Princess Magic (PW)

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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

  1. Raw magic swirls and cascades, building toward a destructive climax
  2. Invisible walls appear everywhere
  3. Dozens of random monsters appear
  4. All princesses may only speak in rhyme
  5. Elementals in the area gather, driven to fuse into a mega-elemental
  6. Cracks and pits appear
  7. A talking (possibly singing) creature appears and will not leave the princesses alone
  8. Things that do not normally talk begin talking
  9. Everyone’s voice becomes high, squeaky, and “cute”
  10. An extremely localized thunderstorm forms
  11. An aura prevents peaceful actions
  12. A monster lair forms nearby
  13. Hair becomes animate
  14. All princess specialties are turned into their opposites
  15. Princesses swap bodies
  16. The area is affected by a Spin
  17. Everything shifts into a specific genre (sci-fi, fantasy, cowboy, etc.)
  18. Everyone gains a hat that cannot be removed
  19. All princesses feel compelled to sing their actions and thoughts
  20. Sudden music — everything starts dancing
  21. Valuables attempt to escape
  22. No one can speak above a whisper
  23. Local flora grows explosively
  24. Bouncy music plays; monsters move to the beat
  25. All princesses grow magnificent beards and mustaches
  26. The area is affected by a Freeze
  27. A strong scent fills the air (onion, vanilla, rosemary, lemon, etc.)
  28. Structures made of cheese, tofu, or salami appear everywhere
  29. Terrain warps, becoming rougher and stranger
  30. Ghostly echoes or statues of past actions appear
  31. A disembodied voice narrates events, likely in a boorish style
  32. An odd mist appears, its color mismatched with its scent
  33. It begins raining something strange (lemonade, slime, coins)
  34. Everything spoken aloud attempts to become true
  35. Everyone’s voice becomes deep and smooth
  36. A peaceful aura prevents hostile actions
  37. Lies begin to physically manifest
  38. Terrain warps, becoming smoother and calmer
  39. Princess weapons become animate
  40. All princesses become invisible, even to themselves
  41. Terrain warps, becoming prettier and more peaceful
  42. Everything spoken sounds sarcastic
  43. Something tiny becomes gigantic
  44. Everyone becomes very sleepy
  45. Everything becomes sticky
  46. Everyone becomes very jittery
  47. Everything becomes slippery
  48. All princesses become their younger selves
  49. All princesses become their older selves
  50. All princesses become badass future versions of themselves
  51. All princesses become alternate reality versions of themselves (temporary new look and personality)
  52. All princesses become alternate genre versions of themselves (cowgirls, samurai, knights, etc.)
  53. Everything starts floating
  54. Weather reverses violently
  55. Clothing and styles reverse
  56. Inanimate objects come to life
  57. All princesses become intoxicated
  58. Everything becomes wintry
  59. All princesses become hyped up
  60. Everything becomes summery
  61. Everyone becomes apologetic and regretful
  62. Everyone becomes supportive and emotional
  63. Everyone becomes petty and gossipy
  64. Everyone becomes cynical, yet optimistic
  65. All princesses turn into dragons
  66. All princesses turn into birds
  67. All princesses turn into animals
  68. All princesses become chibi
  69. Structures made of teacups, books, or playing cards appear
  70. Words become bubbles and are only heard when popped
  71. Everyone now wears a mask
  72. All princesses heal 1 level of Harm with visible heart symbols and sound effects
  73. All princesses become translucent and slightly floaty
  74. Every action is accompanied by music and sound effects
  75. Everything becomes more colorful
  76. Everything becomes black and white
  77. NOBODY HAS AN INDOOR VOICE
  78. A treasure palace or library appears in the nearby wild lands
  79. A tea party appears with delicious food and drink
  80. A tea party appears, but is plain
  81. All princesses begin to glimmer and sparkle constantly
  82. Butterflies everywhere
  83. Bunnies everywhere
  84. Fortunes materialize (1d4 Treasure)
  85. Sudden fire
  86. Sudden water
  87. Sudden air
  88. Sudden earth
  89. Sudden light
  90. Sudden lightning
  91. Sudden cold
  92. Sudden darkness
  93. Sudden thunder
  94. Sudden stone
  95. A sudden pit appears
  96. An elemental forms around an object
  97. A fairy appears in a playful mood
  98. A fairy appears in a trickster mood
  99. Spark appears; recover with Supple (1–3: 1, 4–5: 2, 6: 3, 66: 5)
  100. A princess’s Spark bursts into light; roll Pulse: 1–3 keep 1, 4–5 keep 2, 6 keep 3, 66 keep 5