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Powers in play
Casting spends reserve whether you succeed or fail. Rest recovers it; Stays-On and enchantments change the lifecycle.
You do not need this before your first game. Overview: Powers · Build: Building a power
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The basic cast
Using a power follows the same 3d6 ≤ target shape as any skill roll — see Dice rolls. The target is built from your power skill and the relevant base stat, with any modifiers for level, range, and conditions.
- The roll has a reserve cost in pool points.
- You need at least 1 point in your reserve to attempt the cast — the app disables the Roll button below that line.
- The reserve is spent whether the roll passes or fails. The energy is gone the moment you reached for it.
Look this up: power reserve and recovery
Your pool has a maximum — set by the base stat for your power type and any reserve points you've invested. Casting drains it; rest refills it. The current reserve is shown in the play UI and updates the moment a cast resolves.
Going negative
Spending more than you have is allowed. The reserve drops below zero and stays there until it recovers naturally. This matters mostly for enchantments — see further down — but it can also happen if you push a heavy cast at the wrong moment.
Recovery
Reserve recovers over time, paced to the size of your pool:
- Small pool — about one-sixth per four hours.
- Mid pool — about one-twelfth per two hours.
- Big pool — about one twenty-fourth per hour.
A full day's rest returns the pool to its maximum. A deeply negative reserve climbs back the same way — there's no shortcut. Plan the big castings around the rest you can take.
Look this up: Stays-On powers
A Stays-On power that succeeds becomes active and stays that way without further rolls — but you keep paying the reserve cost each upkeep tick. The app surfaces this in two places:
- In the power list, the row shows a small ACTIVE chip and a warning-coloured border.
- In the detail view, the power gets a Stays On chip (with a · autonomous suffix when that toggle is on), plus two action buttons.
Continue
Continue pays the upkeep again and keeps the effect running. No roll is needed — you've already succeeded; the spell is just sustaining. If the reserve is too low to pay the upkeep, the app refuses and the effect ends. You'll see a toast telling you why.
Turn off
Turn off ends the effect cleanly. No further reserve is spent; the chip and the warning border disappear. Whatever the spell was doing is gone.
Casting an active Stays-On power again
Sometimes you'll want to "upgrade" the effect mid-scene — for example, swap conditions or shift target. Re-rolling an already-active power is treated as turn off, then re-cast:
- The previous instance ends immediately.
- The new roll is made. Reserve cost is paid as normal.
- On pass: the new instance becomes active. Upkeep starts fresh.
- On fail: nothing is active afterwards. The old effect is still gone.
In other words: don't roll Stays-On powers casually if you like the version you already have running.
Advanced: Charge, Store, Permanence at the table
Build-time costs and exclusivity live on Building a power. Once the item exists:
- Charge — holder rolls a discipline check to release; charges deplete; last charge typically destroys the item.
- Store — no roll; trigger the item. Single use unless you and the item say otherwise.
- Permanence — the item just has the property. Triggered effects (Blast, Drain, Heal, Strike) may need a GM recharge interval.
Today, add the enchanted item to inventory with a description of the magic (and any extra damage the GM agrees to). A richer baked-in-powers model is on the roadmap.
Creating the enchantment still requires the roll. Fail and the reserve is spent anyway — with Permanence's huge reserve cost, that hurts. Don't craft on an empty pool.
Look this up: common mistakes
- Forgetting reserve is spent on a failed roll. The energy left your character the moment they reached for the power. Plan your odds before pressing Roll.
- Letting Stays-On run forever without checking the reserve. The upkeep cost is real. Two long Stays-On spells can drain a mid pool in a few minutes of in-fiction time.
- Re-casting an active Stays-On power to "be safe". You'll end the version you already had — and if the new roll fails, you're left with nothing.
- Crafting a magical item on the road. A Permanence cast on a near-empty reserve will leave the character deep in the red for a long time. Save it for downtime, prep, or a story arc with a payoff.
See also
- Powers (introduction) — philosophy and pool basics.
- Building a power — effects, advantages, disadvantages.
- Dice rolls — the 3d6 ≤ target mechanic underneath every cast.
- Player Guide: At the table — how the play UI is laid out.