Acquiring New Powers
Magic upgrades are exclusively acquired through story progression, at GM discretion, typically after the completion of a major story arc. Magic is awakened through stressful events that forced the user to adapt and evolve. The GM should not grant magical upgrades lightly, and can adjust the threshold of difficulty as characters grow in power.
When the GM grants a magic upgrade, players choose one of three options:
- Gain 1 Chi Power (including all bundled sub-powers).
- Gain 1 Sorcery Power (including all bundled sub-powers) from a sphere the character doesn't know yet.
- Gain 2 Sorcery Powers (including all bundled sub-powers) from spheres the character already possesses.
Essence
Magical characters possess reservoirs of essence that fuel their spells and abilities, which are classified as Mana, Minor Chambers, and Major Chambers.
Refreshing Essence:
- Mana refreshes at the start of any new short scene or encounter (~5 minutes).
- Minor Chambers refresh at the start of any new scene (~30 minutes to an hour).
- Major Chambers refresh once per day after a long rest.
- A Minor Chamber can be spent to instantly refill all Mana.
- A Major Chamber can be spent to instantly refill 1 Minor Chamber and all Mana.
Circuits
Circuits are a form of Essence that limits how many magical artifacts a character can actively wield. Certain artifacts require attunement to use, and users must have a Circuit available to attune. Users can attune or de-attune from an artifact with a short scene of concentration. Some localized enchantments may also allow attunement.
Attention
Some magic requires sustained attention, which uses 'Focus' or 'Concentration'. Only one 'Focus' or 'Concentration' ability can be sustained at a time.
Focus is a form of light attention that is sustained with casual effort. The user can function normally while focusing, even when attacking, casting spells, or performing complex stunts. Focus is only lost if the character falls unconscious, or if a new spell is cast that requires focus or concentration.
Concentration is a form of heavy attention. While concentrating, the user loses their movement each round and cannot make high-effort actions. This means the user cannot attack, cast other spells, or perform complex maneuvers. The user can still use their action to perform simple actions, such as picking up items or walking; which is half the character's normal combat speed. If a character fails a save against a notable disruption, their concentration ends; e.g. if they're knocked backward, become afraid, fail to react to pocket sand, etc.
Rules
If unspecified, Sorcery Powers have the following traits by default:
- Range: Medium range (25 meters).
- Duration: Cannot exceed a scene unless specified otherwise. Applies for focus, concentration, etc.
- Casting Limit: You may only spend one Essence on powers each round.
- e.g. You could cast one power with "Focus" and one power with "Mana", but not two powers that require Mana.
- The "Innate" tag lets you bypass this requirement once per round.
- This does not affect sustained powers, such as those that last a scene or are sustained with attention.
Tags:
- Innate: Each round, one Innate power can be cast without counting toward the casting limit.
- Focus: Casting the power (or sustaining it) requires you to spend your focus on it.
- The power will end if focus on it ends.
- Concentrate: Casting the power (or sustaining it) requires you to spend your concentration on it.
- The power will end if concentration on it ends.
- Mana: Costs 1 Mana.
- Minor: Costs 1 Minor Chamber to cast.
- Major: Costs 1 Major Chamber to cast.
Upcasting
At the GM's discretion, if you cast powers at higher chambers than required, it may perform better than the standard variant.