Princess Magic (PW)

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Fox in the Dark logoPrincess World
Fox in the Dark logo
Starfox's Princess World

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
  • 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.