Forge Ring (1+): Forge a Ring containing Animite, allowing you to summon a Dream Creature. A magi may own any number of rings, but only eight (one on each of their four fingers on each hand) may be used concurrently.
Formulate Spell (1+): Formulate a Spell with a specific effect.
Construct Relic (1+): Construct a Relic that gives you a benefit in particular circumstances.
Regional Adaptation (1): You can modify your body to exist comfortably in one new Regional environment. For instance, a Cald Magi could grow gills to swim through Orothe, or a Paradwyn Magi could cause the Weave to bend itself into paths at need.
Regional Adoption (1): [Requires Regional Adaptation] You are capable of constructing Relics that are aligned with the Region you have Adapted to, and Creatures and Spells from that Region no longer cost you any additional Energy to Summon or Cast.
Core Key (1): [Core and Shadow Magi only] You can open Gateways between the Core and specific locations in the Dreamlands, usually those that have felt the effect of the Core at some point. The locations touched by Shadow Geysers are the most commonly used access points.
Increased Energy Capacity (1): +1 Energy Stress Capacity
Increased Energize (2): +1 Energize Rate
Extra Fingers (1): [Character Creation Only] As a descendant of Gorgle (an Underneath Hero) or a human, you have the recessive trait of an extra finger on each hand. This allows you to use two extra rings (a total of ten) instead of the usual eight. However this tends to attract attention, both interest and xenophobia.
Focused Training (1): Gain a +1 bonus to a particular Skill in general circumstances or a +2 bonus to a Skill under a particular circumstance.
(Available only to those of the appropriate Region)
Levitate (0): [Arderial] You float above the ground, and are able to move higher for short periods of time.
Illuminated Vision (0): [Bograth] Even in the darkest times and places, you can see as if in daylight, but others can always find you in darkness.
Fire Immunity (0): [Cald] You are immune to damage from fire, but take half-again as much damage from cold.