Magic
Energy Counter
Each protagonist has an Energy Resource Counter with 5 Energy slots, which they use to power their Magic. A protagonist clears all of their filled Energy slots at each Major Milestone.
In addition to powering magic, a protagonist’s Energy may be expended as a result of a Complication while they are Transformed. A protagonist that wishes to conserve their Energy should therefore only Transform when necessary.
Transformation
A protagonist may assume their magical identity by filling 1 Corruption slot. While Transformed, a protagonist dons their Regalia, replacing their other clothing; conjures their Relic; and is able to use their Magical Talents.
A Transformed protagonist remains in this state until one of the following conditions:
- They become Consumed, Broken, or are Defeated.
- They reach a Minor Milestone.
- They fill their final Energy slot without clearing it.
- They choose to end their Transformation (no Action required).
When the Transformation ends, a protagonist’s Relic vanishes, their Regalia reverts to their normal clothing, and they lose access to their Magical Talents.
Magical Affinities
Each protagonist has one or more Affinities from the Magical Affinity list. Magical Affinities can only be invoked while Transformed.
While Transformed, a protagonist may freely manipulate the subjects of their Magical Affinities, so long as they’re able to achieve the appropriate Scale for the described Action. For example, a protagonist with Affinity for Fire Magic may conjure flames to attack an enemy, even when no fire is present.
A protagonist does not need to invoke a Magical Affinity in order to manipulate it. For example, a protagonist with Ice Magic could create an ice slick on the ground without invoking Ice Magic; but their Check to trip someone using it could benefit from invoking their Ice Magic Affinity, as normal.
Protagonists gain ranks in Magical Affinities when they are created and then may increase their ranks in these Affinities when they Advance their Traits.
Relic
While Transformed, protagonists are equipped with a Relic. A Relic is a magical artifact unique to the protagonist that represents their personality and magic. They design their Relic during creation and use it to channel their magic.
Nothing can truly separate a protagonist from their Relic and if it is lost, it simply reappears in the protagonist’s hand when they desire it.
Unless a feature grants it one, Relics do not have Functions. Instead, a protagonist can use their Relic for any Action by spending 1 Energy and describing how the protagonist uses their Magical Affinities to do so. Actions using a Relic have a base Potency of 3 (regardless if it has a Function for that Action).
Regalia
Regalia is the magical clothing that protagonists don during their Transformation. While Transformed, a protagonist’s Regalia grants them immense protection from physical harm.
Regalia is an Armor Asset with a Resist (Defense) Function with a Quality of 0 and a Potency of 3.
Magical Gifts
Each protagonist has a Magical Gift. Magical Gifts confer benefits under conditions unique to that Gift. Most Gifts allow a protagonist to perform Actions with a Potency greater than 3.
During protagonist creation, choose one of the following Gifts.
Reliable Gift
You lack the extreme spikes in power of other Gifts but make up for it in terms of consistent power. At each Minor Milestone, you gain 5 Temporary Energy slots.
In addition, when you suffer the Corrupt Fallout, you may roll a d10. On a 6 or higher, reduce the amount of Corruption suffered by 1 (to a minimum of 0).
Explosive Gift
You can increase your power reliably in small bursts but once you’ve expended that reserve, you must wait to do so again. When you perform an Action with your Relic, you can expend 5 Energy to increase your Potency to 4. You can increase your Potency in this way twice and you regain all uses at each Minor Milestone.
Escalating Gift
You can build up to explosive discharges of power. You gain a Momentum Counter with five slots. Whenever you score a Graze or better for an Action, you can expend 1 Energy to fill a Momentum slot. When your Momentum Counter is full, you can clear all filled slots to increase the Potency of an Action using your Relic to 4.
Tainted Gift
You can increase your power at will, only limited by the amount of darkness you can endure. When you use your Relic for an Action, you may suffer 1d10 Corruption to increase the Potency to 4.
Energy Sources
Protagonists may regain Energy through a variety of means, called Sources. When the campaign begins, the referee chooses one or more of these Sources. All protagonists have access to the chosen Source.
Friendship
Protagonists can harness the power of friendship. When they compel a Connection or an Affinity that represents another character, instead of the usual benefits, they may clear up to 5 filled Energy slots. Excess cleared slots may be converted into Temporary Energy slots.
Emotions
Protagonists gain power from their Emotions. While Transformed, a protagonist may enter a Mood to clear a number of filled Energy slots up to half their ranks in the Ability associated with that Mood. Excess cleared slots may be converted into Temporary Energy slots.
Beliefs
Protagonists power their magic through their strong beliefs. When a protagonist compels one of their Affinities from the Conviction list or invokes one of their Aspects, they may clear up to 5 filled Energy slots. Excess cleared slots are converted into Temporary Energy slots.
Essence
Protagonists may trade their wellbeing for power. A protagonist may roll a number of d10 of their choice, up to 5, and suffer Despair equal to the total (no Action required). They then clear a number of Energy slots equal to the number of Despair slots filled.
In addition, a protagonist may suffer their choice of a Potency 1 Wound to clear 5 filled Energy slots.
In either case, excess cleared slots are converted into Temporary Energy slots.
Contracts
Protagonists may enter contracts with supernatural entities to gain Energy. The referee controls these entities and determines the price. Roughly, the amount of Energy generated corresponds to the magnitude of the price:
- Small price - 1 Energy
- Medium price - 5 Energy
- Large price - 10 Energy
Guidance for creating these contracts is outlined in the Adjudicating Magic Referee Guide.
Willpower
A protagonist can power their magic using their inner strength. A protagonist may spend 5 Effort of any type to clear a filled Energy slot.
Wishes
Once per Major Milestone, when a protagonist uses their Relic for an Action, they may make a Wish to attempt to achieve something monumental. The protagonist must describe the desired outcome of this Wish in 7 words or less.
When a protagonist makes a Wish, their Action gains +1 Potency. This can increase Potency to a maximum of 5. Once the protagonist completes the Check, they immediately suffer the consequences of filling their 10th Corruption slot.
The effects of a Scale 5 Action may be grand, for example, a protagonist may:
- Instantly defeat a Signbearer.
- Harm the avatar of a Great One.
- Harm a weakened Sorcerer.
- Change a historical event.
- Revive someone who has recently died.
- Heal all of someone’s Wounds.
Despite this, a Wish has limitations. It cannot undo the effects of another Wish, nor can it heal the repercussions of one. It also cannot undo the repercussions of filling 10 Corruption slots.
Charms
Charms are small magical trinkets that a protagonist can wear even outside their Transformation. Charms often act as Assets and may convey subtle magical powers that can be used unnoticed in the mundane world. Some Talents grant the ability to create Charms.
Optionally, the referee may grant protagonists materials which they can use to craft Charms without having a Talent.