → more offerings. Slow, sanctioned, witnessed.
  • The debt loop (goetia): speed now → claim later. Bind in an hour, owe for seasons; your spark refills at moonrise, the ledger never does.
  • The collection loop: loot → materials → works → deeds → more loot. The reward loop of the game, and the space between the grade rungs.

Every loop is capped — by grade, by the tier ladder, by purity, by the ledger. You cannot out-economy your rank or your cleanliness. The temples call the poor impure and the desperate damned; the poor call the temples rich. Both are right, and both are wrong — the economy is where the two courts collect their tolls, and you are the toll.

Manual updated Aug 6, 2026.