Princess Magic (PW): Difference between revisions
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create illusions or magical fireworks to serve as entertainment or distractions, | create illusions or magical fireworks to serve as entertainment or distractions, | ||
and quite a bit more. | and quite a bit more. | ||
Princesses are not entrusted with a frontier kingdom without first graduating from Princess Academy. You are a highly skilled and powerful individual in your own right. | |||
Your abilities are defined by several key aspects: your Specialty, which reflects what you embody; your Companion, who accompanies and supports you; your Princess Magic, which allows you to shape the world through Spark; and your ability to channel Wild Magic from the untamed lands. | |||
=== Princess Magic === | === Princess Magic === | ||
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==== Elemental ==== | ==== Elemental ==== | ||
Imbue your magic with an element such as fire, water, air, earth, light, lightning, cold, or darkness. This determines how your magic manifests and interacts with the world, including exploiting known weaknesses or producing useful environmental effects. | Imbue your magic with an element such as fire, water, air, earth, light, lightning, cold, or darkness. This determines how your magic manifests and interacts with the world, including exploiting known weaknesses or producing useful environmental effects. | ||
== Wild Magic == | |||
When you are in the wild lands, you can attempt to harness the raw magic in the area. You may use wild magic to add dice to a roll, up to your Pulse (minimum 1 die). | |||
* If your Pulse is 2, you may add up to 2 dice. | |||
* If your Pulse is 0 or 1, you may add 1 die. | |||
This applies to any Action, not just magic. However, there are costs and risks: | |||
* Add 1 Chaos to the nearest kingdom for each additional die. | |||
* In addition to the normal Consequences of the action, any doubles rolled trigger a local wild magic surge. | |||
== Wild Magic Surge == | |||
A wild magic surge can take the form of kinetic force, elemental energy, life energy, or anything else the GM deems appropriate. It may be beneficial or harmful. | |||
You may make a fortune roll to determine how positive or negative the effect is, or use the [[#Wild Magic Effects|Wild Magic Effects Table]] to generate a random surge. | |||
Any effect of a wild magic surge that directly affects you is a Consequence and may be resisted using your best Attribute. | |||
=== Wild Magic Effects === | |||
# Raw magic swirls and cascades, building toward a destructive climax | |||
# Invisible walls appear everywhere | |||
# Dozens of random monsters appear | |||
# All princesses may only speak in rhyme | |||
# Elementals in the area gather, driven to fuse into a mega-elemental | |||
# Cracks and pits appear | |||
# A talking (possibly singing) creature appears and will not leave the princesses alone | |||
# Things that do not normally talk begin talking | |||
# Everyone’s voice becomes high, squeaky, and “cute” | |||
# An extremely localized thunderstorm forms | |||
# An aura prevents peaceful actions | |||
# A monster lair forms nearby | |||
# Hair becomes animate | |||
# All princess specialties are turned into their opposites | |||
# Princesses swap bodies | |||
# The area is affected by a Spin | |||
# Everything shifts into a specific genre (sci-fi, fantasy, cowboy, etc.) | |||
# Everyone gains a hat that cannot be removed | |||
# All princesses feel compelled to sing their actions and thoughts | |||
# Sudden music — everything starts dancing | |||
# Valuables attempt to escape | |||
# No one can speak above a whisper | |||
# Local flora grows explosively | |||
# Bouncy music plays; monsters move to the beat | |||
# All princesses grow magnificent beards and mustaches | |||
# The area is affected by a Freeze | |||
# A strong scent fills the air (onion, vanilla, rosemary, lemon, etc.) | |||
# Structures made of cheese, tofu, or salami appear everywhere | |||
# Terrain warps, becoming rougher and stranger | |||
# Ghostly echoes or statues of past actions appear | |||
# A disembodied voice narrates events, likely in a boorish style | |||
# An odd mist appears, its color mismatched with its scent | |||
# It begins raining something strange (lemonade, slime, coins) | |||
# Everything spoken aloud attempts to become true | |||
# Everyone’s voice becomes deep and smooth | |||
# A peaceful aura prevents hostile actions | |||
# Lies begin to physically manifest | |||
# Terrain warps, becoming smoother and calmer | |||
# Princess weapons become animate | |||
# All princesses become invisible, even to themselves | |||
# Terrain warps, becoming prettier and more peaceful | |||
# Everything spoken sounds sarcastic | |||
# Something tiny becomes gigantic | |||
# Everyone becomes very sleepy | |||
# Everything becomes sticky | |||
# Everyone becomes very jittery | |||
# Everything becomes slippery | |||
# All princesses become their younger selves | |||
# All princesses become their older selves | |||
# All princesses become badass future versions of themselves | |||
# All princesses become alternate reality versions of themselves (temporary new look and personality) | |||
# All princesses become alternate genre versions of themselves (cowgirls, samurai, knights, etc.) | |||
# Everything starts floating | |||
# Weather reverses violently | |||
# Clothing and styles reverse | |||
# Inanimate objects come to life | |||
# All princesses become intoxicated | |||
# Everything becomes wintry | |||
# All princesses become hyped up | |||
# Everything becomes summery | |||
# Everyone becomes apologetic and regretful | |||
# Everyone becomes supportive and emotional | |||
# Everyone becomes petty and gossipy | |||
# Everyone becomes cynical, yet optimistic | |||
# All princesses turn into dragons | |||
# All princesses turn into birds | |||
# All princesses turn into animals | |||
# All princesses become chibi | |||
# Structures made of teacups, books, or playing cards appear | |||
# Words become bubbles and are only heard when popped | |||
# Everyone now wears a mask | |||
# All princesses heal 1 level of Harm with visible heart symbols and sound effects | |||
# All princesses become translucent and slightly floaty | |||
# Every action is accompanied by music and sound effects | |||
# Everything becomes more colorful | |||
# Everything becomes black and white | |||
# NOBODY HAS AN INDOOR VOICE | |||
# A treasure palace or library appears in the nearby wild lands | |||
# A tea party appears with delicious food and drink | |||
# A tea party appears, but is plain | |||
# All princesses begin to glimmer and sparkle constantly | |||
# Butterflies everywhere | |||
# Bunnies everywhere | |||
# Fortunes materialize (1d4 Treasure) | |||
# Sudden fire | |||
# Sudden water | |||
# Sudden air | |||
# Sudden earth | |||
# Sudden light | |||
# Sudden lightning | |||
# Sudden cold | |||
# Sudden darkness | |||
# Sudden thunder | |||
# Sudden stone | |||
# A sudden pit appears | |||
# An elemental forms around an object | |||
# A fairy appears in a playful mood | |||
# A fairy appears in a trickster mood | |||
# Spark appears; recover with [[Actions_(PW)#Supple|Supple]] (1–3: 1, 4–5: 2, 6: 3, 66: 5) | |||
# A princess’s Spark bursts into light; roll Pulse: 1–3 keep 1, 4–5 keep 2, 6 keep 3, 66 keep 5 | |||
Latest revision as of 16:40, 21 March 2026
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Princesses don't get trusted with a frontier kingdom without first graduating Princess Academy, which means they're highly skilled and powerful individuals in their own right. You can detect magic, create shields of protection, summon and control elements such as fire, earth, air, water, darkness, light and so forth, call forth pocket dimensions to hold your stuff, create illusions or magical fireworks to serve as entertainment or distractions, and quite a bit more.
Princesses are not entrusted with a frontier kingdom without first graduating from Princess Academy. You are a highly skilled and powerful individual in your own right.
Your abilities are defined by several key aspects: your Specialty, which reflects what you embody; your Companion, who accompanies and supports you; your Princess Magic, which allows you to shape the world through Spark; and your ability to channel Wild Magic from the untamed lands.
Princess Magic
Princesses sometimes need a little more oomph than usual. These magical effects cost Spark to use and represent charms, scrolls, small rituals, or the princess drawing on her inner power.
All princesses have a pool of 5 Spark for each Adventure. Sometimes there may be a chance to recover Spark during play, such as by gathering magical flowers or at a fairy tea party, but you can never have more than five.
These are the base rules for using princess magic. Many Princess Abilities give you new or changed ways to use Spark; such abilities may override these rules.
Princess magic creates effects. When those effects are difficult, contested, or would significantly change a situation, you must make an Action roll to resolve them.
- Range and Cost
The cost and what Action to roll depends on how far the effect reaches:
- Supple (touch): 1 Spark
- Flowing (near): 2 Spark
- Lofty (distant): 3 Spark
If you are out of Spark, you may spend 1 Stress per Spark instead.
Princess magic is immediate and does not last beyond the current scene unless stated otherwise.
Shield
Reduce Harm suffered by one level from a physical or magical source. Ineffective against social harm. You may only use Shield once against each instance of Harm.
Healing
All Harm is reduced by 1 level at the end of each significant scene. You may spend Spark to reduce all Harm on yourself or another by one level through an interlude of tender care, expressed as something sweet or comforting.
Storage
Store one Treasure or significant item in a pocket space until you return to your kingdom. This can also represent carrying personal equipment such as outfits, picnic baskets, tools, or supplies. Items taken from Storage can last for an entire adventure.
Illusion
Create images, sounds, or scents, alter appearances, or produce lights and visual displays. Larger illusions have a higher cost; use whichever cost is greater, size or range:
- A mount or a small group of people: 1 Spark
- A house or a small crowd: 2 Spark
- A castle or a mass of people: 3 Spark
Movement
Move quickly, jump great distances, climb unusual surfaces, or perform brief bursts of flight or teleportation. These are short, momentary effects rather than sustained movement.
Divination
Reveal secrets about a person, object, or place, uncover hidden things, or glimpse possible futures. The information is always partial or unclear, offering guidance rather than certainty. The Spark cost and Action used are determined by how far into the future you are looking:
- Supple (days): 1 Spark
- Solid (present and past): 2 Spark
- Flowing (months): 2 Spark
- Lofty (years): 3 Spark
Visions of the distant future are extremely hazy and unclear.
Elemental
Imbue your magic with an element such as fire, water, air, earth, light, lightning, cold, or darkness. This determines how your magic manifests and interacts with the world, including exploiting known weaknesses or producing useful environmental effects.
Wild Magic
When you are in the wild lands, you can attempt to harness the raw magic in the area. You may use wild magic to add dice to a roll, up to your Pulse (minimum 1 die).
- If your Pulse is 2, you may add up to 2 dice.
- If your Pulse is 0 or 1, you may add 1 die.
This applies to any Action, not just magic. However, there are costs and risks:
- Add 1 Chaos to the nearest kingdom for each additional die.
- In addition to the normal Consequences of the action, any doubles rolled trigger a local wild magic surge.
Wild Magic Surge
A wild magic surge can take the form of kinetic force, elemental energy, life energy, or anything else the GM deems appropriate. It may be beneficial or harmful.
You may make a fortune roll to determine how positive or negative the effect is, or use the Wild Magic Effects Table to generate a random surge.
Any effect of a wild magic surge that directly affects you is a Consequence and may be resisted using your best Attribute.
Wild Magic Effects
- Raw magic swirls and cascades, building toward a destructive climax
- Invisible walls appear everywhere
- Dozens of random monsters appear
- All princesses may only speak in rhyme
- Elementals in the area gather, driven to fuse into a mega-elemental
- Cracks and pits appear
- A talking (possibly singing) creature appears and will not leave the princesses alone
- Things that do not normally talk begin talking
- Everyone’s voice becomes high, squeaky, and “cute”
- An extremely localized thunderstorm forms
- An aura prevents peaceful actions
- A monster lair forms nearby
- Hair becomes animate
- All princess specialties are turned into their opposites
- Princesses swap bodies
- The area is affected by a Spin
- Everything shifts into a specific genre (sci-fi, fantasy, cowboy, etc.)
- Everyone gains a hat that cannot be removed
- All princesses feel compelled to sing their actions and thoughts
- Sudden music — everything starts dancing
- Valuables attempt to escape
- No one can speak above a whisper
- Local flora grows explosively
- Bouncy music plays; monsters move to the beat
- All princesses grow magnificent beards and mustaches
- The area is affected by a Freeze
- A strong scent fills the air (onion, vanilla, rosemary, lemon, etc.)
- Structures made of cheese, tofu, or salami appear everywhere
- Terrain warps, becoming rougher and stranger
- Ghostly echoes or statues of past actions appear
- A disembodied voice narrates events, likely in a boorish style
- An odd mist appears, its color mismatched with its scent
- It begins raining something strange (lemonade, slime, coins)
- Everything spoken aloud attempts to become true
- Everyone’s voice becomes deep and smooth
- A peaceful aura prevents hostile actions
- Lies begin to physically manifest
- Terrain warps, becoming smoother and calmer
- Princess weapons become animate
- All princesses become invisible, even to themselves
- Terrain warps, becoming prettier and more peaceful
- Everything spoken sounds sarcastic
- Something tiny becomes gigantic
- Everyone becomes very sleepy
- Everything becomes sticky
- Everyone becomes very jittery
- Everything becomes slippery
- All princesses become their younger selves
- All princesses become their older selves
- All princesses become badass future versions of themselves
- All princesses become alternate reality versions of themselves (temporary new look and personality)
- All princesses become alternate genre versions of themselves (cowgirls, samurai, knights, etc.)
- Everything starts floating
- Weather reverses violently
- Clothing and styles reverse
- Inanimate objects come to life
- All princesses become intoxicated
- Everything becomes wintry
- All princesses become hyped up
- Everything becomes summery
- Everyone becomes apologetic and regretful
- Everyone becomes supportive and emotional
- Everyone becomes petty and gossipy
- Everyone becomes cynical, yet optimistic
- All princesses turn into dragons
- All princesses turn into birds
- All princesses turn into animals
- All princesses become chibi
- Structures made of teacups, books, or playing cards appear
- Words become bubbles and are only heard when popped
- Everyone now wears a mask
- All princesses heal 1 level of Harm with visible heart symbols and sound effects
- All princesses become translucent and slightly floaty
- Every action is accompanied by music and sound effects
- Everything becomes more colorful
- Everything becomes black and white
- NOBODY HAS AN INDOOR VOICE
- A treasure palace or library appears in the nearby wild lands
- A tea party appears with delicious food and drink
- A tea party appears, but is plain
- All princesses begin to glimmer and sparkle constantly
- Butterflies everywhere
- Bunnies everywhere
- Fortunes materialize (1d4 Treasure)
- Sudden fire
- Sudden water
- Sudden air
- Sudden earth
- Sudden light
- Sudden lightning
- Sudden cold
- Sudden darkness
- Sudden thunder
- Sudden stone
- A sudden pit appears
- An elemental forms around an object
- A fairy appears in a playful mood
- A fairy appears in a trickster mood
- Spark appears; recover with Supple (1–3: 1, 4–5: 2, 6: 3, 66: 5)
- A princess’s Spark bursts into light; roll Pulse: 1–3 keep 1, 4–5 keep 2, 6 keep 3, 66 keep 5