Resources

The economy of magical action.

Three resources govern magical action: Stress, Arcana Assi, and Seals.

Stress

Stress is a track of 9 points. It is the default cost for casting spells. Each spell costs Stress equal to the number of Tags used. Stress can be healed during downtime, but rarely in battle. When the Stress track is full, all new Stress becomes Wounds instead.

Wounds

Characters have 5 Wound Slots. Wounds are taken when Stress overflows, or from direct harm. When all 5 Wound Slots are filled, the character is down and vulnerable to death.

Arcana Assi

Arcana Assi are tokens earned through Critical Successes (rolling DC+10 or higher). They are divided into four suits matching the Attunements: ♦ Pikes, ♥ Hearts, ♣ Diamonds, ♠ Flowers. Spend a matching Asso to cast a spell without paying Stress. The momentum loop: roll well → earn Asso → cast big spells for free → roll well again.

Seals

Seals are rare resources representing deep reserves of magical power. Characters begin each campaign with 5 Seals.

Restoration

Seals are restored to full (5) only under the full moon, which occurs once per month in-game. The GM determines when the full moon falls. Walpurgisnacht also restores all Seals.

Uses

Seals can be spent to:

  • Power certain Class Abilities (as noted in the ability description)
  • Cast a spell without paying Stress (regardless of Attunement)
  • Activate a Bloodline's emergency Signature Effect outside its normal use limit
  • Fuel critical story moments at the GM's discretion

Their slow recharge makes them precious—spend wisely.