"One rank, one point. Eleven left to assign today but endless possibilities later on. Next! Runes! Enchantment - etch a rune on a thing just so and it is magic ongoingly. Or embroider it or paint it. Expensive and slow especially at high ranks but then you have swag. First rank gets Luck, Fertility, Courage, and Chill. All usable backward, for bad luck, contraception, anxiety, and heat. Also an augment rune, for weapons and protections - you pick an affinity, same as the ones giving you discounts on things, and resist magic that has the affinity, or do more damage with it. You could put it on your rod to use for casting, or just get a sword and put poison potions on it or something, whatever. Rank two gets Disease and Heavy, again reversible, useful for sterilizing your tattoo needles or compensating for being floaty with the complication that makes you floaty. Rank three adds Talent, reversible, and Wind, not really reversible but versatile. I have a Talent bracelet, use it when I am trying to learn anything to take notes with. Rank four, Spell and Warden, not usable backward. Spell lets you attach something else to an object, make it borrowable - cursed jewelry, make your snake a doodad that lets it hat-trick into your hatland. Warden is one to be careful with, dispels or suppresses magic on contact - very elaborate rituals to get it on a thing without disenchanting itself but good if you want to poke around dangerous places. Rank five adds Time, Protection, and Relic. Time preserves a thing from wear and tear - aging, say, or put it on your fridge and never find surprise mold in the back. Protection charm will absorb damage to something or someone, put it on something sturdy. Relics let you copy relic magic onto other things - doesn't get you a second use of your cosmic pearl for affinity but does let you share the passive benefit around."