Documente Academic
Documente Profesional
Documente Cultură
Version 0.3
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Prelude ……………………………………………page 4
Introduction ……………………………………...page 6
Part 1: First Things
…………………………….page 7
Part 2: Combat I …………………………………page 12
Part 3: Combat II ………………………………..page 16
Part 4: Character Creation
…………………….page 20
Part 5: Playing the Game……………………...page 31
Part 6: Quirk List………………………………..page 42
Part 7: The Armory ……………………………..page 50
Part 8: Spell List
………………………………...page 53
Part 9: Spell Upgrades………………………...page 78
Part 10: Ability List
……………………………..page 102
Part 11: Monsters ……………………………….page 108
Part 12: Incubator’s Guide
…………………….page 135
Glossary ………………………………………….page 141
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The following is a nonprofit, fancreated tabletop RPG system based on
Puella
Magi Madoka Magica .
Puella Magi Madoka Magica, Puella Magi Madoka Magica: Rebellion, and all other
related characters and properties are copyright Studio SHAFT, Aniplex of
America, Manga Entertainment, and Gen Urobuchi.
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Prelude
“Do you want to make a contract?”
The thing blinks at you with its seemingly permanent little grin. Its voice is chipper
and friendly, though its mouth never once moves as it speaks. It looks a cross between
a rabbit and a cat and something else altogether, something you can’t quite put your
finger on. Its eyes shine with a ruby glow that is at once beautiful and cold. It almost
looks like it could be a toy, if it weren’t for the fact that it was walking around and
speaking right at you. You can’t decide if you think it’s absolutely adorable or absolutely
terrifying.
A contract,
“ ” it says again.
“For you anything could ever wish for, in exchange for
your services.”
Anything?
It seems too good to be true, but that’s what the creature has been offering from
the very beginning, a single wish granted, whatever one could desire, and in exchange
you become…
A Magical Girl. Yes, that’s what it said. Just like in anime. There are things called
witches sprouting up all over, and only girls gifted with extraordinary strength and
abilities can stop them. A thrilling, dangerous, life. An impossible life.
Yet with what you’ve seen from this creature, you can’t help but believe it might
not be as impossible as you once thought. And in exchange for this wondrous,
fantastical responsibility, this important role in defending the world from the scourge of
the Witches, you have been offered a single wish. A deal.
A contract.
Everyone has something that they want,”
“ the creature says. “
Don’t you?”
The question is what do you want? To be powerful? To be rich, and famous, and
respected? Or do you crave peace, stability, the loving embrace of another at your side
that you’ve lacked for so long? Is your wish perhaps not for yourself, but for someone
else? Your family? Your friends? Your enemies?
There are so many opportunities, so many possibilities. You think on your past,
your present, your future.
Everyone has something that they want. Don’t you?
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“I do,” you say. As you reach out your hand and speak your wish, you wonder if
is
this really too good to be true. You have no time to think, however, no time to do
anything but feel the sudden surge of heat rushing through your body. It is like nothing
you’ve ever experienced before. It feels like a flood of strength and knowledge and
power hitting you all at once.
It feels like magic.
Wonderful,”
“ the creature says. It jumps up and chirps happily. Its eyes glow with
that mysterious light.
“
Then make a contract with me and become a Magical Girl!”
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5
Introduction
The Madoka tabletop RPG is a traditional RPG system based on the anime
Puella Magi Madoka Magica
series that carries a heavy emphasis on Role Playing.
Players are encouraged to utilize the flexibility of the character creation system to
design unique, personal characters with diverse backstories, motivations, and
alignments.
Though the specifics of any one campaign are up to the whims of the Incubator
(in other systems known as the Dungeon Master or DM), the overall goal of the game
will usually revolve around successfully carrying out your duties as a Magical Girl and
keep your territory safe from Witches, Wraiths or other sorts of malefic magical beings.
Players will form a cooperative party of magical girls who come together to eradicate the
scourge of the Witches while also completing the objectives of the campaign set forth by
the Incubator.
This guide will assume that both Players and Incubator’s will have some basic
experience with tabletop RPGs, such as Pathfinder, Dungeons and Dragons, Savage
Worlds, Dark Heresy, and many more. It also assumes a fairly extensive knowledge of
the Madoka Magica franchise and lore, at least on the part of the Incubator. A more
comprehensive guide may be put forth in the future to explain how to form parties, what
numbers are acceptable and general tabletop discussion.
WARNING: SPOILERS AHEAD FOR THOSE THAT HAVE NOT ALREADY SEEN OR
READ THE SERIES UP THROUGH MADOKA MAGICA: REBELLION
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Part 1: First Things (Explanation of Terms / Statistics)
Many players already versed with the Madoka Magica universe will be familiar
with most of these terms. However for the introduction of newer players, as well as
clarity’s sake terms will be introduced to both explain the game’s setting and mechanics.
Also as a note: Many of the specifics of less well explained concepts presented at the
end of the Madoka Magica Rebellion
series as well as in the movie are described here
in detail. While these explanations cannot be confirmed, they are a current ‘best guess’
of what really happened and what went on in the source material. For the sake of this
RPG and game setting, this is the established canon that will be used (although your
own interpretations are encouraged as well, rules will just not be detailed in this book for
them).
General Madoka Magica Terms:
❖ Magical Girls: Refers to humans (generally 10 15 year old females, although
any age and gender is allowed) who have made a contract for their souls in
exchange for a single wish of their choosing. These girls are then bound to a life
of fighting magical beings who threaten humanity, as well as the Magical Girl
themselves.
❖ Incubator: An Incubator is an alien being from another planet that seeks to use
Magical Girls as means by which to reverse Entropy in the universe. Referred to
most often as “Kyuubey” and generally considered male, these Incubators are
responsible for recruiting Magical Girls, making contracts, and assisting in the
Magical Girl’s duties.
❖ Soul Gem: A Soul Gem is the gem inside which a Magical Girl’s soul is stored
after they make their contract. Carried around at all times concealed inside of a
ring, the Magical Girl physically fuses with their Soul Gem during the process of
transformation. If the Soul Gem is shattered, the Magical Girl immediately dies.
❖ Witch: Before the Law of Cycles (pre or during the Main Series setting
campaigns), the ultimate destiny of Magical Girls was to become Witches. The
very wish that spreads the hope of a Magical Girl corrupted into a curse of
despair to reign upon the world. Witches feed on the magical energy of humans
to sustain themselves by luring victims into their Labyrinth to die. It is the duty of
a Magical Girl to fight Witches and keep humanity (as well as themselves) safe.
❖ Labyrinth: Referred to as the place where Witches make their homes as well as
trap their victims. Labyrinths are not visible to nonmagical humans, however
they are enterable by them. The Labyrinth generally reflects the nature of the
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Witch that created it, and aids the Witch in it’s goals of slaying Magical Girl and
human alike.
❖ Familiar: The term for small nonwitch evil magical entities that a Witch can
create and use to assist them. Most Familiars remain inside of the Labyrinth,
however some more powerful ones have been known to escape and after some
time become Witches in their own (upon consumption of a few victims).
❖ Grief Seeds: Grief Seeds are the remnants of a Corrupted Soul Gem that
Witches drop upon being destroyed. If a Magical Girl touches one to their Soul
Gem, it will remove Corruption from their Gem; as well as restore some or all of
their Magical Power.
❖ The Law of Cycles: The Law of Cycles is what Magical Girls themselves dub the
phenomenon of a Magical Girl’s Soul Gem shattering upon them losing the will to
carry on or becoming too corrupted. This Phenomenon only exists after the
world is rewritten by Kaname Madoka (post Madoka Magica main series
campaigns), however it prevents Magical Girls from ever becoming Witches.
❖ Wraiths: Wraiths are the curses of humanity come to life in a magical
manifestation. Invisible to nonmagical humans, Wraiths act similarly to Witches
in that they seek to kill and feed on human lives. While not born of death, a
Wraith created with the dying curse of a human is considered vastly stronger to
that of one created from a curse of a human still alive in the world. Wraiths on
the whole are much more numerous than Witches were in their time, but are
generally much weaker than their old counterparts.
❖ Tainted Echo: Similar to Grief Seeds, when a Wraith is destroyed it drops a
Tainted Echo. Touching a Tainted Echo to a Magical Girl’s Soul Gem will
remove some corruption and restore some or all of their magical energy back to
it. However, in proportion to power generally Tainted Echos restore less overall
than a Grief Seed would. No official term has been found for these items, so for
the sake of clarity in the setting they will be referred to as Tainted Echos.
❖ Wicca: Not much is known about Wicca, however in this setting Wicca will refer
to what Akemi Homura became at the end of the Rebellion Movie. It is a
complicated explanation, and will be discussed in the Wicca portion of the
Monsters section of this book. Refer to page 125 for more information regarding
these strange half Witch half Magical Girl creatures.
❖ Dark Orb: The Wicca Equivalent of a Soul Gem, a Dark Orb contains the
Wicca’s Soul. However when a Wicca Awakens it takes on more of the
appearance of a Grief Seed while imbedded in the Wicca’s physical shell.
RPG Specific Terms:
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❖ Incubator: While also referring to the small white creatures, within the context of
the rules the Incubator takes on the role of the facilitator of the game. Often
referred to as a DM or Dungeon Master in other RPG’s.
❖ Health or Health Pool: Refers to the numerical representation of a Magical Girl,
Monster, or other ingame object’s physical wellbeing. Something with full
health is considered to be in perfect condition, while one nearing 0 health is
considered to be badly wounded and possibly approaching death.
❖ Magic Pool: Refers to the numerical representation of a Magical Girl, Monster, or
other ingame object’s magical powers. While not a direct representation of how
Magical a being is, it helps represent how much of their available magical
resources they have left. MP refers to the point cost drained from your Magic
Pool in order to perform certain actions or as the consequence of in game
events.
❖ Corruption Pool: Is a numerical representation of how corrupted in their original
purpose a Magical Girl is. The pool usually starts at 0 and goes all the way to
100, at 100 the Magical Girl either turns into a Witch or is taken by The Law of
Cycles (depending on campaign time period).
❖ Magic Category: A subset of Magic that includes specific spells of like minded
nature and schooling. For instance all Darkness spells would be considered to
be within the same Magic Category.
❖ Weapon: Simply refers to any Magical Girl weapon that is granted directly as a
result of the Magical Girl’s wish.
❖ Ability:
Abilities refer to special skills learned by Magical Girls or Monsters that
allow special effects. Every Ability when learned has an associated RolePlaying
implication but will allow players to do things they ordinarily couldn’t such as
driving a car legally, or charming another unit to become more friendly to them.
❖ Level: The numerical representation of how skilled your character is as a
Magical Girl. Levels start at 0 and progress all the way up to 10, with one being
a novice and 10 being a grandmaster.
❖ Soul Points: Soul Point are the numerical representation of skill gained through
Magical Girl experience. Similar to Skill Points in other settings or Video Games,
Soul Points are what you accumulate every time you Level Up, to spend on a
variety of CharacterAdvancing options.
❖ Melee Combat Round: Refers to a single instance of Melee combat occurring. A
single round will last from the first dice rolls all the way until one unit participating
takes damage and is moved as a result of the round.
Statistics:
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Madoka Magica: The RPG
❖ The runs of a total of 6 core Statistics that are
associated with all Magical Girls and Monsters. These 6 common Statistics are
helpful for quantifying and comparing the relative power levels of creatures and
other entities within the game world. The 6 Statistics as well as their general
explanations are as follows:
▪ Strength : Determines how physically strong a being is which influences
physical tasks and most melee based weapons.
▪ Accuracy:
Determines how agile and graceful a being is, this influences a few
different weapons (notably ranged ones) as well as some precision based
actions within the game such as initiative and stealth based checks.
▪ Magic: Determines how innately magical a being is, in terms of its ability to
cast spells successfully and total magical energy.
▪ Heart: Determines how strong a being’s heart and physical being is, this
predominantly relates to it’s health but it also affects some healing spells and
can grant resistance to corruption (in Magical Girls)
▪ Mind: Determines how strong a being’s mind itself is, both it’s intelligence
and how strong it’s force of will itself is. Mind helps resist charm effects, use
persuasion and knowledge skills, as well as some types of magic.
▪ Charisma: Determines how likable a being is both inside and outside; this
can also affect persuasion, charm and leadership abilities, as well as some
magics.
▪ Specifics for starting and average Statistics are detailed in the associated
being’s section of the book. IE Character Creation for Magical Girls (as well
as basic Humans) and in the Monster section for all other types of beings.
❖ One of the large things Statistics
influence is what kind of
Die Type you will be
rolling in order to perform a check associated with that stat. All stats share the
same progression, and as such the same table which can be found below:
Associated Stat Value Stat Die
1 / 2 D4
3 D6
4 5 D8
6 7 D10
8 9 D12
10
10 D20
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Part 2: Combat I (The Basics)
While the Madoka Magica RPG is designed to lean more towards roleplaying
and maintaining narrative momentum than more traditional statandloot based RPGs,
the game still revolves around girls with awesome magic powers and weapons slaying
monsters and witches, so combat will most definitely occur. That being said, the combat
system for the Madoka Magica RPG is designed to be as organic and smoothflowing
as possible. The process of combat in Madoka should be strategically openended
enough to satisfy lootminded RPG veterans while approachable and flexible enough to
accommodate players new to RPG systems or simply those looking to indulge in their
roleplaying and get right to the Magical Girl action!
Combat can be broken down into Three Stages: Start of Combat, Player
Action, and End Combat:
Start of Combat/Roll for Initiative
❖ When starting combat, begin by having all units participating in the combat roll for
Initiative. Initiative determines the order in which the units in combat take their turns,
starting with the unit with the HIGHEST initiative ending with the lowest. Once every
participant in combat has acted according to their Initiative roll, a single Round of
combat will have been completed.
▪ When the entire round of combat is finished, the next round proceeds in that
same order and does so until combat is finished
(unless a Player Ability or the
Incubator declares otherwise).
❖ A unit’s Initiative roll is determined by their Accuracy Stat + Accuracy Die roll. This
number can be changed by some spells and abilities, usually only for a limited time.
Refer to the text of the specific ability or spell for the duration and rules in regards to
how they affect Initiative or Initiative order.
Player Action
❖ Once every player character or Incubator controlled NPC has arrived at their turn
within a round, they have the opportunity to make a single Major
Action. The
types of Major Actions a player may make on their turn are as follows:
Transform
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▪ One of the most critical moves in a Magical Girl’s repertoire, Transformation
is what turns ordinary player characters into spellcasting, buttkicking
superheroines, complete with a sparkly transformation sequence!
♦ Transformation consumes your entire turn available to a character on
their turn. A character that has to transform at any point during combat
will therefore use their entire turn to do so (no minor actions). Be
prepared, Magical Girls!
♦ Transformation always costs a single (1) Magic Point (MP). If this 1
cost would put you at 0 MP, you transform for a single round and revert
back immediately upon your turn ending.
Attack (Melee/Ranged/Etc.)
▪ Whether you’re attacking with your fists or a magical weapon, up close or
one
from afar, doling out physical damage will always cost
Action.
♦ The specifics of physical attacking and how damage is calculated can
be found on the Attack Breakdown page (p. 16).
Cast a Spell
▪ In order to cast a spell of any kind, assuming you have the MP to do so, it will
one
require
Action.
♦ There are some (but limited) exceptions to the rule, as well as some
spells that
also involve a melee or ranged combat as a part of the
spell. Please refer to the specific text of these spells for more
information.
Heal Yourself
▪ All Magical Girls may heal themselves using their MP. Unlike spells that heal
MP
you, healing with your is much less cost efficient and can be very
dangerous as it is generally considered a last resort. At the cost of an Action
you may sacrifice any amount of MP remaining in your Magic Pool. If you do
so you regain HP MP
equal to half of the total you spent (rounded down).
❖ In addition to the
Major Action a play may take, they also can choose to take up
to two
Minor Actions. The list of
Minor Actions players may make during their
turn are as follows:
Move
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▪ A player may move in any direction they so choose as one of their
two
possible minor actions. A player may move twice in one turn, but then they
forfeit the possibility of any
Major Action
(Unless Player Ability or the
Incubator dictate otherwise).
▪ Since Madoka is a game designed to be able to function without the need for
hand drawn maps, tiles, or player counters, (but can still be used with them if
the Incubator so chooses to) the range and speed of any PC or NPCs
movement in combat is predetermined by their transformation status, physical
aptitude, and the context of the story. The exact specifications of player
movement can be altered to the Incubators preference.
Draw / Summon Weapon
▪ A player may summon to their hands one copy of the weapon that they are
currently using. If the weapon has two parts to it such as Cat Claws or Battle
Axes, one appears in each hand. Ranged weapons such as Rifles appear
with a single shot in them that renders the weapon useless after firing.
▪ Some weapons are reusable (such as most melee weapons like axes and
swords that can be swung multiple times), while some are single shot and are
reloadable / resummonable for another shot (IE Mami’s rifles that are thrown
away after a single shot). Players with Ranged Weapons will need to
consistently spend a minor action on summoning a new weapon each turn for
continual attacks, or materializing ammunition for their weapon as is the case
with Madoka’s bow attacks.
▪ Summoning a Weapon can be done while in Human form. It works similarly
to the action listed here; however it costs an additional 1
MP, and even if the
weapon doesn’t need to be resummoned for subsequent attacks it
disappears and needs to resummoned if multiple attacks are going to be
made. In short it’s more efficient to just go ahead and transform rather than
try to fight with your weapon in Human form. It can make for a useful
intimidation tactic however.
Miscellaneous Actions
▪ Finally, we have Miscellaneous Actions . These are actions that are pretty
much anything not listed above: Playertoplayer communication, flavor
descriptions, and anything else you can think of that doesn’t involve attacking,
casting a spell or transforming belongs here.
♦ The cost for these actions is entirely Incubator dependent. They can
cost one Action, both, or none at all!
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Staying on your Feet
❖ A Magical Girl is able to continue to fight as long as her Health pool
is
above 0 .
When a Magical Girl’s Health Pool reaches or is less than 0, they fall
unconscious and immediately revert back to human form. While unconscious the
Magical Girl does not roll Initiative and skips their turn.
❖ The Magical Girl does not suffer any additional damage while they are
unconscious, and as Magical Girls are tough to kill the only way to end a Magical
Girl permanently is to shatter their Soul Gem. A Soul Gem can only be shattered
by a Magical Girl reaching negative their total Health Pool divided by 2; or by
suffering a
Shatter Action to their Soul Gem.
❖ A Shatter Action is an action that both Magical Girls and Monsters may take to
attempt to kill permanently an unconscious or
willing Magical Girl. The specifics
of the action are up to the unit performing the action, but upon any damage at all
being dealt on a Shatter Action the Soul Gem will shatter, instantly killing the
Magical Girl.
❖ When an enemy's (with the exception of another Magical Girl functioning as an
enemy) Health reaches 0 they are considered dead and collapse where they are.
End of Combat
❖ Once all enemies have been defeated, all combat requirements are met, or all the
players have died/failed, combat ends. The Incubator doles out Grief Seeds, Curse
Cubes, and the spoils of victory as appropriate; and the game continues!
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Part 3: Combat II (Attack/Spellcasting Breakdown)
So now that we’ve explained the basics of how a combat encounter will run, it’s
time to get to the nittygritty: How to use your magical weapons and spells to kick Evil
butt! The good news is this: Like the overall flow of combat itself, attacking and
spellcasting in Madoka Magica is designed to be both simple and dynamic, making it
easy for players to tell how much damage they're doing while allowing creativity in
exactly how they do it. In the Madoka Magica , there are three types of combat: Melee,
Ranged, and Spellcasting
Melee Combat:
❖ This is the bread and butter of combat in Madoka Magica , the foundation upon which
everything else is built. Whether your weapon of choice is a hulking battleaxe, a pair
of razor sharp daggers, or something even more unique, if you want to get up close
and personal with your magical enemies, Melee Combat is how it is done.
▪ It is important to note that when a character engages in Melee Combat , their
foe does not stand idly by and simply take the blow. Regardless of who
initiates the attack, both characters perform the same check to determine
if/how much damage is done.
● The combat check is done by rolling your Weapon Die +
Strength Die.
➢ Your Weapon Die
is predetermined by the type of weapon that you
are using.
➢ Your Strength Die will vary depending on how much points you
have allocated to your Strength
Stat, which follows the Stat Die
Chart that applies for every stat in the game. It is reprinted here for
convenience.
Associated Stat Value Stat Die
1 / 2 D4
3 D6
4 5 D8
6 7 D10
8 9 D12
10 D20
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Once both parties roll their respective dies, the results are compared:
● If the rolls are within 5 of each other they simply clash . No damage is
taken or dealt by either combatant, and they keep fighting (reroll) until a
more disparate result is achieved.
● Every time a clash occurs in the same melee combat round, the minimum
threshold needed to end the combat reduces by 1. For example if there
have been two clashes already in the same combat round, the next roll
would need to exceed the other unit’s result by only 3 or more to achieve a
result and deal damage.
● When a result of the melee combat round is reached, the combatant with
the lowest roll takes the damage for the round. Damage done by a
weapon is done by rolling your Weapon Die and then adding the raw
Strength Stat .
♦ For example: Player A rolls a 5 and Party B rolls a 13. Player B’s roll
exceeds Party A
’sby 7 points, and therefore wins the encounter.
♦ Player B then rolls for Damage. Their weapon is the Staff, which has a
Weapon Die of D6, with which they roll a 5. Their Strength Stat is 4,
which they add to their roll of 5 to make 9. Thus, Party A takes 9 points
of damage.
▪ In addition to taking damage, the losing party is also flung in the direction of
the attack a number of feet equal to of 5 *
the amount that the winner
exceeded the clash barrier by.
For example: If Party A rolled a total of 5 and Party B rolled a 13, the clash
barrier is exceeded by 2 points (135=7, 75=2). The when Party A takes
damage, they are also knocked 10 feet in the direction of the attack.
▪ If the result of the Melee Combat round is that one unit involved has
exceeded the other unit’s roll by 10 or more , they are said to have Critically
hit
the losing unity. Unless otherwise specified by a weapon’s special
attribute or player’s ability, a Critical Hit deals 2 * the total combined damage
of the attack. Knockback is still calculated normally as described above
▪ If a Magical Girl with a Ranged Weapon is in a Melee Combat round, they
may roll their Accuracy Die +
Weapon Die to defend, but they must half their
total (rounded down) as their combined result.
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❖ This is if a Magical Girl chooses to attack normally, they may also choose to
initiate the Melee Combat Round Defensively . If a Melee Combat Round is
initiated this way, the attacking party cannot receive any damage even if they
lose the clash. The trade off is that if they are successful, they only deal
Weapon Die as damage as opposed to Weapon Die + Strength Stat as
damage if attacking normally.
Ranged Combat
❖ For those Magical Girls who like to keep a little space between themselves and
the enemy, Ranged Combat is the perfect answer. Ranged Combat works a
little differently than
Melee Combat ; after all, most every monster and Magical
Girl can try to parry a physical attack with nothing if not their own fists. Not
everyone has the means to counterattack arrows or bullets, however.
▪ Ranged Combat functions very similarly to Melee Combat , say for that it
functions off of a different Statistic .
▪ For Ranged Combat attacking party
, the performs the check of rolling their
Weapon Die + Accuracy Die. This of course can only be initiated if the
intended target is within the weapon’s associated Range.
▪ Every Ranged weapon has a Hit Threshold Critical Threshold
as well as a ,
these will all vary along with the Range of the weapon depending on the type
of weapon you are using.
▪ To deal damage with a Ranged attack, your Weapon Die + Accuracy Die
check must meet or exceed the Hit Threshold associated with the weapon
you are using. If you succeed, the target suffers damage equal to your
Weapon Die + Accuracy Stat as damage.
▪ Unlike Melee Combat ,
Ranged Combat does no form of Knockback when it
successfully deals damage.
▪ If the check not only reaches the Hit Threshold
but also meets or exceeds the
Critical Threshold , the attack is considered to have Critically Hit .Unless
otherwise specified by a weapon’s special attribute or player’s ability, a
Critical Hit deals 2 * the total combined damage of the attack.
❖ As a note, if a Magical Girl is attempting to make a Ranged attack against a
target that has Cover (concealed at least 75% of their body behind an object in
perspective to the Magical Girl making the attack, this is for your Incubator to
decide), suffers a 4 penalty to their combined Ranged Attack roll.
18
Spellcasting
❖ Now punching and shooting are all well and good, but it wouldn’t be a game
about Magical Girls if there wasn’t, you know, magic! All spells have at least 3
numbers associated with them: MP Cost, Hit Threshold and Critical Threshold .
▪ Upon choosing to cast any given spell that the Magical Girl knows they
immediately sacrifice the MP from their Magic Pool regardless of the
outcome of the spell.
▪ If the cost of the spell would put you at 0 MP the spell proceeds to the next
step in attempting to cast it, if it would put you at less than 0 MP then your
Magic Pool is reduced to 0 only, the spell fails to cast and you immediately
revert back to human form.
▪ Some spells additionally have a Range associated with them, and such have
a limited distance within which the spell may be cast or the target of the spell
chosen.
▪ To successfully cast a spell, your Magic Stat + Magic Die check must meet
or exceed the Hit Threshold associated with the spell you are attempting to
cast. If you succeed, the spell’s effects go off as detailed in the spell’s
description.
▪ If the Magic Stat + Magic Die roll also meets or exceeds the Critical
Threshold of the spell the spell is considered to have Critically Cast . In the
event of a critical spellcast, the Magical Girl sacrifices the spell’s MP Cost
again from their Magic Pool , in total having the critical spell cost double the
normal amount of MP. However, the spell then receives additional or
improved effects detailed in each spell’s description as a result of the Critical
Cast.
▪ If the result of a Critical Cast would leave the Magical Girl with 0 or less MP
Magic Pool
in their , the spell still goes off with the critical effect. However
upon completion of the spell the Magical Girl instantly reverts back to Human
form.
❧❧❧❧❧❧❧❧❧❧
19
Part 4: Character Creation (Magical Girls)
For the purpose of this book, it is assumed that all player characters will be
taking the part of Magical Girls dutybound to their wish and to fight the enemies of
humanity no matter where they are or what they may be. As Madoka Magica: The RPG
is a very RolePlaying heavy system, the power inherent in any character will come from
the character’s concept as a whole. As such it is highly recommended that player’s
come into character creation with a fairly solid (if somewhat loose) concept for who they
want their Magical Girl to be. If players struggle or have some difficulty with their
character concept, a good recommendation is to skip ahead to the Quirks section, do
the associated steps and then return to the rest of character generation in the proper
order.
The Wish:
❖ At the heart of every Magical Girl is a contract, and at the heart of a contract is a
wish. Character creation starts by selecting the wish your character made in
order to become a Magical Girl. Your wish determines what abilities and magic
you have access to within the game.
❖ Each category of wish carries with it a set selection of weapons and magics you
can have as well as certain bonuses innate to the type of wish. Below is a list of
categories for wishes to fall under: as well as the associated passive abilities,
magic categories, and weapon categories available to them. Every type of wish
doesn’t take into account WHO the wish is for / used on (meaning it also includes
a wish for yourself or a wish for others).
❖ Again as it is a very RolePlaying heavy system it is recommended that when an
Incubator is working with a player to generate the character, they make their wish
first without being told of what weapons and magics each wish has access to.
❖ When selecting the Wish for your character, think carefully about what exactly it
is that they would want to trade their soul for. What one desire or need was so
powerful and meaningful to them that they traded their soul (unknowingly in most
cases) for it? Perhaps it wasn’t something that meaningful and is now viewed as
a mistake? All of these things are good to consider when choosing your
character’s wish.
Wish Categories:
❖ Wish to Reverse / Prevent Death
Passive : When your current health is equal to 10 or under, all spells you cast
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have a Critical range of two less than normal.
Magic:
Light, Darkness, Weapon Enhancement, Water
Weapons : Scythe, Rifles, Sword and Shield, Handguns
❖ Wish for Fame / Notoriety
Passive: With every other level up you gain an additional 1 SP (this bonus
occurs on every even level: 2, 4, 6, 8, 10).
Magic:
Weapon Enhancement, Barrier, Fire, Darkness
Weapons : Handgun, Rifle, Bow, Halberd
❖ Wish for material wealth or gain
Passive: Your health pool automatically receives a +10 bonus to it.
Magic:
Earth, Fire, Darkness, Ribbon
Weapons : Greataxe, Battleaxes, Greatsword, Handguns
❖ Wish to Heal someone
Passive: Any bit of magical energy used to heal bodily injuries to yourself are
reduced to half the normal cost (at a 1:1 ratio).
Magic:
Water, Music, Healing, Nature
Weapons : Rapier, Halberd, Staff, Sword and Shield
❖ Wish for love
Passive: Once per day you may ignore one successful Critical onto you from any
source, instead it deals normal damage (6 hours of rest or 24 hours
past).
Magic:
Nature, Light, Music, Healing
Weapons : Rapier, Katana, Bow, Daggers
❖ Wish for knowledge
Passive: You receive a +1 bonus per every 2 levels to all rolls made in an
attempt to gather or recall knowledge or information.
Magic:
Nature, Light, Arcane, Barrier
Weapons: Bow, Crossbow, Rifle, Sword and Shield
❖ Wish for talent or skill
Passive: All spells you cast have a manifest cost of one less than normal.
Magic:
Music, Earth, Wind, Arcane
Weapons : Gauntlets, Katana, Bow, Warhammer
❖ Wish to alter personality
Passive: Any ability related roll that you make automatically receives a +1 bonus
for each two levels you possess as a Magical Girl.
Magic:
Illusion, Music, Nature, Wind
Weapons : Tonfa, Katana, Rifles, Bow
❖ Wish for a physical change
Passive: When engaging in melee combat, the range at which you critical at is
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reduced to 4 over the opponent’s roll as opposed to 5. Or if you are
using a ranged weapon, it’s Critical Threshold is reduced by 1.
Magic:
Weapon Enhancement, Earth, Illusion, Wind
Weapons : Tonfa, Gauntlets, Crossbows, Katana
❖ Wish for supernatural abilities
Passive: Your magic pool automatically receives a +10 bonus to it.
Magic:
Arcane, Fire, Ribbon, Illusion
Weapons : Daggers, Battleaxes, Warhammer, Handguns
❖ Wish for something temporary
Passive: When you transform into your Magical Girl form, you receive a 10
health temporary shield that lasts until you transform back, damage
destroys it, or 2 rounds pass.
Magic:
Barrier, Ribbon, Illusion, Water
Weapons : Staff, Greatsword, Rifles, Rapier
❖ Wish to reverse or prevent an event
Passive: At any time you may declare a free reroll of any one dice, you may
only use this ability once per day (6 hours of rest or 24 hours past).
Magic:
Wind, Barrier, Ribbon, Healing
Weapons : Tonfa, Daggers, Handguns, Staff
❖ Wish to kill / remove a person from existence
Passive: When your magic pool is empty and you are forced to transform back
to your normal form, you gain passive 5 Damage Resistance until the
end of combat and suffer 2 less corruption than is normal for this effect.
Magic:
Darkness, Fire, Arcane, Weapon Enhancement
Weapons : Scythe, Greataxe, Gauntlets, Crossbow
Quirk:
❖ After your Wish is chosen and slotted into the correct Wish Category, the next
step is to roll a
Quirk
for your character. A
Quirk is something determined
completely at random that will give your character a unique personality trait or
backstory occurrence that also grants special ingame bonuses or effects.
❖ Take a Percentile Roll (A D10 and a Percentile Die roll in combination) to
determine what Quirk your character has on the table located on page 42
❖ Quirks are designed to encourage RolePlay without limiting character creation,
however sometimes players can be stuck with simply an unpalatable quirk for
their character concept. As such, it is recommended that the Incubator allow
players to Roll twice on the table and select their favorite result of the two.
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Additional rolls beyond two however can lead to gaming the system for ideal
quirks, and is not recommended.
❖ Finally, it is also recommended that should a player happen to roll a Quirk that
has already been selected by either another party member or is already in use by
the Incubator; that the Incubator have them reroll the result.
Quirks
are
designed to give unique flavor to individual characters, that flavor becomes a lot
less unique when two or more characters have the exact same one. However
this only recommended and not a hard set rule, it is at the Incubator’s discretion.
Character Sheet (Page 1):
❖ With the character’s Wish and Quirk selected, it is time to move onto the
Character Sheet . You can find a copy of the sheet in the back of this book as
well as online where this book was downloaded
❖ Once the sheet is printed out and accessible it’s time to start filling it in! The first
of the 3 pages details all important RolePlaying aspects of your character, such
as physical description and backstory. These can be saved until later in the
process, but it is recommended that you do them at this point in the process.
❖ Most of the blanks should be selfexplanatory, but for clarity’s sake a few box
descriptions will be detailed below:
▪ Before I was a Magical Girl I… This box is meant to contain a brief summary
of your character’s life before she came into contact with an Incubator and
made her wish. Most character’s backstories will be too complicated and long
to fit all within the box, but a brief summary will do for quick reference
▪ I have this quirk… This box is meant to detail the RolePlaying significance or
explanation of the Quirk you rolled randomly on the Quirk Table. Don’t
worry about the rules or benefits of it just yet, that comes on page 2 of the
sheet.
▪ And I wished… In this box you want to detail the events leading up to, exact
wording, and initial results of the wish you made with the Incubator. Again it
might not all fit, so a summary is fine and don’t worry about passives, spells
or weapons as those will come later in the process.
▪ But in the end it was a wish for On this line write the exact
Wish Category
that your Wish fell under for classification in the game. Some wishes could
easily fall under multiple categories depending on wording and intent, so it’s
important to note which of the categories your Incubator and you agreed upon
when creating the character.
Character Sheet (Page 2):
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❖ Now time to move on to the second page of the character sheet! Don’t forget to
note the name of the player, and character at the top in case sheets get mixed up
or pages mixed in with other character sheets.
❖ The boxes at the top of the page are associated with the 6 core Statistics
of
Madoka Magica: The RPG . In these boxes for now write 3 across all of them, as
all starting Magical Girls have their stats start off at 3.
❖ Skip past the boxes marked Health Pool and
Magic Pool for now as those can
change drastically before character creation is done. Instead head to the box
marked Quirk Passive and write down the in game mechanics of whatever
Quirk you rolled.
▪ If a part of your Quirk Passive is an increase to your starting Statistics
, go
ahead and change the associated stat or stats above before moving on.
❖ The next box you’ll want to fill out is the Wish Passive box. Similarly to before,
here you are going to detail the exact mechanical benefits grated by your Wish
Category’s passive ability.
❖ Ignore the box marked Corruption Pool for now, and then to cap off the second
page write the number ‘5’ in the box marked Soul Points . What exactly Soul
Points are and how to spend them will be covered as one of the last parts of
Character Creation.
Character Sheet (Page 3):
❖ Page 3 of your Character Sheet provides a place to list every piece of relevant
information about your Weapon, Spells, and Abilities. As with Pages 1 and 2
don’t forget to write both Player and character name at the top in the spaces
provided.
❖ The 3rd page of the Character Sheet will be filled out as you move farther along
the Character Creation process, and will be explained on the relevant steps.
Selecting your Character’s Weapon:
❖ As a Magical Girl you have a magical affinity, and ability to not only use but
summon one specific Weapon of your choice.
❖ Which weapons are accessible to your character are detailed by the Wish your
character made in order to become a Magical Girl. At this point in the process,
look at your Wish Category and select one of the available weapons.
❖ Once the selection has been made, you can refer to The Armory located on
page 50 to get the associated values with your weapon. Write these values and
explanations in the box at the top of Page 3 of your character sheet with the word
“Weapon” in the upper lefthand corner.
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❖ All weapons will at least have a Weapon Die and Special
properties attached to
them. However Ranged weapons will also have Hit Threshold, Range and
Crit
Threshold values associated with them. If you are not using a Ranged weapon,
just leave these values blank.
❖ If at any point you wish to switch your Magical Girl’s Weapon , you may do so but
only at the cost of 2
Soul Points. If you choose to switch
Weapons you may
only switch to a Weapon that you are eligible to use through either your
Wish or
your Quirk.
Selecting your Character’s first Prefered Spell Category:
❖ A part of becoming a Magical Girl is learning to cast magic. While your character
can learn spells from all 4 Magic Categories that are available to them through
their wish, they will learn spells from their
Prefered Spell Categories far quicker.
▪ If attempting to learn a Spell from a Spell Category that is not a Prefered
Spell Category the Magical Girl must spend double the listed Soul Point
cost in order to learn the spell. As such it is more efficient to learn spells from
only Prefered Spell Categories .
❖ Don’t worry though, you will receive another Prefered Spell Category at level 5
for free. Just simply select your first one for now.
▪ If your player is having a hard time selecting their category, or simply would
like more information on what each category means; a short description of
each category as well as its strengths are listed below (note some of the
listed categories are special magics available through Quirk only):
❖ Water
A more supportive style of magic, water magic has a few damage spells available
in the form of ice attacks but instead focuses heavily on healing and buffing of
allies.
❖ Fire
Very offensive and destructive, fire magic focuses on heavy damaging spells as
well as a few self only buffing spells. A fire based Magical Girl will become an
unstoppable force of damage.
❖ Wind
Ever changing and unpredictable, wind magic offers a little bit of everything from
utility to minor damage. With wind magic, a Magical Girl will have a tool to
handle any situation.
❖ Earth
Stalwart and immovable, earth magic is a highly defensive form of magic that
also offers decent damage as well as some utility in the form of terrain altering.
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❖ Light
Light magic is a rarer form of magic that draws it’s power from the form of light
itself. Offering a mix of healing, utility and minor damage light magic is a great
asset to any Magical Girl arsenal.
❖ Darkness
Misunderstood, most Magical Girls shy away from the magic of darkness.
However a Magical Girl who uses darkness magic will have a lot of damage,
debuffing, and even some summoning.
❖ Arcane
Arcane magic harnesses pure magical energy, dealing with the pure nature of
magic itself. Offering a mix of utility, damage and crowd control Arcane magic is
a good all around choice.
❖ Healing
One of the purest and simplest forms of magic, a Magical Girl who uses the
Healing spell category focuses solely on the healing and preventing of injuries.
❖ Weapon Enhancement
Magic for those Magical Girls who choose to fight with their weapons as opposed
to spells. This category focuses magic inward to create more damage and
advantages in Melee as well as Ranged combat.
❖ Time
One of the rarest forms of magic, this spell category is only available through a
Quirk. However Time magic offers some of the most volatile and exploitive spells
of all Magical Girls.
❖ Celestial
Another rare form of magic available only through quirk, celestial magic draws its
power from the stars. Mostly damaging spells, the magic of the stars also offers
minor utility and buffing spells.
❖ Ribbon
A less direct form of Magic, ribbon magic focuses on utilizing ribbons found on
your Magical Girl transformation to crowd control enemies and provide utility for
allies.
❖ Barrier
Barrier magic is a majorly preventative form of magic, using magical barriers to
protect allies or seal off areas. However, barrier magic if used creatively can also
have destructive results.
❖ Music
For the Magical Girls with a tune in their head and a song on their tongues, Music
magic offers a wide variety of buffing and debuffing to allies and enemies
respectively.
26
❖ Illusion
Illusion magic is one of the Magical Girl’s most versatile spell categories. Be it
defense by confusing your opponent or offense by detonating those illusions for
damage.
❖ Nature
Nature magic combines natural cures, and a deep connection to plants in order
to do damage with minor crowd control a Nature Magical girl shouldn’t be
underestimated.
❖ If you received a Bonus Prefered Spell Category through your Quirk, you add
this for free, writing it in the box titled “Prefered Spell Categories” on your
Character Sheet’s 3rd page.
▪ This category functions just like a regular prefered category, however you will
start the game with two (or possibly more) prefered categories whereas most
Magical Girls will start the game with only 1.
Learning your first Spell:
❖ Now that you know what your Prefered Spell Category is, you can now finally
learn your very first spell.
❖ Upon starting the game at Level 0, you receive your first Spell in your Prefered
Spell Category for free.
▪ This spell is determined by the spell that costs the least amount of Soul
Points to learn within your prefered category. In the event that there are
multiple spells that all share the same SP cost within the category, the Player
may select whichever one they prefer (only one, not both).
▪ In the event that the Player starts play with more than one Prefered Spell
Category , the player may select whichever of their prefered categories in
which to learn the spell. Only one category may be selected, and only one
spell may be learned at this stage.
❖ You can find the list of all spells in the Spell List
section of the book, found on
page 53.
Learning your first Ability:
❖ Abilities are twopronged parts of your character that help you build their
RolePlaying feel, as well as grant them in ingame mechanics and abilities.
❖ Abilities can be everything from practice at moving silently, to knowledge about
a certain portion of Magical Girl life, to even intimidating somebody to get your
way. Most of these actions can theoretically be done without having the
27
associated Ability , however the Character will become much more adept at the
task if they choose to learn it.
❖ Every Ability
is different, and as such it will take a quick crawl of the
Ability List
to find the one that suits your character and the way you want to play them.
▪ You do not have to have the associated Ability
to add the RolePlaying part
of the
Ability to your character. For instance I could declare that before they
were a Magical Girl my character picked on people in school without having
the Bully Ability . However if I picked up Bully, my character would receive
ingame benefit from their backstory of having been (or still being) a Bully in
school.
❖ At Level 0 you may choose to learn one Ability of
Soul Point two or less cost for
free. The Ability List can be found on page 102.
Spending your Soul Points
❖ You’re almost done and ready to begin play, however the last step is to spend
your
Soul Points.
❖ Soul Point are how you become more proficient as a Magical Girl, and they can
be spent on four different things:
▪ Learning New Spells : After Level 0 you no longer learn spells for free, and as
such you now have to spend SP in order to learn new spells. All spells have
an SP Cost associated with them, simply spend the associated SP to learn
the spell. Remember though, spells outside of your Prefered Spell Category
cost double the listed SP cost to learn.
▪ Upgrading Spells: After a Magical Girl or Monster reaches Level 3 they are
able to purchase Spell Upgrades . Every Upgrade costs only 2 SP, and
permanently alters the name and effects of the Upgraded spell. More details
will be given in the Spell Upgrades section found on page 78.
▪ Learning New Abilities : Similar to spells, after Level 0 you no longer get free
Abilities. Again, you must spend SP in order to learn a new Ability
; however
unlike spells you can simply purchase the Ability for it’s listed cost without
worrying about prefered categories.
▪ Raising Statistics : The final thing you can spend your SP on is raising your
Character’s base Statistics beyond what they start out as. The cost of these
advances scale the higher you are attempting to raise a stat, as shown in the
table below:
Stat Increase SP Cost
3 4 2 Soul Points
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4 5 2 Soul Points
5 6 4 Soul Points
6 7 4 Soul Points
7 8 4 Soul Points
8 9 4 Soul Points
9 10 6 Soul Points
❖ Once you are satisfied with the allocation of your 5 initial
Soul Points you are
ready to move on to the final step.
▪ As a note, you do not need to spend all of your SP at any given time.
SP
remaining unspent in between Level Ups or at the start of the game do not go
away. So feel free to stockpile Soul Points for that one big spell or ability
increase that you really want at a later time.
The Final Step: Determining Pools and finishing touches
❖ Now that we have your Statistics set in stone, the last step is to determine your
three pools: Health Pool, Magic Pool and Corruption Pool.
❖ Your Health Pool is determined by your Heart Stat multiplied by 10. As such an
Average starting Magical Girl will have 30 Health Points at the start of the game,
and the maximum Health Points a Magical Girl can have is 100.
▪ Keep in mind that a wish for Wealth or Material Gain receives a passive +10
Health Pool
to their . This also allows them to break the pool cap, reaching
110 total Health Points if they have a Heart Stat of 10.
❖ Your Magic Pool is determined by your Magic Stat multiplied by 10. As with the
Health Pool, the average starting Magic Pool contains 30 Magic Points or MP.
▪ Similarly, a wish for Supernatural Abilities grants a passive +10 to the Magic
Pool
❖ Finally, and most simply is the Corruption Pool . The Corruption Pool always
starts out at 0 unless affected by a Quirk . Even if your pool is affected slightly,
don’t worry as there are ways to reduce it through playing the game; and it goes
all the way to 100 so there’s plenty of time before the worst happens.
❖ At this point you can also write down in the smaller boxes below your stat box
what Die Type is associated with your stat at it’s current level (for easy
reference). The Die Chart is standard for every Stat
and can be found multiple
places throughout the book but is reprinted here for convenience:
29
Associated Stat Value Stat Die
1 / 2 D4
3 D6
4 5 D8
6 7 D10
8 9 D12
10 D20
❧❧❧❧❧❧❧❧❧❧
30
Part 5: Playing the Game (How to move forward)
Now that Characters have been made it’s time to actually begin playing the
game! This is where the burden is going to fall heavily on the Incubator to plan and
execute an effective campaign to tell the story they want to, and present the appropriate
challenges. However, this section will provide some general rules and structure in
terms of some rules / special cases that will in fact come up when playing the game.
Additionally this section will also cover some specific rules instances that will come up in
the game over the course of playing.
General Magical Girl Rules:
❖ Magical Girls themselves all have a base Movement Speed of 40 feet a round.
This does however include any direction such as directly up in a mighty leap, or
40 feet in any combination of vertically and horizontally.
▪ Additionally one of the most prevalent type of spell in the system is changes
to overall
Movement Speed . Be sure to look into spells of this type to
enhance your mobility, allowing a Magical Girl to dominate the battlefield.
❖ As evidenced plenty of times, Magical Girls cannot be seen by nonmagical
beings. This same rule also extends to Witches, Wraiths, Wicca, and any other
type of being that is innately magical and currently in their ‘Magical Form’ (for
Magical Girls and Wicca this means being transformed).
▪ While on the surface this seems like a very good thing entirely, there are
certainly some situations where this can turn into a huge hinderance. Be
careful, and mindful of who can currently see / interact with your character
and who cannot.
▪ For the purposes of numbers and Statistics, any being in the game with a
Magic Stat of 3 or higher can see Magical Beings outright. Beings with a
Magic Stat of 2 can see Magical Beings in moments when they are
expending great power. Beings with a Magic Stat of 1 seem to get glimpses
out of the corner of their eyes but nothing they say for sure they saw. While
beings with a Magic Stat of 0 are completely unaware of the presence of
Magical Beings.
❖ A Magical Girl cannot sit idly by and not fight Witches, Wraiths or other Magical
Girl enemies. If a Magical girl has gone 2 weeks without fighting or attempting to
31
fight any Magical Girl enemy (including other Magical Girl), their Magic Pool
MP
begins to drain at a rate of 1 per day.
MP
❖ Finally, if Magical Girls have at least 1 Magic Pool
in their , they may regain
1D6 + Heart Stat Health Points
of per 68 hour period spent resting.
Skill Checks
❖ Similar to other systems, sometimes you and your party will encounter an
obstacle that isn’t a trivial task even for a Magical Girl. Be it a social interaction,
a puzzle, or just simply seeing whether you notice something; these checks can
often entirely determine how effective you will be at solving the problem.
❖ When a Skill Check needs to be made, the player will roll their Stat Die +
Stat
Value of whatever Stat the Incubator believes is relevant.
❖ Whether or not these checks come up is entirely up to the Incubator running the
campaign, however it is suggested that Incubators work with their players in
order to devise multiple different ways of tackling the same problem (this allows
for both player agency and creativity when solving challenges put forth to the
Players).
❖ While the specifics will be entirely situation dependent, some examples are
provided below to give clarity and some ideas when it comes to designing Skill
Checks.
▪ A Player is searching a room looking for some sort of clue that will lead them
to their next goal.
● The Incubator could choose to subject the Player to a Mind
Skill Check
with difficulty 7 as the evidence has fallen slightly behind the dresser.
▪ A Player is attempting to talk to one of the friends of a missing Magical Girl, to
see if they knew anything about where she was last seen.
● The Incubator could choose to subject the Player to a Charisma Skill
Check with difficulty 5 as she really wants to help the Players find her
friend, but also gives the Player a 2 because the friend gets jealous of
other people who know her friend easily.
▪ A Player is attempting to keep their balance for a final jump while the section
of roof is collapsing underneath them.
● The Incubator could choose to subject the Player to an Accuracy Skill
Check with difficulty 10 as the roof is literally collapsing beneath them and
it would be very challenging to keep their balance.
❖ As a General Guide, here are the recommended difficulty of Skill Checks per
how challenging the Incubator wants them to be:
▪ 5: Trivially Difficult
32
▪ 7: Minorly Difficult
▪ 10: Challenging
▪ 12: Difficult
▪ 15: Near Impossible
Status Conditions:
❖ There are a variety of Status Conditions that can affect both Magical Girls and
monsters over the course of playing the game.
❖ Most of these conditions will be inflicted as the effect of a Spell, and most can be
negated with appropriate Statistics Checks that function. These checks
function very similarly to Skill Checks , with the difficulty of the appropriate
checks will be detailed in the exact spell where the effect is written.
❖ This is a short list of all of the Status Conditions that exist within the game:
▪ Bleeding: A target is considered to be Bleeding when they are under the
effect of a damage over time effect. This effect can be inflicted by a variety of
different spells and weapons. When a target is Bleeding they take damage
at the start of their turn (the duration of the bleed and how much damage the
bleed does is determined by the spell or effect that inflicts it).
▪ Slowed: While not technically a true Status Condition , a Magical Girl or
Monster is considered to be slowed when they are under the effect of a Spell
or other effect that alters Movement Speed in a negative way.
▪ Stunned : A target that is stunned loses their next coming round of Combat.
They are unable to take any Major OR Minor Actions . It is easiest to skip
over their turn entirely and remove the Stunned condition from them
immediately upon skipping their turn.
▪ Unconscious:
Unconscious is a condition that only Magical Girls and Wicca
can have associated with them. Those beings receive the Unconscious
condition when their Health Pool drops to 0 or below. While Unconscious
those beings are susceptible to a Shatter Action , for details on that Action
see the Staying on your Feet section of Part 2 located on page 15.
Knockback and Obstacles:
Melee Combat Rounds
❖ All and some Spells have position altering effects or
Knockback associated with them. Inevitably, there will come a time when a
Player or Monster is knocked back, and encounters an obstacle such as a wall or
other structure.
❖ If a Player or Monster is moving due to the effects of Melee Combat or a Spell
and encounters an obstacle, their movement immediately stops. They then
33
suffer damage equal to 1D10 per 10 feet they would have continued to move had
they not been stopped by the obstacle.
❖ After damage is dealt, the Incubator must then determine if the structure is easily
breakable (for the enhanced physics of a Magical Girl) or not. Some structures
like furniture, thinner walls or ceilings might be easily breakable while some such
as the external wall of a large building might not quite be so easy to break.
▪ If the obstacle is easily breakable, the unit will fly through the opposite side of
the obstacle. The obstacle is then considered ‘broken’ (any structural or
battlefield implications of this are up to the Incubator), and the unit is placed in
the nearest free area directly behind the now broken object.
▪ If it is not easily breakable then the unit is placed in the square where they
contacted the obstacle and play continues.
❖ If a Player or Monster is moving due to the effects of Melee Combat or a Spell
and encounters another unit (friendly to it or unfriendly), the unit stops
immediately and both units suffer the additional damage as if they both had hit an
obstacle with the same amount of movement left (see above). The unit that was
originally knocked back then moves to the nearest free area, and play continues.
Gaining Experience:
❖ Players can only Level Up once they’ve gained enough Experience Points .
These points are granted each time a Magical Girl touches either a Grief Seed or
a Tainted Echo to their Soul Gem. Along with reducing Corruption and restoring
MP , each one used also gives some Experience Points to the Magical Girl that
used it.
❖ The exact amount of Experience Points that are conferred by a single use of a
Grief Seed or Tainted Echo is dependant on the difficulty of the Monster that the
item came from. Refer to the Monsters section for exact guidelines on
determining how much experience, MP, and Corruption reduction a Grief Seed or
Tainted Echo gives; this is located on page 114.
❖ Although the rules don’t specifically support it, sometimes you’ll want to run
campaign settings that aren’t necessarily based around fighting Witches or
Wraiths (some examples of things like this can be a campaign based primarily
around fighting other magical girls). While it is possible to run that type of a
campaign and stick to traditional rules, for the sake of quality of Player life it is
suggested that Incubators devise a different way to award Players with
Experience Points MP
as well as restore and remove Corruption.
▪ This may also be a good option when dealing with long sections of the
campaign that might be devoid of Witch or Wraith based combat.
34
How to Level Up:
❖ When Players have gained enough Experience Points a Magical Girl will
Level
Up, a symbolic action showing the growing skills and abilities of the Magical Girl.
❖ Magical Girls begin play at Level 0 and have their Levels capped at 10. It takes a
varying amount of Experience Points to get to the next Level, depending on
how many Levels the Magical Girl already has. This is described by the below
chart:
Level Advancement Experience Points Needed
0 1 1
1 2 20
2 3 30
3 4 40
4 5 50
5 6 60
6 7 70
7 8 80
8 9 90
9 10 100
▪ Note that Experience Points reset whenever a Magical Girl Levels Up. So it
is not a total of 100 points over the lifetime of the Magical Girl that a Player
needs to level from 910. However, it is that once they reach Level 9 they
need 100 Experience Points from that point on to Level up to Level 10.
❖ Note that Wicca also share the Level Up progression that Magical Girls do.
However they also have some special cases that are covered in the Wicca
section of the Monsters part of this book, located on page 126.
▪ Witches, Wraiths and other Monsters have their own unique classification
systems that can roughly be equated to Levels of Magical Girls. However
their systems are explained in greater detail in their appropriate section of the
Monsters part of this book.
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Benefits of Leveling Up:
❖ When a Magical Girl Levels Up they are rewarded with Soul Points
based on
the level that they have obtained, as shown in the chart below:
Level Attained SP gained upon reaching that level
1 3 Soul Points
2 3 Soul Points
3 3 Soul Points
4 5 Soul Points
5 5 Soul Points
6 5 Soul Points
7 7 Soul Points
8 7 Soul Points
9 7 Soul Points
10 10 Soul Points
▪ Note that Level 1 is listed, as Magical Girls start out at Level 0 but receive 5
SP upon character creation. Assuming no bonuses and a strict by the book
progression, Magical Girls will complete play with a total of 70 Soul Points.
❖ Additionally when Leveling Up there are two other notable Levels to mention.
▪ At Level 3 Players gain the ability to purchase Spell Upgrades for 2
SP
per
upgrade (more information on how the upgrades function can be found in the
Spell Upgrades part of this book located on page 78).
▪ At Level 5 Players may select their second and final Prefered Spell
Category that functions just like the one they selected at Level 0. However it
is important to note that it does not apply it’s benefits retroactively. If a Player
purchased a spell from a Spell Category in earlier Levels that then became
Prefered at Level 5, it does not refund the points that would have been saved
if the Player had chosen to wait to learn the spell after the Category was
Prefered.
❖ The rules only support going up to Level 10, however on the off chance that a
Magical Girl survives that long and wishes to continue play; it is suggested that
36
the Incubator simply award the Player with
Soul Points upon completing difficult
tasks or defeating powerful enemies worthy of a Level 10 Magical Girl.
Corruption:
❖ Over the course of the Magical Girl’s lifetime, they will gain Corruption in the
form of points due to the traumatic events that are simply a part of the Magical
Girl life. These points can be gained in 3 different ways: Incubator Assigned ,
RolePlay Driven , and through Power Pushing .
❖ Incubator Assigned
Corruption Points are generally when something
PlotSpecific happens that the Incubator believes would affect the Magical Girl’s
psyche. The exact value of Corruption that is added to a Player’s Corruption
Pool is entirely up to the Incubator. These numbers may be the same for the
entire group of Magical Girls playing, or may vary on the severity and how
specifically it impacts one Magical Girl to another.
❖ RolePlay Driven
Corruption Points are assigned to Magical Girls via their own
Players. This is most often the leastused type of Corruption Point assignment
as Players will technically be directly hurting themselves for this type of
assignment. However, it can add mechanical backing to intense or meaningful
developments in Character story or Character personality throughout the
progression of the game.
▪ Incubators may choose to offer other ingame rewards to incentivize Players
to use RolePlay Driven assignment when the situation is appropriate for it.
❖ The final method of gaining Corruption Points PowerPushing
is called .
PowerPushing essentially equates to giving oneself corruption for immediate
ingame benefits. While a method of gaining Corruption Points , it has many
different aspects and will be covered in it’s own unique section following this
section. For easy reference it is found on page 38.
❖ To give both Incubators and Players a good idea of what kind of events lead
generally to what kind of Corruption Point gain, a short list of examples are
provided for you below (keep in mind these are all very general and simply
suggestions, the exact amount is usually up to the Incubator).
▪ Family Troubles: 5 Corruption
▪ School Troubles: 3 Corruption
▪ Money Troubles: 3 Corruption
▪ Corruption / Degradation of Wish: 7 Corruption
▪ Questioning of Motivations: 10 Corruption
▪ Ineffectiveness / Lack of usefulness: 7 Corruption
▪ Inner Party Arguments: 510 Corruption
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▪ Death of a Party Member: 15 Corruption
▪ Death of a Close Party Member: 30 Corruption
▪ Sudden Death (full health to dead): 30 Corruption
▪ Another Player turns into a Witch: 30 Corruption
▪ Discovering Incubator lies / cover ups: 15 Corruption
❖ There is a way to slightly reduce incoming Corruption Points to a Player. If a
Player’s Heart Stat is between 57 they automatically reduce all incoming
Corruption by 1 point passively. If their
Heart Stat is even greater they can
reduce even more Corruption ; Players with Heart Stat
of 89 reduce all
incoming Corruption by 2 points, and finally Players with Heart Stat of 10
reduce all incoming Corruption by 3 points.
❖ There are also a variety of Quirks and Abilities
that reduce the total Corruption
that Players take over the course of play (these act in addition to Heart negation
of the points, unless otherwise specified).
❖ Don’t forget the Corruption Pool goes all the way up to 100, and incoming
Corruption Points can be reduced by a Player’s Heart Stat as well as taken
away with the use of Grief Seeds or Tainted Echos. So don’t be afraid to push
the limits of a Player’s Corruption Pool .
▪ However when a Magical Girl reaches 100 Corruption they immediately
become a Witch or are taken by The Law of Cycles (depending on campaign
setting).
PowerPushing:
❖ If a Player finds themselves in a tough position, and needs to do something
drastic in order to save their own, or another’s life they may PowerPush
themselves. To perform a PowerPush a Magical Girl may add a certain amount
of
Corruption Points Corruption Pool
to their . The exact amount added is
dependant on the action which one is taking with their PowerPush ..
▪ Only Magical Girls have access to PowerPushing as only Magical Girls
have a Corruption Pool that can still gain points (unlike Witches or Wicca
which have a full pool simply by existing, or Wraiths who have no Corruption
Pool)
❖ A Magical Girl may only perform one PowerPush per combat encounter (start of
rolled initiative to all enemies defeated, Players defeated, or combat goals
achieved)
❖ The actions a Magical Girl may perform with a PowerPush are:
Spell Push,
Magical Surge, Last Breath
or .
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▪ The first and simplest action one may perform with a PowerPush is what is
called a Spell Push . If a Magical Girl attempted to cast a Spell , and did not
meet the Manifest Threshold of the spell, they may choose to perform a Spell
Push. The Magical Girl adds Corruption Points to their Corruption Pool
equal to 2 * the amount of Soul Points the spell cost them to learn (this is
regardless of whether or not they learned the spell for free at Level 0). The
Spell Push action then treats the spell as if they rolled exactly the Manifest
Threshold for the spell, resulting in a successful cast of the spell.
▪ A Magical Girl may also choose to perform a Magical Surge action with a
PowerPush Magical Surge
. The will restore some MP to the Magical Girl’s
Magic Pool . The Magical Girl may add Corruption Points to their Corruption
Pool up to a total of 20. They then receive MP Magic Pool
in their equal to
the number of Corruption Points added divided by two (rounded down).
▪ Finally, a Magical Girl may perform a Last Breath
PowerPush . A Last
Breath may be performed only when the Magical Girl’s Health Pool is at or
below 0. Upon performing a Last Breath (and at the cost of 10 Corruption ),
the Magical Girl is instantly relieved of their Unconscious status, and receives
10 Temporary HP
(if the Magical Girl had an Initiative already rolled in the
Combat, they use that Initiative to act; if not a new Initiative is rolled). The
Magical Girl’s Temporary HP
loses 1 point at the start of every turn they make
(except for the turn they performed the Last Breath ), and upon reaching 0 or
lower HP
the Magical Girl falls back Unconscious and takes an additional 10
points of damage (after all other damages are calculated).
Soul Gems and Detecting Witches:
❖ Soul Gems are where the Magical Girl has their Soul housed, and thus are a
very important part of being a Magical Girl.
❖ All Soul Gems thematically are colored to suit the Magical Girl they belong to,
and start to grow black and clouded proportional to how full a Magical Girl’s
Corruption Pool is (this also implies that they may not be colored black).
❖ All Magical Girls carry a ring that stores their Soul Gem in a less conspicuous
way as opposed to just carrying it around. However, they can choose to
materialize their full
Soul Gem whenever they want to in their hands.
❖ When a Soul Gem is fully materialized it has the ability to sense Witches,
Labyrinths, Wraiths, and Wicca (to some extent). When a Soul Gem is out,
Magical Girls may make a Mind Skill Check in order to read the pulsing of the
Gem to detect where the associated enemy is located. It is a general feeling and
direction, not pinpoint accurate but can sense the beings over large distances.
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▪ The exact difficulty for the Skill Check is up to the Incubator and factors such
as Monster Strength, Location, and other Special Abilities may influence how
easy or difficult it is to find using a Soul Gem .
❖ When a Magical Girl Transforms into their actual Magical Girl form, the
Soul
Gem physically fuses with their shell; taking a different shape (dependant on the
Magical Girl themselves) and embedding itself somewhere in the Magical Girl’s
body or costume. Some notable examples of this are: covering the bellybutton,
just below the neck, and in a hairbarrette.
❖ Finally, and most importantly: a Magical Girl must stay within 300 feet (100
meters) of their Soul Gem. While it is a large range and it is difficult to separate
the Girl from their Gem, if this happens the Magical Girl’s body will fall lifeless
and will be unable to move or act in any way. While in this state the Magical Girl
is considered to be Unconscious and is vulnerable to a Shatter Action (only if the
action is taken within range of the Gem itself and not the Magical Girl’s body).
▪ If the Magical Girl stays like this for any longer then 10 minutes, the Magical
Girl’s body dies. While they are still contained within the Soul Gem, they no
longer have a body to come back to and are unable to move or act although
they can still communicate through telepathy. If a Magical Girl is stuck in this
situation, it is considered a mercy to just shatter their Soul Gem and kill them.
Living with no Magic:
❖ Over the course of playing a campaign, the situation may arise where a Player or
Players have 0 MP Magic Pool
left in their . While some simply will choose to
take the Magic Surge
PowerPushing action, some may not or they may not
have the Corruption Pool to allow them to do so.
❖ Keep in mind if a Magical Girl has 0 MP they are unable to Transform,
Cast
Spells, Materialize / Summon Weapon
or ; effectively making them useless as a
Magical Girl.
❖ Solutions to this problem can be handled in a variety of different ways (by both
Incubator and Player), and will more often than not never be the state of more
than one of your Players at a time. However, if a Magical Girl exists with a Magic
Pool of 0 for a consecutive period of 7 days (one week) the Magical Girl will die.
▪ This problem also affects Wicca, unlike Corruption which they are immune to
already having a full Corruption Pool . This is only relevant if you are running
a campaign with Wicca Player Characters.
40
❧❧❧❧❧❧❧❧❧❧
41
Part 6: Quirk List
Below you will find the list of all 50
Quirks
that are rolled during the Character
Creation Process. The two numbers listed in the beginning are the number on your
Percentile Die roll that is associated with each Quirk. The bolded text is the name of
the
Quirk, and is followed by a comprehensive description of the mechanics and
RolePlaying stipulations of the Quirk.
12 The Avatar: You are the sion of the very elements themselves; immediately add
the Fire, Water, Wind and Earth spell categories as bonus prefered spell categories.
However no can no longer cast any of the spells from your wish spell categories, nor
count them as prefered magic categories unless they fall under the four elements.
Additionally, every time you would learn a spell you must learn a spell from the following
spell categories in order: Water, Earth, Fire, Air. Spells you cast from these four
categories have a manifest threshold of one less than normal. You always have felt a
certain weight upon your being, you feel that it was your destiny to become a Magical
Girl, and using your elemental powers is apart of that destiny.
34 Distrust: At some point in your life you were let down or betrayed by someone
close to you. As such you have a large distrust of people, this could include your allies
even but mainly it includes Kyubey. You do not trust the tiny cute creature as far as you
can throw it, and all that distrust makes you more prudent. You immediately start play
with the Skepticism Ability, and your Mind stat starts off at 4.
56 Sleepy Head: You really enjoy your sleep, as such any events planned before
noon you arrive at least 30 minutes late to (including school). But you get a plus 1
bonus to all dice rolls at night because THEN you’re wide awake and feeling fresh.
78 Unspeakable Wish: Your wish has warped since making it, either causing you
untold suffering or whatever the wish was has brought more despair than hope. You
may now consider all spell categories within your wishes spell categories (with the
exception of Time and Celestial) and you may use any weapon (with the exception of
Cat Claws and Tarot Deck). However, you start play with 5 corruption points and
cannot tell any other player (unless under extreme circumstances) about your wish and
it’s details.
910 Born by the Sea: The sea is in your veins since the time you were a small child.
Water magic is instantly added as a Bonus Prefered Spell Category. Additionally water
spells you cast have a manifest cost of 2 less than normal. However if your campaign
doesn’t have any ocean or sea near it you must always have it on your mind and be
constantly missing the saltwater.
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1112 Monster Strength: Even before you were a magical girl you always were
stronger than others of your age and gender. Making your contract simply multiplied
that strength, you start play with a Strength of 5 but any chance you take to show
people your strength you must take it.
1314 Over the Top: When fighting in melee combat you can’t help but make
everything as flashy as you possibly can. Before engaging in a melee fight, you can
declare an Accuracy check to do something crazy and flashy (jump over the opponent's
head for example). If you succeed your next attack roll only gets a plus 5 bonus to it,
and if you fail you cannot declare an attack and your turn is now over as you crashed.
You must do this at least two times over the course of a day or risk taking corruption
points.
1516 Oversized Weapon: The weapon you selected manifests itself larger than any
other, your weapon die now upgrades to the next die class (if it is at a D12 add 2 to all
results instead).
1718 Feline Fury: You love cats, you love every kind of cat… Your Magical Girl
transformation comes complete with ears, a tail and paws and you must finish every
sentence while transformed with nyan or a meow. However you also gain the ability to
speak to cats and nobody can explain why (like the ability commune with animals but
only with cats and far less vagueness of the answers unless you purchase the full
ability. If you do the full specific function with cats remains but the rest is vague as the
ability describes), additionally you now can use the weapon “Cat Claws” (see the
weapons list).
1920 Traumatic Contract: Pulling the soul out of your body was slightly traumatic on
your physical shell. As a result your hair turned a silver grey color, but one stat of your
choosing goes up by 1.
2122 Forged in Fire: You always blazed like a fire, in personality and appearance.
You hair color must be orange, red or some variation between the two. As well you
must tend to have a temper that has to be kept under control. Fire magic is instantly
added as a Bonus Prefered Spell Category and after successfully dealing damage to an
enemy with a Fire spell you ignite them for extra damage, dealing 1D4 damage each
turn for 2 turns (this cannot stack, the new damage’s duration takes over for the
previous spell).
2324 Serene Grace: You were born with a natural grace and balance about you.
Your accuracy stat starts at 4 as opposed to 3, your personality must also include
levelheadedness and logical decisions. You also start play with the Ability Combat
Reflexes.
2526 Well Endowed: When you transform (male or female) your Magical Girl form
has huge… Tracts of land. As such you gain +2 Charisma (up to 10) while in Magical
Girl form, but after transforming you must complain about back and neck problems.
43
While you’re transformed you don’t think there’s that much of a difference from your
regular form as well (gender differences aside).
2728 Affinity for Magic: You have a large reservoir of magic innately as a Magical
Girl, so you start play with a magic score of 5 as opposed to 3. You also have a streak
of an unusual color in your hair that glows when using a lot of magical energy, also you
tend to look down on those magical girls that don’t use magic as well or as much as you
do.
2930 Orphan of your Wish: Though indirectly so, your wish caused the death of both
of your parents. You now live on your own in a large house / apartment (whatever fits
the setting) that nobody really knows how you can afford. How you react to this loss is
up to you, but you are on your own now for better or worse. Add any one weapon and
any one spell category to your wishes spell categories as well because we feel bad for
you (this cannot include Time or Celestial Magic, nor the Cat Claw or Tarot Deck
weapons).
3132 Destined Wish: Since you were small, you knew you were destined for a wish of
yours to come true. Either because of a palm reading, prophecy or some other type of
‘mystical prediction’ you knew that somehow your dreams / wishes would come true so
when the contract was announced you knew it was your time to shine. You may now
use the weapon “Tarot Deck” regardless of your wish, and you start play with the Ability
Psychic Affinity.
3334 Veteran Magical Girl: You have had your contract for a while already and know
the ropes of being a Magical Girl. You start play with an additional 3 SP to spend during
character creation as well as 5 corruption points.
3536 Rhythm of the Soul: Ever since you were a small child you have loved music,
and it has been apart of your life for as long as you can remember. You wish is altered
to somehow have to do with music now, and music is added as a bonus preferred spell
category. Any music magic you cast has a manifest cost of two less than normal.
However you also suffer from crippling shyness when not playing or sharing music,
enjoy.
3738 The Price you Pay: Your wish, no matter what category turned out in the best
way or even better than you ever could have imagined. Because of that you feel almost
indebted to the Incubators and no matter what never regret becoming a Magical Girl.
No matter how awful or cruel it seems, and despite all of the things they hid from you,
you never regretted it for a second because of how you wish turned out; it was worth it.
Your deep connection to your wish grants you one free spell in your prefered spell
category for free at level 1 with SP cost of 3 or less.
3940 Way of the Wanderer: Before you became a Magical Girl, either your family or
you by yourself traveled the world. You never stayed in one place too long, until your
contract bound you to the fate of a Magical Girl. Necessity now dictates you stay in one
44
place longer than you would like to but you still travel around when you can (unless the
party manages to convince you to stay). All your traveling has given you great
experience and knowledge, any one stat of your choosing starts at 4 and you start play
with the Driving Ability.
4142 Someone Else’s Wish: Your own contract was not the first wish you had come
into contact with. Either a friend of yours became a Magical Girl before you and your life
was directly changed by their wish, or their wish was for you to become a Magical Girl
as well. Your own wish is independent of theirs but their wish directly led to you making
yours. You must create this character as an NPC within your campaign that can appear
at the Incubator’s discretion (they can be deceased as well). Clearly you must be a
great friend so Charisma starts off at 4, and if ever fighting together with (on the same
side) as this other character both of you receive a bonus of +2 to all rolls.
4344 Revelations: After you made your contract you went and told somebody closest
to you (who exactly is up to you) about it. They of course met you with distrust at first
but after you provided proof they didn’t act how you thought they would. They cursed
you, they called you a demon or a monster and drove you off. You are now unable to
return home out of shame or danger, and as such anytime that you tell people (even
fellow magical girls) that you are a magical girl you become incredibly nervous and
would rather not talk about it at all. However, having to deal with the loss made you
stronger and hardened you somewhat; your Heart and Strength stats start off at 4.
4546 Wish Under Pressure: Your wish was made very hastily, be it under the threat
of danger or simply a whim. The details are up to you but something made you make
your contract almost as soon as you knew a wish of yours would be granted. Your
quick thinking and reaction timing gives you great Accuracy as it starts off at a base of
4, and you know how to laugh off your mistakes so Charisma starts off at 4 as well.
From here on out though you like to think about your decisions a bit more, often citing
your own contract as reasoning to take time when making decision if confronted about
your behavior by a fellow Magical Girl.
4748 Superhero: Either a result of your wish directly, or something you adopted after
making your contract; but you have a tendency to use your Magical Girl abilities for
vigilante purposes. Your Magical Girl transformation must include a mask or some way
to hide your identity and must be modeled after or with the style of classic comic book
superheros. You then use this Magical Girl transformation to stop petty crime on your
off time (talk to your Incubator and this could be made apart of your campaign). All that
extra practice makes you stronger though, you start play with a Strength of 5 and an
Accuracy of 4, as well as 5 corruption points.
4950 Wish upon a Star: Your contract with Kyubey was made completely by
accident, wishing upon a star one night which Kyubey assumed was a wish for a
contract. How you react to this accidental contract is up to you, but you add Celestial
45
magic to your wishes spell categories as a bonus Prefered Spell category. However
you must take at least one Celestial Magic spell at level one and your transformation
must involve something either to do with stars, planets or the moon. You also start play
with 5 corruption.
5152 Large Soul Gem: Your soul gem is incredibly large by comparison to other
Magical Girls, and not even the Incubators know why. You must carry your soul gem on
you and when you transform in a larger form than a ring / hair clip stone. Due to your
excessively large and powerful soul you start play with a magic of 4 and a heart of 4.
You are known to be strong and willful, never hesitating to speak your mind.
5354 Incubator’s Gaze: Something about you has caught the Incubator’s attention;
be it your wish, your magic, or something unknown about you that has their interest.
What exactly this quality is is something that should be discussed with your Incubator as
well as how you react to the increased attention. You start play with 5 corruption, but
you may select one Ability of SP cost 3 or less to start play with for free (this ability
doesn’t have to be apart of the explanation to Incubator's Gaze).
5556 Solid Foundation: You are like the earth itself, solid and constant. Often you
are considered the rock of your friends and family. Earth magic is added as a Bonus
Preferred Spell Category and any earth spells you cast have a manifest cost of 2 less
than normal. You also tend to be a bit stubborn and sometimes doubt new ways of
doing things.
5758 Duelist: One of your passions is fighting other magical girls, for either fun or
other designs is up to you. When you are in combat with another magical girl you deal
an extra two points of damage to them with every attack that landed successfully and
may ignore one successful critical from the opposing Magical Girl only once per combat.
5960 Fearless: You are fearless, absolutely no fear has grip on you and you face
every challenge with daring courage and resolve; except for that one thing… What
exactly you fear is up to you but preferably it is about something to do with being a
magical girl. Because you are so fearless you receive a +1 bonus to all of your rolls and
start play with the Courageous ability, however if your fear comes up you become
useless and can barely stand to not run away in terror.
6162 Ravenous: You are always eating, no matter what or where you have at least
one portable food item on you at all times. This however makes you incredibly irritated
if you can’t eat or have eaten all of your food at the time, but it also makes you stronger!
Your strength starts out at a base of 4. If your food is taken by someone you also get
incredibly upset and will more often than not outright attack them.
6364 Deep Regrets: You regret your wish and your decision to become a magical
girl. The details and reasons behind this are up to you but something makes you resent
your wish, your soul gem and everything to do with being a Magical Girl. This also
46
leads into some resentment towards other Magical Girls, when fighting another Magical
Girl all of your rolls receive a +1 bonus to them.
6566 Hatred for Witches : At some point in your experience a witch has taken
something close to you, be that an ally of a family member or perhaps even your old
way of life. When fighting witches you deal 2 points of bonus damage to witches and
their minions with every attack, and at anytime during conflict (only once per witch, even
if you fight the same witch multiple times) with a witch you may declare a free automatic
critical on the witch with any weapon or spell. But you also harbor witches as the
singular thing you hate most in this world.
6768 Kissed by the Breeze: You are a flowing and changing as the wind, some even
say you are a child of the wind. Wind magic is added as Bonus Preferred Spell
Category and any wind spells you cast have a manifest cost of two less than normal.
You can sometimes be a bit of a flake though, or get your head lost in the clouds at
inopportune times.
6970 The Harkness Inside of You: You are one of the biggest flirts there are, if it
moves and breathes you flirt with it regardless of gender or their own preferences. How
far you take this and how ‘steamy’ this gets are completely up to you as long as you flirt
as much as you can. You start play with the Flirty Ability but you may attempt to use the
ability on enemies at a 2 roll.
7172 Pure of Heart: Your heart is pure and clean, even your wish was made with the
best of intentions. You start play with a heart of 4, and every time you would receive
corruption points you automatically reduce the amount by 2 before heart calculation
happens. You also start play with the Trustworthy Ability.
7374 Longshot: You thrive at long range, far from the close up and dangerous
combat of melee. When using any ranged weapon attack your hit threshold is two less
than normal, however you take an additional minus two penalty to your melee combat
rolls. You rarely say anything at all, however if you do it is considered a revelation to
your friends and fellow Magical Girls. However, all Magical Girls seem to know exactly
what you mean without speaking a single word.
7576 Transfer Student: You are not from anywhere near the country the campaign is
taking place in. As such you find the customs and culture very strange, you can speak
the language well enough but sometimes you have to ask what certain words are or
remark how strange they are. However, you’re foreign and people find you interesting;
your Charisma starts at 4 and since you’re not from around, start play with the
Gregarious Ability.
7778 Lucky: You have always been (and you consider yourself to be) unusually lucky.
You start play with the Ability Gambler, as well sometimes you even attribute success to
nothing but luck. Once a day (24 hour period or until you rest for a period of over 6
hours) you may reroll any one dice that has already been rolled. You do not have to
47
declare this beforehand, but if multiple dice constitute a combined roll only one of these
dice may be rerolled.
7980 Horrible Injury: Throughout your career as a Magical Girl or even before your
contract you have sustained a terrible injury that left your body scarred. The details and
origin of the scar are up to you, but as a result you have passive Damage Resistance of
2 on every incoming attack that successfully does damage to you.
8182 Lighting the Way: You have a natural talent for casting light magic, Light Magic
is added as a Bonus Preferred Magic Category and any light spell you cast has a
manifest range of two less than normal. However that also means you’re terrified of the
dark (not being out at night but anywhere that no or very little light reaches you’re
scared of) and you take additional damage from Darkness spells cast by another
Magical Girl or Wicca (+5 to any incoming damage from darkness spells).
8384 Athletic: You were always on the school sports teams before making your
contract. Now that you’re a Magical Girl you can’t seem to find time to split between
them but it helped your powers. Your Accuracy and Strength start at a base of 4, but
you must also have a passion for and follow major sports as well as be on one or more
of your school’s sports teams. You also start play with the Competitive ability.
8586 Ninjutsu: Since you were very little, your extracurricular activity was towards
martial arts, especially the art of Ninjutsu. You are an expert at moving silently and
stealthily, and begin with the Move Silently Ability. However, when using that ability you
receive a +2 to your final roll, and your Accuracy stat starts at 4. Your Magical Girl
transformation outfit must be black in color, and you tend to be quieter and often spend
your time meditating peacefully to achieve inner balance in order to function at full
capacity.
8788 Hearty: You grew up in a household full of love, you knew your family loved you
and you loved them. You begin play with a Heart stat of 5 as opposed to 3, and in your
heart you are a really kind and caring person who hates to see innocents get hurt. You
also start play with the Empathy Ability.
8990 Fascinated by Witches: Witches are one of the realities of a Magical Girl, but
also they are one of your greatest mysteries. You want to study witches, learn about
them in every possibly way that you can to find out everything you can about them. You
start play with the Witchology Ability. Due to your knowledge any damage rolls made
against witches or their minions receive a bonus of 2 to them. However sometimes you
hesitate to outright attack a witch or choose the most direct route to destroy it, instead
you want to observe it a while or see how it reacts to some different kind of stimulus.
This could also lead you towards a terrible truth...
9192 Gamer: Before you became a magical girl you were a hardcore gamer, and you
miss it a lot. You must talk about games a lot and sometimes make analogies to a
game you have played. You start play with the Technologic Ability, also take a stat
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increase by 1 in any stat of your choosing because you’re a gamer and you know how
RPG’s work.
9394 Lone Wolf: You feel like you would make more headway as a Magical Girl
without anyone else’s help. Because of all your soloing, all of your stats start off at a
base of 4. This does lead to some friction with your fellow Magical Girls however, and
can sometimes get you far in over your head. This personality trait can be changed, but
only slowly over time and with the help of dependable allies.
9596 Dark Thoughts: You’ve always been fascinated with the Occult and slightly
darker themes. Darkness magic is added as a bonus preferred spell category, and any
darkness spells you cast have a manifest cost of two less than normal. Your skin is
very pale however, to the point you don’t care for going out in the sun much and you
tend to be a bit morbid at times. You also take 5 additional damage from any Light spell
that does damage to you cast by a fellow Magical Girl or Wicca.
9798 Volatile Magic: Your magic is extremely volatile and powerful. All spell you cast
have a critical range of two less than the normal spells does. However, it also makes
you gain corruption faster: adding a two additional points onto any incoming corruption
points before heart comes into effect. As such you tend to have a bit of a fear of your
magic, you can still use it normally but you are scared of what you and your magic are
capable of; as well as what that could turn you into further down the line.
99100 Time Magic : Time Magic is immediately added as a bonus prefered spell
category. However due to your constant traveling you add 2 years onto whatever age
you were going to start at, as well as 10 corruption. You also have to adapt your
personality to a certain degree in order to deal with all of the realities that might have
been or that you have witnessed and never came to pass.
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49
Part 7: The Armory
Below is the list of all Weapons available to both Magical Girls and Wicca. It is
separated by Melee and Ranged Weapons. Keep in mind some of these Weapons are
only available through a specific Quirk
.
Melee Weapons:
Battle Axes Weapon Die: D6
Special : When you successfully win a melee round and do damage you may deal
instantly another D4 of bonus damage when using Battle Axes (this is not multiplied on
criticals).
Cat Claws Weapon Die: D6 / D6
Special : You may attack the same target twice in a row provided the result of the first
melee didn’t move them more than 20 feet. Immediately move to that target and attack
them again if you so choose, whichever target lost the last exchange takes a 2 to their
next result.
Daggers Weapon Die: D6
Special : You may choose to throw one of your daggers at any target up to 15 feet away
from you. The weapon becomes ranged with a hit threshold of 10 (Accuracy check).
You must then use the Draw / Summon action in order to throw another one.
Gauntlets Weapon Die: (Same as STR die roll)
Special: None, Gauntlets however increase their weapon roll as your Strength roll
increases.
Greataxe Weapon Die: D8
Special : Any critical hit with a Greataxe receives X3 damage as opposed to the usual
X2
Greatsword Weapon Die: D8 / D10
Special : If you have not moved this round, you may give up your movement to roll with
a D10 instead of a D8 for the Greatswords Weapon Die.
Halberd Weapon Die: D8
Special: Whenever you attack with a charge, the Halberd receives +2 to your final
result.
Katana Weapon Die: D6
Special : You may roll either your Strength die twice and take the higher result each
time you attack with this weapon.
Rapier Weapon Die: D6
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Special : You may use Accuracy instead of Strength for attack and Damage rolls with
this weapon.
Scythe Weapon Die: D8
Special : If a scythe succeeded in combat by a threshold of 8 or more then the scythe
deals additional bleeding damage equal to one Strength die at the start of their turn for
two additional rounds.
Shield and Sword Weapon Die: D4 / D8
Special : When attacking with a Shield and Sword you roll a D4, however when
defending you roll a D8. Also if you are standing in the direct path of a ranged attack at
any other ally, you may attempt an Accuracy check of 5+ to intercept and take the
attack yourself.
Staff Weapon Die: D6
Special : When wielding a staff you may spend one full turn to focus magic into your
staff. The next spell you cast is focused into (and cast from) your staff and receives a
+2 to your manifest roll.
Tonfa Weapon Die: D8
Special : After successfully winning a melee combat round you may instantly dash up to
10 feet, if this dash puts you right on top of an enemy unit you may instantly kick them,
dealing 1D4 damage and pushing them back 10 feet. This dash attack may also
include the target with which you just had the melee round with.
Warhammer Weapon Die: D12
Special : None
Ranged Weapons:
Bow Weapon Die: D6 Hit Threshold: 7 Crit Threshold: 11 Range: 50 feet
Special : If a target of a bow attack is between 4050 feet away the bow’s weapon die
becomes a D8 instead of D6.
Crossbow Weapon Die: D8 Hit Threshold: 8 Crit Threshold: 12 Range: 35
feet
Special : When you reach Critical Threshold with a Crossbow it deals X3 damage as
opposed to the normal X2.
Handguns Weapon Die: D6 Hit Threshold: 6 Crit Threshold: 12 Range: 35
feet
Special : If your first shot was a success you may attack again with your second
handgun at a 2 modifier for the next result.
Rifles Weapon Die: D10 Hit Threshold: 9 Crit Threshold: 13 Range: 70
feet
Special : If you sacrifice your movement for the turn the Rifle’s range is boosted to 100
feet.
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Tarot Deck Weapon Die: D10 Hit Threshold: 9 Crit Threshold: 15 Range: 35
feet
Special: When an attack is successful with the Tarot Deck, the card explodes dealing
area of effect damage to every target within a 10 foot circle of the hit target and all take
the same damage.
❧❧❧❧❧❧❧❧❧❧
52
Part 8: Spell List
Below is located every Spell in the game accessible to Magical Girls. They are
sorted by Magic Category, and by Soul Point cost within each Category. The next Part
will detail the
Upgrades for individual spells presented in this section, you can find the
Spell Upgrades on page 78.
Water
A more supportive style of magic, water magic has a few damage spells available in the
form of ice attacks but instead focuses heavily on healing and buffing of allies.
SP 1 Restorative Waters MP: 3 Range: 50 feet
Manifest: 6 Critical:
10
A healing spell that may be cast on an ally or yourself. If successful you heal the target
by ½ your Heart Die. If the spell criticals you add your full Heart Die instead of ½.
SP 2 Flowing Like Water MP: 4 Range: 30 feet
Manifest: 7 Critical:
13
You may cast this spell on an ally or an enemy. If successfully cast on an ally their
movement speed is increased by 10 feet a round; conversely if successfully cast on an
enemy their movement speed is slowed by 10 feet a round. This spell’s effect lasts for
D6 rounds, and if the spell criticals the duration is always 6 rounds (this spell cannot
stack with other movement speed buffs / debuffs).
SP 3 Riptide MP: 6 Range: 30 feet
Manifest: 8 Critical:
12
A larger healing spell that restores health slowly over time. When successfully cast, it
restores 10 health to the target each turn for 3 turns (this heal takes place at the start of
their turn). If the spell criticals the duration increases to 5 turns but the amount healed
stays the same.
SP
3 Icicle Spear MP:
7 Range: 30 feet
Manifest: 10 Critical:
12
You create a large spear of ice in your hands and throw it at the target. If successful,
Icicle Spear deals 15 damage. If Icicle Spear criticals it deals double damage and
knocks a target back 10 feet. If this knockback would put the target in contact with or
through a wall they are pinned to the wall by the icicle. The target must pass a Strength
check of 7 or over to pull themselves off of the wall. A pinned target may still cast spells
and defend themselves in melee rounds but may not initiate a melee round themselves.
If the pinned target loses a melee round and would be launched, they are still; this
53
breaks the pinning but they take an additional D6 damage. Allies of the pinned target
may also attempt a Strength check to unpin the affected character.
SP 4 Mana Tide MP:
2 Range: 50 feet
Manifest:
12 Critical:
16
You attempt to siphon off your mana onto another target. If the spell is successful then
you may pay X from your MP, the target then adds X to their MP. The target of this
spell does not have to be willing. If the spell criticals the target receives 1.5 * X to their
MP.
SP 5 Blizzard MP:
10 Range: 40 feet
Manifest:
14 Critical:
19
Create a raging Blizzard at the cast location that deals ice damage in a radius and limits
visibility of those trapped inside. If the cast is successful, a blizzard breaks out in a 20
foot circle with the center being at the cast point. Targets trapped inside instantly take
D10 ice damage and also take an additional D10 at the start of every turn while still
within the Blizzard’s radius. Targets inside also receive a 5 penalty whenever making a
ranged attack or casting a spell that must be aimed while within the Blizzard (this does
not apply to witches as they are too large). Blizzard lasts for 2 rounds, 4 on a Critical
Cast.
Fire
Very offensive and destructive, fire magic focuses on heavy damaging spells as well as
a few self only buffing spells. A fire based Magical Girl will become an unstoppable
force of damage.
SP 1 Flaming Weapons MP: 2 Range: N/A
Manifest:
8 Critical:
11
Ignite your weapons on fire to create a deadly combination of steel and flame. For the
next 1D4 turns any successful melee attack you make receives D6 additional damage
as fire damage. This spell may only cast on yourself. If the spell criticals the duration is
always 4 turns and you add your full Magic Die onto damage of successful melee
attacks instead.
SP 2 Phoenix Wings MP: 4 Range:
N/A
Manifest:
9 Critical:
12
Propel yourself forward with a fiery explosion that launches straight into a melee attack.
If the cast is successful, all targets within 10 feet of your take D8 fire damage (friendly
fire possible). You dash 30 feet forward in any direction but only in a straight line, if you
would encounter any enemies before the 30 feet is up you stop immediately on the
target and initiate a Melee Combat Round. You also receive a bonus to the first round
equal to the number of feet less than 30 you traveled / 10 (rounded down). For example
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if you encountered an enemy at 10 feet you instantly attack them with a +2 bonus to the
first roll only.
SP 2 Fireball MP: 5 Range: 40
Manifest:
10 Critical:
15
Launch a huge fireball at the target location that explodes on impact. If the cast is
successful, units within 10 feet of the target take 5 + Magic stat as damage. If the spell
criticals, double the damage and each target caught in the blast must pass an Accuracy
check of 6 or higher to avoid being knocked down.
SP 3 Scorched Earth MP:
7 Range:
30
Manifest:
11 Critical:
17
You light an expanding fire at the target location that expands and then contracts. If the
cast is successful a fire starts at the target location with immediate area of a 5 foot
circle. It then expands for D4 turns growing at a rate of 10 feet per turn (this takes place
at the start of your turn). When the duration is over, the fire contracts at 10 feet per turn
(this takes place at the start of your turn) until it reaches it’s original 5 foot circle and
then disappears on your next turn. Targets standing in the fire’s are suffer D6 damage
at the start of their turn.
SP 3 Searing Ray MP:
6 Range:
30
Manifest:
12 Critical:
15
Fire a single focused beam of pure fire at the target, inflicting massive damage. If the
cast is successful the target takes 2D10 fire damage. However, this spell is subject to
Line of Sight, if there is another unit standing in the straight line path from the caster to
the target, the first unit in that line takes the damage instead of the intended target. If
the spell Criticals, roll 4D10 for damage instead.
SP 4 Inner Flame MP:
2 Range:
N/A
Manifest:
10 Critical:
19
Ignite your very magical essence to turn yourself into a burning force of destruction. If
the cast is successful, you suffer D6 loss to your MP at the start of your turn as long as
this is active (at the end of your turn you choose to no longer maintain the spell, or if you
run out of MP the spell turns off automatically). As long as this spell is active all Fire
Magic Category spells you cast have Manifest and Critical Thresholds of 2 less than is
written (this cannot stack with other Threshold reducing effects). This spell may only
be cast on yourself, if the spell criticals the Manifest and Critical Thresholds are reduced
to 4 less than originally written as opposed to 2 less then written.
SP 4 Greater Fireball MP:
10 Range:
50
Manifest:
15 Critical:
20
Launch a massive fireball at the target location, exploding on impact and creating a fiery
inferno in it’s wake. If the cast is successful, units within 20 feet of the target take D20 +
Magic Stat of damage. Additionally the area within that 20 foot circle becomes a fiery
55
inferno, dealing D6 fire damage to all targets within the area at the start of their turn. If
the spell criticals, double the damage and each target caught in the blast must pass an
Accuracy check of 8 or higher to avoid being knocked down.
Wind
Ever changing and unpredictable, wind magic offers a little bit of everything from utility
to minor damage. With wind magic, a Magical Girl will have a tool to handle any
situation.
SP 1 Thermal MP: 3 Range: 10
Manifest: 6 Critical:
10
You propel yourself or another target up into the air, and allow them to fall down gently
on a current of warm air. If the cast is successful, the target is launched up into the air
up to a maximum of Magic Die feet * 10. If the spell criticals, then the target instead
may reach a maximum of Magic Die feet * 20. However if the spell is critically cast on
an enemy you have the option of launching them into the air and not letting them glide
down. They instead fall to the ground and suffer 1D6 damage for every 10 feet they fall
(this cannot be used on witches and if used this way calculate distance launched as if
the spell was normal as in * 10 not * 20). If a target is launched into the air in combat it
takes until the end of your next turn for them to fall down again (assuming they’re being
allowed to land safely and not dropped). Targets of this spell may not move normally
but may make a 5 foot step (for getting on top of obstacles or other objects).
SP 2 Light as a Feather MP: 4 Range:
30
Manifest: 7 Critical:
14
Wind swirls around the target’s arms and weapon, making even the heaviest targets as
light as a feather. If the cast is successful for the next D4 turns, any successful melee
round won by the target propels their opponent double the distance that it normally
would. If the cast criticals then the duration is 4 rounds.
SP 2 Dust Devil MP: 5 Range: 10
Manifest: 7 Critical:
14
Twist up a Dust Devil around yourself to travel behind an opponent and surprise them
with a melee attack. This spell may be cast instantly even while moving, if the cast is
successful you dash behind an opponent within 10 feet and initiate an instant Melee
Combat round (as a part of the spell) with a +2 surprise bonus for the first roll only (and
not damage). If the cast criticals then you may dash up to 20 feet away instead and
your surprise bonus increases to +5.
SP
3 Razor Wind MP: 8 Range: N/A
Manifest: 9 Critical:
14
56
Whip up a deadly sharp wind around your weapon, creating a razor edge for your foes.
If the cast is successful for the next D6 turns all Melee Combat rolls you make receive a
+2 bonus to them (both damage and to hit). If the spell criticals the duration is 6 rounds
and the bonus increases to + 4. This spell may only target you.
SP 3 Howling Gale MP:
7 Range:
0
Manifest: 10 Critical:
15
Fire off a powerful blast of wind, damaging all units in a line in front of you. If the cast is
successful then all units in a 20 foot straight line infront of you receive your Magic Die
as damage. Units hit by this attack are also knocked back together to the end of the
line. If multiple units are hit they must pass an Accuracy check of 7 or higher to avoid
falling down in a pile together. If the spell criticals you may roll an additional Magic Die
as damage and the line length is increased to 40 feet.
SP 4 Treacherous Winds MP: 9 Range:
30
Manifest: 12 Critical:
18
Whip up a small tornado that can move almost anything. If the cast is successful, the
target of the spell moves up to 40 feet in a straight line in any direction you choose.
This may be cast on both allies and enemies, but a Witch may not be the target of this
spell. If this spell criticals then the maximum movement distance is increased to 60 feet
and you are allowed to make the line bend once.
SP 5 Leaf on the Wind MP:
10 Range:
30
Manifest: 13 Critical:
17
A deadly magically enhanced attack, you enter into a deadly dance flowing as the
breeze itself to make a series of attacks. If the cast is successful, you may instantly
move up to 30 feet and initiate a Melee Combat round with an enemy at a +2 bonus.
Damage is dealt normally and knockbacks are applied normally but even if you lose the
dance is not over.
If there is another enemy (that you have not attacked already) within 30 feet you may
instantly move to that target and initiate another melee combat round; each target hit
beyond the 5th drains 2 MP from your pool additionally. Repeat this process until either
you choose to end the dance, your MP is empty, you are knocked unconscious or you
run out of targets.
If the cast is a Critical the bonus for Melee Combat Rounds goes to +5 and additional
targets don’t drain your MP.
Earth
Stalwart and immovable, earth magic is a highly defensive form of magic that also offers
decent damage as well as some utility in the form of terrain altering.
SP 2 Stone Fist MP: 4 Range: 30
57
Manifest: 7 Critical:
13
A contoured fist made of rock that is fired at the foe. If the cast is successful the target
suffers D10 of damage. If this damage is equal to or over 5 then the target is knocked
backwards 10 feet. If the cast Criticals, the target takes 15 points of damage and is
knocked back 20 feet.
SP 2 Sandstorm MP: 5 Range:
50
Manifest: 6 Critical:
10
Whip up a small sandstorm to confuse opponents and provide cover for your allies. If
the cast is successful, an area equal to a 20 foot wide circle from the target location is
covered in a Sandstorm. All targets within except for the casting Magical Girl only suffer
a 5 penalty when casting spells that have to be aimed or making ranged attacks while
within the area. Additionally all units starting their turn (except for the casting Magical
Girl) have their movement speed reduced by 10 feet a turn (this does not apply to
Witches). If the spell Criticals, double the circle area to 40 feet and increase the
movement speed penalty to 15 feet a turn.
SP 3 Bring Down the House MP: 6 Range: 10
Manifest: 9 Critical:
15
Using earthen magic you attempt to collapse any floor / structure near you. If the cast is
successful, pick any surface within 10 feet of you, that surface collapses in on itself. If
this is on the floor, then you create difficult terrain in front of you in a 10 foot circle from
the target location. If this surface is above you / a ceiling then it falls down in a 10 foot
circle infront of you. All units caught in the circle suffer D10 damage. If this surface is
a wall then you create a 10 foot circular hole in it. If this spell criticals then you may
double the radius of destruction to 20 feet, and may move the target location an
additional 10 feet away (giving it a total range of 20 feet).
SP 3 Earthen Shield MP: 7 Range:
30
Manifest: 11 Critical:
15
Shield the target with a shield of earth to absorb incoming damage for a time. If the cast
is successful, you create a shield on the target. This shield has 15 temporary health
and provides passive 3 Damage Resistance from all incoming sources until the shield
breaks. This shield lasts a maximum of 6 turns. If the spell criticals then the shield
amount increases to 25, and the duration increases to 10 turns.
SP 4 Arena of Anguish MP: 8 Range: 0
Manifest: 12 Critical:
19
Create high impassable walls of earth to lock in both friends and foes alike. If the cast
is successful you create 30 ft. high earth walls around you and whoever’s inside; these
walls appear exactly 30 feet away from you in all directions to form a box. These walls
follow all of the normal rules for terrain/wall destruction. If the spell criticals the walls
height is doubled to 60 feet and any target taking damage from passing through the wall
58
has that damage doubled. These walls last infinitely, however the casting Magical Girl
may choose to lower them at anytime during her turn; they also instantly collapse when
the casting Magical Girl’s MP is empty.
SP 5 Petrify MP: 10 Range: 20
Manifest: 15 Critical:
22
Freeze the target with a petrifying gaze, sealing it in stone and making it unable to act
but incredibly resilient to incoming damage. If the cast is successful, the target is
trapped in solid stone for Magic Die turns. While trapped in stone they are unable to
move, cast spells, attack or take their turn normally. However while trapped inside of
the stone the target receives 10 damage resistance from all incoming damage sources.
If the spells criticals, double both the duration trapped as well as the damage
resistance.
Light
Light magic is a rarer form of magic that draws it’s power from the form of light itself.
Offering a mix of healing, utility and minor damage light magic is a great asset to any
Magical Girl arsenal.
SP 1 Solar Flare MP: 3 Range:
15
Manifest: 6 Critical:
12
Let out a blinding flash of light to distract and disorient enemies. If the cast is
successful, all targets in a 15 foot cone in front of you, suffer a 2 distraction penalty on
all their rolls next turn. If the spell Criticals than double the distraction penalty to 4.
SP 1 Lighting the Way MP: 2 Range:
60
Manifest: 8 Critical:
12
Create a shining ball of light that responds to your commands. If the cast is successful,
you conjure a small ball of light that starts off 5 feet above your head. The ball moves at
a speed of 30 feet a turn and may travel a maximum distance of 60 feet from you. The
light produced from this ball is similar to that of a flashlight but in all directions. If the
spell Criticals the ball may travel up to 120 feet away from you and the light becomes
more intense.
SP 2 Lucent Shielding MP: 4 Range:
30
Manifest: 9 Critical:
15
Infuse your target with a shining light, healing them a small amount and granting them a
temporary shield. If the cast is successful the target is instantly healed for an amount
equal to your Heart Die roll; additionally the target also receives a temporary health
shield for the same amount. This shield lasts until the end of your next turn or until it is
depleted. If the spell criticals double the result of your Heart Die.
SP 3 Light Spear MP: 7 Range:
50
59
Manifest: 11 Critical:
17
Manifest a spear of pure light in your hands and sling it at the foe. If the cast is
successful the target takes 5 + Heart Stat damage, additionally the spear explodes to
deal the same amount to every unit within 10 feet of the target. If the spell Criticals,
double the damage normally dealt.
SP 4 Sanctuary MP: 8 Range: 0
Manifest: 12 Critical:
16
Create a holy sanctuary of pure light to keep out those who seek to harm you or your
allies. If the cast is successful, you create a circle starting at your location equal to D4
feet * 10. All non friendly units within this area are immediately pushed out to the edge
of the circle. No attacks (magical, ranged or melee) or units (friendly or not) may pass
through the boundary. The Sanctuary lasts for a number of rounds equal to your Heart
Stat. If the spell Criticals then the duration of Sanctuary becomes 10 rounds. The
casting Magical Girl may choose to drop the Sanctuary at any time during her turn.
SP 5 Final Spark MP:
12 Range: 60
Manifest: 14 Critical:
19
Summoning all of the Light you can, create a massive blast of searing light magic. If the
cast is successful, all targets infront of you up to 60 feet away suffer damage equal to
your Magic Die + your Heart Die. This spell must deal at least 10 damage (if the
combined roll is lower than 10, targets suffer 10 damage instead), and if the spell
Criticals then double all damage dealt.
Darkness
Misunderstood, most Magical Girls shy away from the magic of darkness. However a
Magical Girl who uses darkness magic will have a lot of damage, debuffing, and even
some summoning.
SP 1 Veil of Shadows MP: 3 Range: 30
Manifest:
7 Critical:
11
Shroud an area in crippling darkness to provide cover for your allies or give you an
advantage in close range. If the cast is successful, a circle of 20 feet around the target
area is shrouded in darkness. All targets within suffer a 5 penalty when casting a spell
or using a ranged attack. If the spell Criticals the area is doubled to a 40 foot circle.
SP 2 Hex MP: 5 Range: 30
Manifest:
9 Critical:
13
Place a crippling Hex on the target that slows them and saps their strength. If the cast
is successful the target’s movement is slowed by 10 feet a round, and additionally suffer
1 to their Strength Stat for D4 rounds. If this spell Criticals the penalties are doubled
and the duration is 4 rounds.
60
SP 3 Shadowburn MP: 7 Range:
60
Manifest: 10 Critical:
15
Ignite the target with a shadow that burns like flame. If the cast is successful, the target
suffers D8 damage. Additionally they suffer D8 damage at the start of their turn for a
number of rounds equalling your Mind Stat. If the spell Criticals then the target always
suffers 8 damage at the start of their turn for a number of rounds equalling your Mind
Stat.
SP 3 Shadow Ball MP: 7 Range:
50
Manifest: 11 Critical:
17
Conjure a swirling ball of Shadow Magic that explodes with volatility. If the cast is
successful the target and all units within 10 feet of the target suffer 5 + Mind Stat
damage. If the spell criticals it deals double damage and all affected units suffer a 2
penalty on their next roll only.
SP 3 Aura of Shadows MP: 5 Range:
N/A
Manifest: 10 Critical:
16
Cover your weapon in an otherworldly aura, instilling fear in even the most hardened
enemies. If the cast is successful, your weapon becomes coated in shadow energies
for a number of rounds equalling ½ your Mind Die (rounded down). All melee damage
you do receive extra bonus damage equal to your Mind Stat. Additionally after they
receive damage, if you succeed in a Mind vs. Mind check over them they are inflicted
with fear and run away from you. If this spell criticals then you receive a +2 bonus on
your Mind roll to inflict fear. This spell may only be cast on yourself.
SP 4 Alone in the Dark MP: 8 Range:
90
Manifest: 13 Critical:
18
Gather darkness around an isolated target to inflict damage. If the cast is successful,
the target suffers damage based on how far their nearest ally is to them. The target
suffers 5 damage per 10 feet that their nearest ally is from them. This damage can only
reach a maximum of 30 feet, and if the target is fighting alone they receive a flat 15
points of damage. If this spell Criticals, the target suffers 10 damage per 10 feet to their
nearest ally up to a maximum of 40, and if they are alone they suffer 30 points of
damage.
SP 5 Demonic Doorway MP: 10 Range:
10
Manifest: 15 Critical:
20
Create a doorway straight to Hell, to summon a large Demon to fight by your side. If the
cast is successful, a Butcher Demon appears at the target location. This unit acts as a
Minion, fighting solely for you and lasting for a number of rounds equal to your Mind Stat
(with a maximum of 10 rounds). If the spell Criticals the duration of Demonic Doorway
is 10 rounds, this spell may not be cast again while you already control a Butcher
Demon. The stats for the Demon are listed below. If the Demon is killed (0 HP) before
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the duration of Demonic Doorway is over you take 5 corruption points. If the casting
Magical Girl reaches 0 HP or transforms back to human before Demonic Doorway’s
duration is over, Demonic Doorway instantly ends.
Butcher Demon HP: 50 MP: 30 Weapon Die: D12
STR: 8 ACU: 3 MAG: 3 HRT: 5 MND: 4 CHA: 2
Spells:
Black Cleaver MP:
15 Range: 20
Manifest:
6 Critical:
9
Fires off a Cleaver Slash of pure shadow energy. If the cast is successful, the target
suffers damage equal to Weapon Die + Magic Die. If the spell Criticals, the spell deals
damage equal to the highest numbers on both dice. (EX. D12 and D10 Critical would
deal 22 Damage).
Arcane
Arcane magic harnesses pure magical energy, dealing with the pure nature of magic
itself. Offering a mix of utility, damage and crowd control Arcane magic is a good all
around choice.
SP 1 Magic Missile MP:
3 Range:
30
Manifest: 7 Critical:
11
A flurry of pure Arcane magic fired at a foe. Roll the manifest for this spell 3 separate
times, but only subtract the mana from your pool once. For each roll that is successful
the target takes D4 damage. For each roll that is a Critical the target takes D6 damage.
If this spell Criticals once your MP is drained as if the whole spell Criticaled.
SP 2 Arcanopulse MP:
5 Range:
0
Manifest: 9 Critical:
15
Send out a strong pulse of magic to all nearby foes, the more times it’s cast the stronger
it gets.
If the cast is successful all units within 10 feet of you take D6 damage. Whenever you
cast this spell you receive a debuff that lasts until the end of your next turn, this debuff
increases the cost of Arcanopulse by +2 MP (5/7/9/11/13/etc..), however it also does the
next die size up in damage (D6 / D8 / D10 / D12/ D20). If the spell Criticals it does
maximum damage based on whatever die you are rolling.
SP 3 Mana Leech MP:
5 Range:
30
Manifest: 10 Critical:
16
Attack the target’s Magic Pool, attempting to siphon some off for yourself. If the cast is
successful, deal your Magic Die as damage to the target’s MP. You receive all of the
MP damage this way as bonus MP to your pool (this damage can go up to a maximum
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of 15). Any MP stolen this way is taken out of your pool (if any remains) at the end of
each combat. If the spell criticals double the MP damage dealt.
SP 3 Mana Burn MP:
7 Range:
30
Manifest: 12 Critical:
Ignite the target’s own magical energies, dealing damage based on their missing
energy. If the cast is successful, the target takes damage equal to the difference
between their maximum MP and their current MP. The target takes damage equal to
the difference between their total Magic Pool and their current Magic Pool. This spell is
unable to Critical, and cannot be cast on Witches.
SP 3 Teleport MP: 6 Range: 60
Manifest: 11 Critical:
16
Attempt to Teleport a target, moving them either to your advantage or their doom. If the
cast is successful, you may move the target anywhere within the spell’s 60 foot range
but they may not be placed inside of solid objects or other units. If the spell Criticals the
range of this spell is increased to 90 feet.
SP 5 Mana Clash MP:
0 Range:
0
Manifest: 15 Critical:
Pure Magical energies clash together, leaving both parties completely without mana. If
the cast is unsuccessful, your receive 10 MP. However if the cast is successful, both
the target and caster’s MP’s are drained to 0. If one is higher than the other the
difference between the two is subtracted as damage from the lower party’s HP. This
Spell is unable to Critical and after casting still follows all normal rules of an empty
Magical Pool and reversion to normal form.
SP 5 Ethereal Prison MP:
10 Range:
30
Manifest: 14 Critical:
18
Create an Ethereal prison out of pure magic that damages the target. If the cast is
successful you trap a target in a prison of magic, making them unable to move (but still
able to attack and cast spells) and they suffer D6 damage every turn at the start of their
turn. The Prison lasts indefinitely but at the beginning of their turn (before Ethereal
Prison deals damage) they may make a Strength vs. Magic check against you to break
out of the prison. Every turn beyond the 3rd you suffer a cumulative 2 negative to your
Magic roll. If the spell criticals you may reduce the cumulative penalty to 1.
Healing
One of the purest and simplest forms of magic, a Magical Girl who uses the Healing
spell category focuses solely on the healing and preventing of injuries.
SP
1 Minor Heal MP: 3 Range: 60
Manifest:
6 Critical:
12
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A basic healing spell, bright light flows from your hand and into an ally. If successful
you heal the target by ½ your Heart Die. If the spell criticals you add your full Heart Die
instead of ½.
SP 2 Restorative Touch MP: 5 Range:
0
Manifest: 8 Critical:
13
A heavy healing touch to restore your allies. If the cast is successful, you heal the
target 5 HP at the start of their turn for a number of rounds equal to your Heart Die (up a
maximum of 10). If this spell Criticals the duration is 10 rounds.
SP 3 Major Heal MP: 7 Range: 60
Manifest: 12 Critical:
16
A larger, more powerful healing spell the light from this spell restores allies quickly to
health. If the cast is successful, you heal the target by an amount equal to your Heart
Die + Heart Stat. If the spell Criticals you may take the highest number on your Heart
Die as the number rolled.
SP 4 Radiating Spirit MP:
9 Range:
N/A
Manifest: 15 Critical:
19
You let your healing spirit radiate through your body and flow into all around you. If the
cast is successful, for the next 2 rounds at the start of your turn you heal all units
(friendly and unfriendly) within 20 feet of you by 10 HP. If this spell Criticals the duration
becomes 4 rounds.
SP 4 Divine Healing MP:
7 Range:
N/A
Manifest: 12 Critical:
16
You focus all of your Magic into shielding your allies from harm. If the cast is
successful, For the next 3 rounds (not including this one), you create a shield lasting
until the end of the target’s next turn on any target you heal equal to half of the total
amount healed rounded down. (EX. If the amount healed equaled 10 HP they would
also receive a 5 HP shield until the end of their next turn). If the spell Criticals then the
duration is increased to 5 rounds.
SP 5 Breath of the Phoenix MP: 12 Range:
10
Manifest: 14 Critical:
18
Breath life into a helpless ally, restoring them to fighting shape (barely). This spell is
only useable on an untransformed (0 MP) or knocked out (0 HP or lower) ally. If the
cast is successful, instantly restore them with 10 HP + Heart Roll and 10 MP + Heart
Roll. If the spell Criticals restore them with 20 HP + Heart Roll and 20 MP + Heart Roll.
Weapon Enhancement
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Magic for those Magical Girls who choose to fight with their weapons as opposed to
spells. This category focuses magic inward to create more damage and advantages in
Melee as well as Ranged combat.
SP 1 The Raid MP: 3 Range: N/A
Manifest:
7 Critical:
9
Focus your Magical energy inward, multiplying Strength greatly. If the cast is
successful, for the next D4 rounds you receive a +2 to any melee combat rolls you
make (not including damage). If this spell Criticals the bonus is increased to +4. This
spell may only be cast on yourself.
SP 2 Flash of Steel MP: 5 Range: 0
Manifest:
8 Critical:
10
Focus your Magical energy inward to bound forward in an instant attack. If the cast is
successful and you have a melee weapon, you may jump to a target up to a distance
away equalling 5 feet * Magic Stat and instantly start a Melee Combat round with them.
If the cast is successful and you have a Ranged weapon, you may instantly attack a
target within normal range of your weapon with a hit threshold of 2 less than normal. If
the spell Criticals you may start your melee round with a surprise bonus of +2 to hit and
damage if successful; or you may double the lessened hit threshold to 4 less than
normal.
SP 3 Paradigm Shift MP: 6 Range: N/A
Manifest:
9 Critical:
11
Use your Magic to alter the physical nature of your weapon itself, switching styles and
ranges for your weapon. If the cast is successful, your Melee weapon turns into a
Ranged Weapon and your Ranged Weapon turns into a Melee Weapon. The Stat Die
Roll (IE Strength or Accuracy) and Weapon Die stays the same for your weapon
regardless of the switch, and the stats for Melee weapon shifts are as follows:
Weapon Die:
D6 Hit 7 Critical 12 Range 50
D8 Hit 9 Critical 13 Range 35
D10 Hit 12 Critical 15 Range 70
D12 Hit 13 Critical 16 Range 90
SP 4 Finale MP: 10 Range: N/A
Manifest:
11 Critical:
14
Summon a massive version of your weapon for the next attack, creating a ‘finale’. If the
cast is successful, for your next attack or Melee Combat round you roll two Weapon Die
as opposed to one. This bonus lasts until the end of your turn, but cannot be stacked
with other Magical effects that increase your Weapon Die rolls or Strength / Accuracy
Die rolls. If the spell Criticals you may receive this bonus for your next two attacks or
Melee Combat rounds.
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SP 5 Infinite Dimension MP: 0 Range: N/A
Manifest: 12 Critical:
19
Summon up all of your magical energies to produce an infinite amount of your weapon.
If the cast is unsuccessful, you suffer 10 MP. If the cast is successful, you may choose
to spend additional MP in multiples of 5. For every 5 MP spent this way you may attack
/ initiate a Melee Combat round once. These attacks may be on separate targets or the
same target, and Melee attackers may move up to 10 feet in between each attack made
and additionally have an increased melee range of 10 feet. Ranged attackers instead
receive a +1 bonus to damage and Weapon Die rolls while using Infinite Dimension.
You must declare the number of attacks / MP spent at the beginning of the spell’s cast.
If you run out of targets during the spell you may choose to cease the spell but the MP
is still spent entirely from your pool. If the spell Criticals then Melee attackers receive
the ability to move 20 feet between each attack and have their range increased to 20
feet, and Ranged attackers receive a +2 bonus to damage and Weapon Die rolls.
Time
One of the rarest forms of magic, this spell category is only available through a Quirk.
However Time magic offers some of the most volatile and exploitive spells of all Magical
Girls.
SP 3 Time Heals all Wounds MP: 7 Range:
0
Manifest: 9 Critical:
14
Sends the target’s physical body back in time, restoring them to the HP and status
conditions that they were a round ago. If the cast is successful, the target is returned to
exactly the HP and status conditions they were when they started their turn last round (if
these conditions cannot be remembered then the spell has no effect and this does not
include buffs put on by themselves or allies). If the spell Criticals then they are restored
to conditions they were at up to 2 rounds ago.
SP 3 Negate Time MP: 10 Range:
N/A
Manifest: 13 Critical:
19
Stop time in place for all others except for yourself, allowing yourself to act far quicker
than is normally possible even for a Magical Girl. If the cast is successful, you may take
an extra Major Action this turn and you instantly take another turn after your current one
is over. If the spell Criticals you may take another bonus turn after your first bonus turn
has ended. This spell may only be cast on yourself, and during your bonus turn(s) you
may not cast this spell again.
SP 3 Chronoshift MP: 7 Range:
0
Manifest: 8 Critical:
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Alter the position of the target in Time itself. If the cast is successful and targets a
friendly unit, that unit may consider themselves at the top of the Initiative order until the
current combat is over. If the cast is successful and used on an unfriendly unit, they are
considered to be at the bottom of the initiative order until the current combat is over.
This spell is unable to Critical.
SP 3 Time Warp MP: 8 Range: 20
Manifest: 11 Critical: 16
Create a limited Time Warp around the target, speeding them up or slowing them down.
If the cast is successful and cast on a friendly unit, that unit has +20 feet / turn
movement speed for D4 turns. If the cast is successful and cast on an unfriendly unit,
that unit has 20 feet/turn movement speed for D4 turns. If the cast Criticals then the
duration for the spell is 4 rounds.
SP 4 Greater Negate Time MP: 15 Range: 5
Manifest: 15 Critical: 19
Attempt to stop time, but instead of just going yourself you bring others with you. If the
cast is successful, you may take an extra bonus turn right after your current turn ends.
Then any units touching you or within 5 feet of you at the time of casting take a bonus
turn as well (the order for these turns follows general Initiative order). During these
bonus turns you nor any allies who also have Time Magic may cast this spell or Negate
Time. If the spell Criticals you may each take 2 bonus turns instead of 1.
SP 6 Turn Back the Clock MP: 20 Range: N/A
Manifest: 17 Critical: 25
An incredibly risky spell that attempts to send you back in time a limited period to
perhaps correct mistakes that were made. If the cast is successful, you go back in time
up to exactly one hour (your Incubator is responsible for the exact point in time you
return to). When you return you are the only one who remembers anything about the
future that you experienced, but you are allowed to tell others about it and attempt to
change the future. Anytime this spell is cast successfully you receive 5 corruption
points that cannot be negated or reduced by Abilities, Quirks, your Heart Stat or
otherwise. If the spell Criticals you may go back up to one month.
Celestial
Another rare form of magic available only through quirk, celestial magic draws its power
from the stars. Mostly damaging spells, the magic of the stars also offers minor utility
and buffing spells.
SP 1 Mantle of Moonlight MP: 3 Range:
10
Manifest:
8 Critical:
12
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Cover the target in protection made of pure moonlight, appearing as a luminescent
white cloak. If the cast is successful, the target receives a mantle of magical energy
granting them 2 Damage Resistance from all incoming sources for D4 rounds.
Additionally any unit the target moves through within 5 feet suffers D6 damage. If the
spell Criticals the duration is 4 rounds.
SP 2 Star Light Star Bright MP: 10 Range:
N/A
Manifest:
8 Critical:
17
Look to the stars for guidance, in a chance of divining some kind of hint or advice on
what to do. If the cast is successful, you may ask the Incubator any one question
pertaining to an ingame source. The Incubator may answer it as vaguely as they want
to, but they must give a truthful answer. If the spell Criticals the Incubator must give a
fairly precise answer.
SP 2 Comet Spray MP:
5 Range:
30
Manifest:
9 Critical:
13
Fire off a volley of magic appearing as small streaking comets. Roll the manifest for this
spell 3 separate times, but only subtract the mana from your pool once. For each roll
that is successful the target takes D6 damage. For each roll that is a Critical the target
takes D8 damage. If this spell Criticals once your MP is drained as if the whole spell
Criticaled.
SP 3 Black Hole MP: 7 Range: 50
Manifest:
10 Critical:
14
Create a small black hole that pulls everything into its center. If the cast is successful,
all units within 20 feet of the target area are moved to the target area. A unit may pass
a Strength check of 9+ to avoid being pulled in. If multiple targets are pulled in they
each take 1D6 for the total number of targets pulled in. If the spell Criticals the Strength
check ups to 10 and the radius of the attack becomes 30 feet.
SP 4 Fist of the North Star MP: 9 Range:
0
Manifest:
12 Critical:
17
Focusing magic on a singular point you create a new sun in your palm that you punch
into the enemy. If the cast is successful, the target suffers damage equal to your Magic
Die + Strength Die + 10. The target is also launched back a distance of 50 feet. If the
spell Criticals then you may take maximum numbers for you Magic and Strength dice.
SP 5 Starfall MP: 11 Range: 30
Manifest:
13 Critical:
18
Using your magic you call upon the power of the heavens to strike your foe. If the cast
is successful, a massive column of starlight falls from the sky and strikes your foe. They
suffer 3D10 damage and if the damage dealt exceeds 15 they are stunned for 1 round.
The target may attempt a Heart save of 8+ to negate this stun. If the spell Criticals it
deals 30 damage and the Heart save is boosted to 9+.
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Ribbon
A less direct form of Magic, ribbon magic focuses on utilizing ribbons found on your
Magical Girl transformation to crowd control enemies and provide utility for allies.
SP 1 Ribbon Walkway MP: 2 Range: 50
Manifest: 7 Critical:
10
Using your Ribbons you create a walkable path from one point to another for allies to
cross. If the cast is successful, you create a walkable path 5 feet wide and up to 50 feet
long. This can be used to make bridges, break falls, or even allow enemies to cross it.
If the spell criticals then the path becomes 10 feet wide and may be up to 60 feet long.
SP 2 Ribbon Binding MP: 5 Range: 30
Manifest: 10 Critical:
12
Attempt to wrap the target up in a ribbon prison, making them unable to attack or move.
If the cast is successful, the target is trapped in a prison of ribbons for 23 rounds based
on your magic stat (<6 2 rounds / >6 3 rounds). The target is unable to move, attack or
cast magic but they may make a Strength check of 7+ to break out of the trap instantly.
If the spell Criticals they also suffer D6 damage each turn they remain trapped and the
spell lasts 3 rounds unless broken.
SP 2 Ribbon Whip MP: 4 Range: 30
Manifest: 8 Critical:
12
Unleash your ribbons to whip the target and deal damage. If the cast is successful, the
target takes your Magic Die as damage. If the spell Criticals you may take maximum
damage on your Magic Die as damage dealt.
SP 4 Ribbon Clone MP: 8 Range: 5
Manifest: 12 Critical:
16
Attempt to create an exact clone out of ribbons, it is unable to attack but can it distract
and confuse enemies. If the cast is successful, you create an exact clone of yourself
within 5 feet of you. It has the same movement speed as you and 1/4th of your current
HP as it’s HP. If the clone is hit by a melee attack the attacker is trapped as if they were
the target of the Ribbon Binding spell. Enemies however can make a Mind Die vs your
Magic Die check to see if they can recognize which of you is the clone. If the spell
Criticals the clone starts with ½ of your current HP as it’s HP and you receive a +2
bonus to any Mind vs. Magic checks you make concerning the clone.
SP 5 Ribbon Bomb MP: 10 Range:
30
Manifest: 13 Critical:
19
Ball up your ribbons into a bomb and toss them, exploding it to deal minor damage and
slow all enemies in the radius. If the cast is successful, all units within 10 feet of the
target destination suffer D10 damage and have their movement speed reduced by 10
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feet / turn for the next D4 turns. If the spell Criticals it deals 10 damage to each unit hit
and slows their movement by 20 feet / turn.
SP 5 Ribbon Dragon MP: 12 Range: 50
Manifest: 15 Critical:
21
With a massive influx of magic, your ribbons become a massive dragon that bites the
target. If the cast is successful, the target suffers Magic Die + Magic Stat + 10 damage.
If the spell Criticals you may take max damage for you Magic Die roll and the target is
stunned for the next round unless they pass a Heart save of 8+.
Barrier
Barrier magic is a majorly preventative form of magic, using magical barriers to protect
allies or seal off areas. However, barrier magic if used creatively can also have
destructive results.
SP 2 Physical Barrier MP:
4 Range: 10
Manifest: 8 Critical:
13
Create a barrier of protection to keep out physical forms. If the cast is successful, you
erect a barrier up to 20 feet high and 20 feet across. No unit (friendly or unfriendly) may
move through this barrier, and any attacks from ranged weapons are instantly destroyed
when making contact with the barrier. This barrier lasts D4 rounds, however once time
is up you may choose to drain your MP by 4 to keep the barrier up an additional turn
(this may be done as long as you have MP to use on it). If the spell criticals then the
barrier lasts 4 rounds and you may maintain it an additional turn at the cost of 2 MP per
additional round instead.
SP 2 Magical Barrier MP:
4 Range: 10
Manifest: 8 Critical:
13
Create a barrier of protection to keep out magical forces. If the cast is successful, you
erect a barrier up to 20 feet high and 20 feet across. Units may move through this
barrier, but any spells shot at or through the barrier are instantly destroyed when
making contact with the barrier. As well, if a unit passes through the barrier with a spell
active on them, the spell is instantly canceled regardless of strength or remaining
duration. This barrier lasts D4 rounds, however once time is up you may choose to
drain your MP by 4 to keep the barrier up an additional turn (this may be done as long
as you have MP to use on it). If the spell criticals then the barrier lasts 4 rounds and
you may maintain it an additional turn at the cost of 2 MP per additional round instead.
SP 3 Personal Barrier MP:
6 Range: 30
Manifest: 10 Critical:
15
You create a small personal barrier around a single ally, shielding them from harm. If
the cast is successful, you create a shield around the target equal to 10 + Magic Stat
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that lasts D4 rounds. If the spell criticals, you may double the amount the target is
shielded by and the duration increases to D4 + 1 rounds.
SP 4 Ultimate Barrier MP: 8 Range:
20
Manifest: 13 Critical:
17
Create the ultimate barrier of protection to keep out magical forces and physical forms
alike. If the cast is successful, you erect a barrier up to 30 feet high and 30 feet across.
Units may not move through this barrier, and any spells or ranged attacks that make
contact with the barrier are instantly destroyed or nullified. This barrier lasts D4 rounds,
however once time is up you may choose to drain your MP by 8 to keep the barrier up
an additional turn (this may be done as long as you have MP to use on it). If the spell
criticals then the barrier lasts 4 rounds and you may maintain it an additional turn at the
cost of 4 MP per additional round instead.
SP 5 The Box MP: 10 Range: 30
Manifest: 14 Critical:
Create a series of 6 small barriers around the target that collapse in on them, crushing
them slowly. If the cast is successful, the target is unable to move for the first round of
this spell. The target is considered under the effects of this spell for 4 turns. At the end
of the first turn the target becomes unable to move and suffers D8 damage. At the end
of the 2nd turn the target is unable to attack or cast spells and suffers D10 damage. At
the end of the 3rd turn the target is considered stunned and unable to act. At the end of
the 4th turn the target is freed from all effects but suffers D20 damage. This spell cannot
Critical, and if cast on a witch only does the damage values not the stunning or the
movement limiting effects.
Music
For the Magical Girls with a tune in their head and a song on their tongues, Music magic
offers a wide variety of buffing and debuffing to allies and enemies respectively.
SP 2 Diminuendo MP:
5 Range: 90
Manifest: 9 Critical:
13
You summon a Violin with your magic and play a soothing rhythm to lull targets to sleep.
If the cast is successful, a single unit within 90 feet that is
unaware
of your presence
starts to drift off to sleep. Make a Charisma Die vs. the target’s Magic Die, if you
succeed then the target is considered distracted and suffers a 1 to all rolls for the next
D4 rounds. If you succeed the Charisma roll by more than 5 then the target falls asleep
and is considered helpless until they receive damage or one hour passes. If the spell
Criticals the target immediately falls asleep without having to do any checks.
SP 2 MezzoPiano MP:
4 Range: ??
Manifest: 8 Critical:
14
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Summoning a Cello, you play a deep soulful melody that drives away projectiles. If the
cast is successful, you block all incoming ranged attacks (friendly and nonfriendly) in
circle that’s radius is dependant on a Charisma Die roll (see below) around you and
any units within the circle this effect lasts until the start of your next turn. If the spell
Criticals then this effect extends an additional round so it ends at the start of your
second turn from the spell’s cast. During that turn you may attack and move normally,
you do not have to maintain the spell.
Charisma Die Roll:
13: 10 feet
46: 20 feet
78: 30 feet
910: 50 feet
11+: 60 feet
SP 3 Vivance MP: 6 Range: 20
Manifest: 10 Critical:
15
You summon a flute to create a Magical marching theme to speed your allies to victory.
If the cast is successful, all friendly units within 20 yards of your have their movement
speed increased by a number of feet a round dependant on a Charisma die rolled (see
table below) until the start of your next turn. You start the next turn with + 10 feet / turn
movement speed for each friendly unit affected by this spell (this doesn’t include
yourself), the limit of the movement speed gained this way is equal to your Charisma
stat * 10.
Charisma Die Roll:
13: 5 feet
46: 10 feet
78: 20 feet
910: 30 feet
11+: 40 feet
SP 4 Harmonium MP:
9 Range: 20
Manifest: 12 Critical:
18
You summon a Saxophone to perform a perfect harmonization with the target. If the
cast is successful then for a number of rounds equal to ½ your Charisma Die roll
(rounding down), any damage you or the target takes is divided evenly amongst the two
of you (rounding up) and as long as you stay within 50 feet of the target. If the spell
Criticals then you may split the damage between the target and yourself so that one
takes 75% of the damage dealt and 25% of the damage dealt (again rounding up).
SP 4 Maestoso MP: 9 Range: 20
Manifest: 12 Critical:
16
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You summon a set of bagpipes to heroically play your allies to victory. All allied units
within 20 feet of you receive a bonus to all their rolls until the start of your next turn.
This bonus is dependant on a Charisma roll (see below). If the spell Criticals this spell
lasts an additional round so it ends at the start of your second turn after this spell is
cast. During that turn you may attack and move normally, you do not have to maintain
the spell.
Charisma Die Roll:
16: +1 bonus
78: +2 bonus
910: +3 bonus
11+: +4 bonus
SP 5 Power Cord MP: 11 Range: 15
Manifest:
14 Critical:
18
You summon an electric guitar and massive stack of amplifiers, using your magic to turn
the sweet riff into sweet damage. If the cast is successful, all units in a 15 foot cone in
front of you suffer damage equal to your Charisma Die + Magic Die. Closer units also
take additional damage, all units within 5 feet of you take an additional 10 damage while
units 10 feet away take a bonus 5 points of damage. If the spell Criticals then you may
take max damage for you Charisma and Magic die rolls.
Illusion
Illusion magic is one of the Magical Girl’s most versatile spell categories. Be it defense
by confusing your opponent or offense by detonating those illusions for damage.
SP 1 Disguising Illusion MP: 3 Range:
N/A
Manifest: 6 Critical:
12
Using magic you can craft your appearance to look like another, even down to the
voice; however it must be someone you have seen before and heard them speak. If the
cast is successful, you take on the exact appearance and sound as another. People will
believe that you are that person, however if they become suspicious or notice
something out of the ordinary you make a Mind Die roll vs. their Magic Die roll to stay
hidden. If the spell Criticals then you receive a +2 bonus to your Mind Die roll. This
spell may only be cast on yourself.
SP 2 Vanish MP: 5 Range: 30
Manifest: 8 Critical:
15
Using magic you mold a layer of camouflage magic around the target, rendering them
invisible. If the cast is successful, the target becomes invisible until the end of
their
next turn. Any attacks, or spell casts will break the illusion but movement will not.
Enemies and allies alike can attempt to spot the invisible target by rolling their Magic
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Die vs. your Mind Die. If the spell Criticals the invisibility lasts until the end of the
target’s next turn after this one, and you receive a +2 bonus to any Mind related roles
relating to this spell.
SP 3 Mirror Image MP: 6 Range:
N/A
Manifest: 10 Critical:
14
You create mirrored illusions around yourself in order to try and protect yourself against
incoming attacks. If the cast is successful you create D4 clones that follow you and
occupy the same space that you do. They have no physical form and have 1 HP, if they
are initiated into a Melee Combat Round they are instantly destroyed. When you
become the target of a non AoE ranged spell or a non AoE melee attack you make a
percentile dice roll. The result determines if you take damage or the close do, for the
precise numbers see the table below.
Clone Hit Table
4 Clones: 20% or lower hits you
3 Clones: 25% or lower hits you
2 Clones: 33% or lower hits you
1 Clone: 50% or lower hits you
If a clone is hit (or initiated into a melee combat round) then it is instantly destroyed
(without rolling damage), and if you are hit (or initiated on in a melee combat round)
then all clones are instantly destroyed. An opponent at melee range may make a Magic
Die roll vs. your Mind Die roll in order to receive a 20 bonus to the percentile roll. If the
cast Criticals you always produce 4 clones and receive a +2 bonus to any Mind related
rolls you me pertaining to this spell. This spell may only be cast on yourself
SP 3 Exploding Clone MP: 7 Range:
10
Manifest: 11 Critical:
16
You create a clone of yourself that attempts to attack an opponent at melee range
where it will explode. If the cast is successful, you manifest an exact clone of yourself
any place not occupied within 10 feet of you. This clone then proceeds to move
towards your target during your turn at your current movement speed / round. When
the clone is within 5 feet of the target it instantly detonates dealing 2D10 damage to all
units within 5 feet of it. Any unit may make a Magic Die roll vs. your Mind Die in order to
realize it is a clone and that it will explode. The clone has 5 health and will explode
upon reaching 0 health regardless of it’s proximity to it’s target or proximity to its allies.
If the spell Criticals the radius of the explosion is increased to 15 feet, and you receive a
+2 bonus to all Mind Die related rolls pertaining to this spell.
SP 4 Doppelganger MP: 9 Range:
5
Manifest: 13 Critical:
18
You create a real clone of yourself that will mimic all actions and attacks. If the cast is
successful, you create an exact clone within 5 feet of you with ½ of your current HP.
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This clone will follow exactly and mimic any attacks or spell casts you make, selecting
the same target as you for the attacks. This clone lasts until the end of your next turn,
unless your Mind Stat is greater than 6 where it lasts until the end of your 2nd turn after
casting the spell. Spells cast from the Doppelganger drain your Magic Pool by ½ of the
spell's normal MP cost (rounded up). If the Doppelganger's spell Criticals it drains the
full cost of the spell from your MP not the Critical amount. If a melee combat round
would send the target of your attack flying, the Doppelganger may follow them no matter
how far they went and will return to your side at the end of it’s Melee Combat round
regardless of the round’s results. When the Doppelganger's HP reaches 0 it is
immediately destroyed. If the spell Criticals the Doppelganger lasts 3 rounds.
SP 5 Dweller in Darkness MP: 12 Range: 10
Manifest: 16 Critical:
22
You manifest the target’s worst fears in the form of an illusion only they may see. If the
spell is successful you must immediately make a Mind Die check vs. the target’s Mind
Die. If this check is successful you create the illusion of their greatest fear, and the
target must make a Magic Die roll vs. your Mind Die roll. If the target fails the illusion
touches them and they suffer 2D20 damage and are immobilized with fear (if the target
is a Magical Girl they instantly revert back to Human Form) for D4 rounds or until they
receive damage. If the target passes they disbelieve the Dweller but still suffer 2D10
damage. This spell is not useable on Witches, and any other Magical Girl who has
learned this spell instantly disbelieves the Dweller. If the spell Criticals you receive a +2
to all Mind Die related rolls you make pertaining to this spell, and all damage dealt by
this spell must be at least 20 (if the result of your damage die is lower, use 10 instead).
Nature
Nature magic combines natural cures, and a deep connection to plants in order to do
damage with minor crowd control a Nature Magical girl shouldn’t be underestimated.
SP 2 Rejuvenation MP:
4 Range:
10
Manifest: 8 Critical:
13
You use the rejuvenating powers of nature to restore an ally to health over time. If the
cast is successful you heal the target by ½ of your Magic Stat (rounded up) for D4 turns
at the beginning of their turn. If the spell Criticals the duration of Rejuvenation is 4
rounds.
SP 2 Whip Vine MP: 4 Range: 30
Manifest: 6 Critical:
14
Vines grow from your arm and lash out at the target like a whip. If the cast is
successful, the target suffers your Magic Die roll as damage. If the spell Criticals you
may take maximum damage for you Magic Die roll.
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SP 2 Bark Armor MP: 3 Range: 30
Manifest: 8 Critical:
14
You create a shield out of Bark around the target, shielding them from harm with the
power of nature. If the cast is successful, the target receives a 10 health shield lasting
D4 rounds. While the shield remains on the target they receive 1 damage resistance
from all incoming sources unless your magic stat is at or above 6 where they receive 2
damage resistance instead of 1. If the spell Criticals the duration of Bark Armor is
always 4 rounds and the size is increased to 15 health.
SP 3 Strangleroot MP: 7 Range: 20
Manifest: 11 Critical:
16
You attempt to summon a host of vines to trap and bind the target. If the cast is
successful the target becomes trapped in vines making them unable to move or initiate
Melee Combat rounds for the next D4 turns. While trapped in the vines they suffer a 2
penalty to all Melee Combat round rolls. At the start of the target’s turn they may
attempt a Strength Die roll vs. your Magic Die roll in order to break free of Strangleroot.
If the spell Criticals the target suffers D6 damage each turn they remain in Strangleroot
and the duration is always 4 rounds.
SP 3 Undergrowth MP: 5 Range: 0
Manifest: 12 Critical:
18
You summon vines to cover the ground in front of you, making it incredibly hard to move
for all but the caster. If the cast is successful, vines strangle the ground in a 40 foot
circle around you. All targets within this area are limited to moving a maximum of 20
feet a turn (this persists as long as they started their turn within the area) except for the
casting Magical Girl. This spell lasts D4 rounds + 2, but if any Fire Spell Category spells
are cast within the area of Undergrowth any affected areas are considered no longer
under the effects of Undergrowth. If the spell Criticals then the movement speed is
slowed to 15 feet a turn, the duration is always 6 rounds and the casting Magical Girl
receives a +10 feet / turn movement speed bonus when starting her turn within the
Undergrowth area.
SP 5 Death Lotus MP: 10 Range:
20
Manifest: 15 Critical:
20
You plant a magical seed and encourage it to grow using your magic, growing the giant
Death Lotus flower in mere seconds. If the cast is successful, a Death Lotus appears
at the target location. This unit acts as a Minion, fighting solely for you and lasting for a
number of rounds equal to your Magic Stat (with a maximum of 10 rounds). If the spell
Criticals the duration of Death Lotus is 10 rounds, this spell may not be cast again while
you already control a Death Lotus. The stats for the Lotus are listed below. If the Lotus
is killed (0 HP) before the duration of Death Lotus ends instantly and you take 5
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corruption points, if the casting Magical Girl reaches 0 HP or transforms back to human
before Death Lotus ends the Death Lotus instantly ends.
Death Lotus HP: 30 MP: 60 Weapon Die: D8
STR: 3 ACU: 6 MAG: 8 HRT: 3 MND: 2 CHA: 4
Spells: Bullet Seed MP: 10 Range: 50
Manifest:
10 Critical:
15
The Death Lotus fires off a glowing magical green seed that explodes on impact. If the
cast is successful all units within 10 feet of the target square suffer D10 damage. If the
cast Criticals then Bullet Seed always does 20 damage and the radius is increased to
15 feet.
Leech Seed MP: 20 Range: 30
Manifest:
14 Critical:
18
The Death Lotus uses a seed that absorbs energy to transfer to its master. If the cast is
successful the target suffers D8 damage at the start of it’s turn for the next D4 turns.
The caster of Death Lotus is healed for an amount of health equaling the damage dealt
by this spell whenever this spell does damage. If the Death Lotus is killed or the spell
ends before Leech seed is over, Leech Seed immediately ends. If the spell Criticals
Leech Seed always lasts 4 rounds and always deals 8 damage to the target.
❧❧❧❧❧❧❧❧❧❧
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Part 9: Spell Upgrades
Once Magical Girls (and Wicca) reach Level 3, they unlock access to purchase
Spell Upgrades . If a Magical Girl spends 2
Soul Points, they may purchase a single
upgrade for a single spell. The Upgrade changes the very name of the spell itself, and
can (but not always) alter MP cost, Hit Threshold, Crit Threshold Range.
and If a
Magical Girl chooses to buy both Upgrades for a single spell, only one may be active at
a time although they may choose which one is active currently (this cannot be changed
during combat and must be declared to your Incubator before combat starts).
Water Upgrades
Restorative Waters
Rejuvenating Waters Stabilizing Waters
Rejuvenating Waters always heals your Stabilizing Waters always places the
full heart die of health instead of ½ . target at 0 HP and out of mortal danger
Criticals heal the target for 2 times your before
healing them the set amount.
Heart Die
Flowing Like Water
Frigid Stream Grace of Water
In addition to effecting movement speed The movement speed change of Grace
of the target, if the spell is cast on an of Water is 20 feet around as opposed to
enemy they suffer D4 Ice damage at the 10 feet a round. Additionally allies gain
start of their turn for as long as they are +1 to their Accuracy Stat (up to 10) while
under the effects of Frigid Stream. under the effects of Grace of Water.
Riptide
Undercurrent Riptide The Rising Tide
Undercurrent Riptide may now also be The Rising Tide now immediately heals
cast to damage the target instead. If cast the target for 10 HP upon casting the
with the intent to damage the target, the spell. Additionally it heals the target for
target suffers 5 damage a turn for 3 turns 10 HP every turn for the next 2 turns (4
(5 turns on a critical). on a critical) at the top of the initiative
order.
Icicle Spear
Icicle Lance Icicle Javelin
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Icicle Lance has a range of 5 feet and Icicle Javelin
has a range of 45 feet, and
deals 30 damage. If the spell criticals it the 10 foot knockback (including pinning
still deals 30 damage but the target is rules) always takes effect regardless of if
always pinned (if no wall or object is in the spell criticals.
range they are pinned to the ground).
Mana Tide
Sigil of the Mana Tide Mana Flood
Sigil of the Mana Tide may be cast on an Mana Flood’s range is increased to 100
object or surface, inscribing it with a rune feet and may now target up to two
or image of your choosing. The spell magical beings. Each target of this spell
functions like normal, however the target receives half of the mana you are
doesn’t receive the transferred mana until transferring (rounded up).
they come into physical contact with the
symbol. The first magical being to touch
the symbol receives the mana.
Blizzard
Arctic Blizzard SubZero Blizzard
Arctic Blizzard has a 40 foot area of SubZero Blizzard may not do less than
effect, the snow also becomes more 5 damage each time it deals damage to
driving and dense within the blizzard. any target (if your D10 roll would result in
The penalty to ranged attack and spell less than 5 damage the target suffers 5
casting is increased to 10. damage instead)
Fire Upgrades
Flaming Weapons
Shared Flame Enduring Flaming Weapons
Shared Flame may now also be cast on Enduring Flaming Weapons always
allies to grant them the same effects as lasts 4 turns and adds your full Magic Die
Flaming Weapons. Shared Flame may onto successful melee attacks. This spell
only be active on up to two targets at a may no longer critical.
time.
Phoenix Wings
Transcendent Wings Phoenix Burst
Transcendent Wings now propels you Phoenix Burst has an explosion radius
straight up 30 feet only. After you reach of 15 feet, and friendly fire is no longer
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the 30 feet you gain fiery wings that grant possible. You still attack enemies with
you 60 feet of Fly Speed for D6 turns. melee attacks if you encounter them
while under the effects of this spell, but
regardless of the outcome you always
end up 30 from your starting position in
whatever direction you choose.
Fireball
Scarlet Fireball Ruby Fireball
Scarlet Fireball affects all units within 20 Ruby Fireball affects units only within 5
feet of the target instead of 10, the range feet of the target. However it deals 10 +
of
Scarlet Fireball is also increased to 60 Magic Stat damage to them and always
feet. knocks them down.
Scorched Earth
Glass Earth Controlled Burn
The heat of your fire is enough to burn You take the “wild” out of wildfire. Your
the earth beneath it into glass.
Glass Controlled Burn expands at a rate of 20
Earth is immediately cast as a fixed 20 feet per turn for D4 turns, dealing D6
foot wide circle of white hot destruction, damage per turn to any enemy caught
dealing D12 damage for D4 turns for within. If the spell criticals, the burn
whomever is caught within it. If the spell expands at a rate of 30 feet per turn.
criticals, deal an additional D8 damage
per turn.
Searing Ray
Branding Ray Piercing Ray
You never lose sight of your target. Nothing stands in the way of you and
Branding Ray sears a fiery brand into your target. Piercing Ray deals 2D10
the flesh of your enemy that lasts for 3 (4D10 if critical) damage to the first target
turns. Deal 2D10 (4D10 if it criticals) in your line of sight, pierces straight
damage to the first target in your line of through it, and deals half of the original
sight; in addition, for 3 turns the brand damage roll to a second target behind
causes all fire spells cast on this target to them.
do at least half of their damage potential.
Inner Flame
Inner Blaze Constant Flame
Your affinity to the flame has grown even Your mastery over fire has given you
more powerful. For as long as Inner much more stamina when wielding it. If
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Blaze
is active, your Manifest and Critical the cast for
Constant Flame is
Thresholds are decreased by 3 (this successful, you lose D4 mana at the start
cannot stack with other Threshold of your turn, instead of D6.
Reducing effects).
Greater Fireball
Grand Fireball Royal Fireball
Grand Fireball
must always do at least Royal Fireball has an area of effect
20 damage (before critical modifiers), if equal to a 30 foot circle for the affected
the damage would be less than 20 it area as well as the resulting inferno. The
deals 20 damage instead. Accuracy check’s difficulty should the
spell critical is also increased to 12.
Wind Upgrades
Thermal
Horizon Thermal
Horizon
Thermal may be cast so that it SlowFall
moves it’s target horizontally instead of SlowFall may be used on a target
vertically. While under the effects of this already in the air to immediately slow
spell (IE until they have moved the full their descent, to a safe speed thus taking
distance) they are not affected by gravity. no fall damage. However if cast on an
If they would suffer damage from enemy for damage they suffer 1D10
Knockback, they only suffer 1D10 per 20 damage per 10 feet instead of D6.
feet extra instead of 10
Light as a Feather
Lighter Than Air Birds of a Feather
Lighter Than Air makes the target of the Birds of a Feather flock together after
spell even lighter. If the cast is all. When successfully cast, upon a
successful, the target is not only knocked successful melee combat round you
further, but they will remain suspended in unleash a blast of wind affecting all
midair
for remainder of the spell’s effect. targets in a 15 foot radius, with all of the
While they are suspended in midair, they same effects of Light as a Feather
cannot move unless an outside force applying to each target. If the spell
moves them or brings them to the criticals, the radius is increased to 25
ground. If the spell criticals, the effects feet, in addition to lasting D4 rounds
last for 5 rounds.
Dust Devil
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Hit like the Devil Run like the Devil
Hit like the Devil adds the +2 bonus onto Run like the Devil upgrades the distance
your attack roll to your damage as well if you may dash when casting this spell to
you successfully win your melee combat 20 feet base and 40 feet if you critical.
round as a result of this spell However if you dash at any farther than
20 feet you lose your surprise bonus onto
the attack roll.
Razor Wind
Shared Wind The Razor’s Edge
Shared Wind grants the effects of the The Razor’s Edge also inflicts the target
spell to any allies standing within 5 feet of with 1D4 of bleeding damage at the start
you, 10 if the spell criticals. of their turn for 2 turns after a successful
melee combat round while under the
effects of this spell.
Howling Gale
Seregios’ Gale Enormous Gale
Seregios’ Gale also inflicts all targets hit Enormous Gale ’s area changes to a 30
by this spell with 1D4 of bleeding foot cone out infront of you, all targets of
damage. This effect persists until they the spell are placed onto the center
spend one full turn not moving in order to space at the very end of the cone when
stop the bleeding (they may still attack or the spell resolves.
cast magic, just not move)
Treacherous Winds
Witches of the Wind Shifting Winds
Witches of the Wind may be cast on Shifting Winds may have its line of
witches / wraiths, however they are only casting be bent once regardless of if the
moved by 10 feet and suffer 10 damage spell criticals or not (if it does critical the
from the move regardless of collisions or line may bend up to two times)
obstacles.
Leaf on the Wind
Autumn Leaf Enduring Wind
Autumn Leaf upgrades the distance you Enduring Wind only costs 1 MP from
may travel at the start of the spell to 60 your Magic pool each time you attack
feet, and 40 feet every dash thereafter. again with this spell.
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Earth Upgrades
Stone Fist
Stone Hands Fist of Tebigong
Stone Hands may now also be cast on Fist of Tebigong now has a range of 0
allies to give them 3 damage resistance feet. However, on a successful cast the
from all incoming sources for the next spell deals 2D10’s of damage and always
1D4 turns.t knocks the target backwards 10 feet. If
the spell criticals, double these effects
Sandstorm
DaRudest Sandstorm Driving Sands
DaRudest Sandstorm reduces the Driving Sands has an affected area of
movement speed of all units trapped 40 feet, 60 when the spell criticals. All
inside to 10 feet a turn, and the penalty targets within suffer D6 damage at the
for casting spells that must be aimed or start of their turn, however there are no
making ranged attacks increases to 10. movement speed, magic or ranged attack
penalties while inside.
Bring Down the House
Let me In
Beifong’s Fury Let me In causes a minor explosion of
Beifong’s Fury may be used on any kind earth whenever you use it. Upon
of material; be it concrete, metal or successful cast of the spell, all targets
otherwise. within a 15 foot cone in the direction that
the surface was facing suffer 1D10 points
of damage
Earthen Shield
Shamanistic Shield
Shamanistic Shield is cast on the target
with 3 charges. The shield grants 10
temporary HP and 1 Damage Resistance.
However, whenever the target of Stalwart Shield
Shamanistic Shield would take damage, Stalwart Shield grants the target with 20
they are instantly healed for an amount instead of 15 temporary health points,
equal to your Magic Stat before damage and provides passive 4 damage
is calculated (this consumes a charge). resistance instead of 3.
Shamanistic shield lasts for as long as it
has charges however when the charges
run out it immediately disappears.
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Casting it again on a target already with
Shamanistic Shield refreshes the spell
with 3 charges, the charges do not stack
with each other.
Arena of Anguish
Dome of Anguish Cataclysm
Dome of Anguish has a roof on it as Cataclysm may now only be cast on an
well, it follows the same rules that the enemy unit. If successfully cast you jump
walls do for destruction and removal. on top of them, using that space as the
However when it disappears no targets starting point for the Arena as it is stated
are in danger of suffering any damage in the base spell. However the target
from falling debris. suffers D10 + Strength Die as damage,
the range of this spell is 10 feet.
Petrify
Purifying Petrification Brittle Stone Petrification
Purifying Petrification also grants the Brittle Stone Petrification only grants
target 5 health points of healing at the the target 10 damage resistance as
start of their turn while under the effects opposed to 20.
of the spell.
Light Upgrades
Solar Flare
Selective Flare Stunning Flare
Selective Flare now only hits enemy Stunning Flare also stuns the target the
units, allies are immune to its effects. first turn it hits unless they pass an Agility
The distraction penalty also goes to 3 check of 8+.
instead of 2, still 4 on a critical.
Lighting the Way
Eyes of the Light Darkness into Light
Eyes of the Light functions the same Darkness into Light
functions the same
way the base spell would, however at any way the base spell would, however the
time the Magical Girl may close her eyes ball may also extinguish light in it’s radius
and see through the ball of light as if she as well as give it off.
was standing exactly where it was.
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Lucent Shielding
Double Shielding Lingering Shield
Double Shielding shields you for half the Lingering Shield lasts double the
amount your target was shielded for amount (disappears at the end of your
(rounded up) each time you cast it. second turn after casting this spell)
Multiple casts of this spell do not stack
with each other.
Light Spear
Trident of the Light Light Grenade
Trident of the Light now hits up to two Light Grenade has a reduced range of
additional targets within 30 feet of the 30 feet, however the explosion radius is
original target of the spell, who both increased to 25 feet. You yourself are
suffer the same amount of damage. not affected by this blast, but allies in the
However the spell no longer explodes to area will still suffer damage normally.
deal damage in a 10 foot radius.
Sanctuary
Personal Sanctuary
Selective Sanctuary Personal Sanctuary is now a targeted
Selective Sanctuary allows allies to spell, cast upon allies or enemies. The
pass through as they please. However, target of the spell is trapped in a
no melee combat rounds may be initiated sanctuary that includes only them. No
while one is inside of the sanctuary, and if attack, or spell may enter the sanctuary
a melee combat round was initiated this and the target inside may not attack or
turn that ally may not enter the Selective cast magic; however they may still move
Sanctuary this turn. as normal. The max duration of this spell
is 2 rounds.
Final Spark
Solar Spark Lunar Spark
Solar Spark
must always deal 15 Lunar Spark
’s critical range is 17 instead
damage instead of 10. of 19.
Darkness Upgrades
Veil of Shadows
Cloak of Shadows Shifting Shadows
85
Cloak of Shadows grants you a +2 Shifting Shadows ’ duration is always 4
surprise bonus to all melee combat rounds. At any time during your turn as a
rounds you initiate while within the free action you may adjust the location of
affected area of the spell, and you take the spell, but only once a round. The
no penalties. spell may move a maximum of 40 feet in
any given move action.
Hex
Baleful Hex Spiteful Hex
Baleful Hex saps all of the target’s Spiteful Hex drains the target’s mana as
physical strength. Giving a 1 to Agility well. While under the effects of Spiteful
and 1 to Heart while under the effects of Hex, the target also suffers D6 damage to
the spell. their magic pool at the start of their turn.
Shadowburn
Shadowsear
Shadowburst Shadowsear deals no damage
Shadowburst deals 3D8 of damage to immediately but instead inflicts D10 of
the target immediately. However it loses damage onto the target at the start of
the damage over time effect. their turn for a number of rounds
equalling your Mind Stat.
Shadow Ball
Shadow Disk Greater Shadow Ball
Shadow Disk now travels in a straight Greater Shadow Ball deals 10 + Mind
line for 50 feet. Dealing 5 + Mind Stat Stat damage to all targets within 15 feet
damage to all targets hit by the spell. of the target and they always suffer a 2
The spell no longer explodes when it penalty to their next roll only.
reaches its final destination.
Aura of Shadows
Ammo of Shadows Aura of Nether
Ammo of Shadows also confers it’s Aura of Nether may use the caster’s
bonuses onto all attacks made with Magic stat/die instead of Mind stat/die on
ranged weapons. all rolls for this spell.
Alone in the Dark
Shared Suffering Crippling Loneliness
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Shared Suffering deals 10 damage per Crippling Loneliness stuns the target for
each ally within 15 feet of the target (up 1 round if the target suffered at least 15
to a maximum of 20), and 5 damage per points of damage from the spell. They
each ally within 1530 feet of the target are stunned for 2 rounds instead if they
(up to a maximum of 15). suffered 20 or more points of damage.
Heart save (DC 10 negates)
Demonic Doorway
Frenzied Butcher Demon Stone Butcher Demon
Frenzied Butcher Demon ‘s Black Stone Butcher Demon ‘s Heart stat is 7,
Cleaver spell costs 10 MP instead of 15 and HP is 70 instead of 6 and 60
respectively.
Arcane Upgrades
Magic Missile
Sparkling Magic Missile Spiralling Magic Missile
Sparkling Magic Missile only rolls once Spiralling Magic Missile deals D6 of
to manifest the spell (as opposed to 3 damage to the target for each confirmed
separate times). If successful the target roll, the spell may no longer critical and a
takes 4D4 damage. different target may be chosen for each
manifest attempt.
Arcanopulse
Arcanopulse Rune Lingering Pulse
Arcanopulse Rune functions the same Linger Pulse ’s debuff for mana and
as the original spell. However as a damage lasts 2 rounds before all stacks
separate part of the spell you may take a fall off as opposed to just one. The initial
full round action to give yourself 2 stacks cost of the spell is also 3 mana instead of
of the spell’s debuff for 5 mana. 5.
Mana Leech
Mana Drain Mana Siphon
Mana Drain
no longer has a cap on how Half of all MP added onto your Magic
much damage it can do to a target’s Pool from
Mana Siphon stays even after
Magic Pool. combat has ended.
Mana Burn
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Witches Burn Reverse Mana Burn
Witches Burn may be cast on Witches, Reverse Mana Burn deals damage to
however the damage they take from this the target equal to difference between
spell caps at 50. your own maximum MP and your current.
Teleport
Perilous Teleport
Targets may now be teleported inside of
solid objects. However, the object Sojourning Teleport
immediately breaks (even large objects Sojourning Teleport has a base range
like walls and pillars) and the target of 100 feet, that further extends to 150 if
suffers up to D20 damage based on what the spell cast criticals.
they were teleported into at your
Incubator’s discretion and decision.
Mana Clash
Contained Clash Critical Clash
You can no longer die from the damage When casting Critical Clash
you no
you would suffer from Contained Clash . longer subtract 10 from your MP upon
If the resulting damage would kill you, successfully casting. Both you and the
you stop instead at 1 HP away from the target suffer 10 damage before MP
number that would kill you (negative your differences are calculated and received
maximum Health Pool
divided by 2). as damage.
Ethereal Prison
Everlasting Prison Electrifying Prison
When casting Everlasting Prison you Electrifying Prison deals D10 damage
receive a +1 bonus to your Magic check to the target every turn at the start of their
to keep a target in the prison. The turn. However it may not last longer than
negative for maintaining the spell is 3 rounds at a time without being recast.
always 1.
Healing Upgrades
Minor Heal
Swiftmend
Swiftmend may only be cast on yourself. Improved Heal
However the spell may be cast as a swift
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action any time during your turn. The MP Improved Heal always
heals for your full
cost for
Swiftmend is 5. Heart Die, and the spell may no longer
critical.
Restorative Touch
Pulsing Restoration
Restorative Gaze Pulsing Restoration returns the target to
Restorative Gaze
has a range of 10 feet. 0 HP at the start of their turn before
applying the 5 healing they receive.
Major Heal
Split Heal Grand Heal
The total amount healed by
Split Heal Grand Heal may not heal an amount less
may be divided any way you choose than 10, if the amount healed would be
amongst up to two separate targets. less than 10 it is 10 instead.
Radiating Spirit
Selective Spirit Swelling Spirit
Selective Spirit
now heals only targets Swelling Spirit
heals all targets within 30
you wish it to within a 20 foot radius. feet of you by 15 HP for the next 2
rounds.
Divine Healing
Divine Shielding Divine Intervention
The temporary HP shields provided by Divine Intervention no longer grants a
Divine Shielding stack with each other. shield; but for the next 3 rounds (not
Each time a target receives a shield the including this one), any target that
amounts are added to each other (the receives a healing spell of yours may also
remaining amount if a shield took have up to one harmful magical effect
damage) and the duration is refreshed to cleansed from them.
the end of the target’s next turn.
Breath of the Phoenix
Flight of the Phoenix Phoenix Tears
Flight of the Phoenix has a range of 30 When casting Phoenix Tears your Heart
feet rather than 10. Rolls may no longer be less than 8. If
they would be less than 8, it is 8 instead.
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Weapon Enhancement Upgrades
The Raid
Raiding Party Swift Raid
Raiding Party
may be cast on allies as Swift Raid may be cast as a Minor
well as yourself. Action, however it only lasts a maximum
of 2 rounds and costs 5 MP.
Flash of Steel
Journey of Steel Sisterhood of Steel
Journey of Steel allows you to dash up Sisterhood of Steel may be cast as a
to 10 feet * Magic Stat from your target. fullround action only, however it may be
If using a ranged weapon
the spell adds cast on allies to move and have them
20 range onto your weapon’s attack for attack during your turn.
this spell only.
Paradigm Shift
Combination Attack
Combination Attack may be cast only as
Momentary Shift a full round action. If the cast is
Momentary Shift may be cast as a minor successful make an attack once with your
action. If it is, and the cast is successful weapon’s shifted form and once with your
your weapon returns to normal at the end weapon’s original form. The order for
of your turn. these attacks is up to you, and at the end
of your turn your weapon returns to its
original form.
Finale
Tiro Finale Final Encore
When casting
Tiro Finale
you add 3 Final Encore grants it’s bonuses for your
Weapon Die onto your next attack as next two attacks / melee combat rounds,
opposed to 1. three if it criticals.
Infinite Dimension
Infinite Serenity Infinite Storm
When sacrificing mana from your pool to When using Infinite Storm
melee
cast
Infinite Serenity, if adding another attackers may always move 20 feet
attack to the spell would put your MP at a between each attack and Ranged
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negative number, it puts your MP at 1 attackers always receive a +2 bonus to all
instead. You may not add another attack damage and Weapon Die rolls. These
to the spell after this effect takes place. bonuses double if the spell criticals.
Time Upgrades
Time Heals all Wounds
Time Creates All Wounds Time Can Heal All Wounds
Time Creates All Wounds can be cast Time Can Heal All Wounds can no
upon enemies. The effects are still longer critical. Instead it sends your
exactly the same. target back to the condition they were in
either 1 or 2 rounds ago.
Negate Time
Navigate Time More Time
You may cast Navigate Time on another More Time can be cast again during the
unit. That unit immediately takes the bonus turns grated by the spell. If it is
bonus turns that you would have taken cast this way it costs an additional 10 MP.
right after this spell.
Chronoshift
ChronoTrigger ChronoCross
ChronoTrigger can now critical at a Unfriendly units affected by
threshold of 13. If the spell criticals you ChronoCross receive a 2 circumstance
may now choose up to two targets to put penalty to their next roll of any type.
at the top / bottom of the initiative order. Friendly units receive a +2 bonus instead.
Time Warp
Temporal Warp Time Scream
Unfriendly units affected by
Temporal Whenever you cast Time Scream on
Warp have their movement speed set at another unit, you also receive a +10 feet /
20 feet / round instead of the penalty. round movement speed bonus.
Greater Negate Time
The Speed of TIme Temporal Bubble
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Units while moving under the effects of Temporal Bubble affects all friendly units
The Speed of TIme receive a +10 feet / within 10 feet of the caster as opposed to
round movement speed bonus. all units within 5 feet.
Turn Back the Clock
None of it Ever Happened
None of it Ever Happened if cast Time Lord
successfully drains your Magic Pool to 0. You suffer no Corruption points when
You may go back in time all the way up casting
Time Lord. You may also go
until the first official session of your back now up to 2 months on a critical and
campaign. Be sure to consult your 2 hours on a regular cast of the spell.
Incubator for permission before taking
this Spell Upgrade.
Celestial Upgrades
Mantle of Moonlight
Cloak of the Full Moon Cloak of the New Moon
Cloak of the Full Moon also provides a 5 Cloak of the New Moon now only strikes
health temporary shield to the target. unfriendly units it moves through with it’s
The spell no longer has a duration but damage. Those units now suffer D8
disappears when the shield loses all of damage instead of D6.
it’s health. If the spell criticals the health
is raised to 10.
Star Light Star Bright
Stargazing
First Star I See Tonight You may cast Stargazing as an action
At the beginning over every session you that takes one full hour of concentration.
may cast First Star I See Tonight once, However if you do, the spell is cast with
with no mana cost and no manifest roll no mana cost and no manifest roll. You
(the cast is immediately successful) may choose to roll the manifest, but it
however it may not critical. does have the option of failing to cast;
likewise it can critical. It may not critical if
the manifest is not rolled though.
Comet Spray
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Meteor Spray
Meteor Spray now only fires twice, but Star Spray
deals D10 damage on a regular cast and Star Spray now fires up to four times,
D12 on a critical cast of the spell. If both and for each successful cast a new target
casts are successful, the target also may be chosen.
suffers bonus 10 damage.
Black Hole
Singularity Implosion
Cosmic Convergence Allied units may no longer be affected by
Targets must pass a Strength check of Singularity Implosion. After being
12+ to avoid being pulled into Cosmic sucked in and receiving damage, units
Convergence . Targets pulled in by the affected by this spell also suffer additional
spell also take D8 per target pulled in by D10 damage as they are blown away
the spell. If the spell criticals the Strength from the center of the spell (up to 10 feet
check remains unchanged. in any direction you choose, you may
choose different directions for different
targets)
Fist of the North Star
Blast of the North Star Strike of the North Star
Blast of the North Star gains an Strike of the North Star has a critical
additional range of 10 feet. threshold of 15 instead of 17.
Starfall
Starbolt Starsurge
Starbolt
now deals its damage to all units The threshold to stun when a target takes
within a 5 foot radius of the target. damage from Starsurge is reduced to 10.
Ribbon Upgrades
Ribbon Walkway
Ribbon Tollway .
Unbreakable Walkway
Ribbon Tollway may only be trod upon Unbreakable Walkway is much stronger
by friendly units. If an unfriendly unit tries than the original spell, the walkway can
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to touch or stand on it, it is like there is only be broken by great magical or
nothing there at all. physical force. Targets who impact this
walkway will suffer more damage.
Ribbon Binding
Dual Binding
Ribbon Coffin Dual Binding may be cast at two targets
Ribbon Coffin always inflicts D6 of up to 30 feet from each other. If
damage to the opponent at the start of successful, both targets are pulled to
their turn. If the spell criticals the damage each other (landing in the middle) and
becomes D8 damage a turn. both are affected by the binding spell.
However they may work together to break
out of the Strength check of 12+.
Ribbon Whip
Natia’s Lash Ribbon of 9Tails
You may only cast Natia’s Lash as a full Ribbon of 9Tails replaces your weapon
round action. You attach your melee with a Ribbon of 9Tails magical weapon
weapon to your ribbon and attack with it for 3 Rounds (not including the round in
using deadly force. Start a melee combat which it was cast). The Ribbon of 9Tails
round with any target up to 30 feet away has a Weapon Die of D12, and is
(you don’t move to the target). You considered a melee weapon but may
receive a +3 bonus to your rolls to hit, initiate combat rounds up to 10 feet away.
and if win the combat round you may add You may still cast spells and conduct
your Magic Die on as bonus damage your turn normally while wielding the
Ribbon of 9Tails.
Ribbon Clone
Multiple Ribbon Clone Cruel Ribbon Clone
Multiple Ribbon Clone produces two The clone produced by Cruel Ribbon
clones instead of just one, all of which Clone has a Magic Pool of 8, and may
function independently. They both have cast the spell Ribbon Whip (even if you
1/4th of your current HP even on a don’t know it yourself) at any time during
Critical Cast. your turn when it moves. It uses your stat
values for casting the spell, and if it
reaches 0 MP it fades without exploding.
Ribbon Bomb
Carpet Bombing Ribbon
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Binding Bomb Instead of a single radius,
Carpet
Binding Bomb prevents all targets hit by Bombing Ribbon can affect up to 4
it from moving the first turn after they are squares of 5 feet each within 30 feet of
damaged. The slowing effect then you. Units within each square targeted
continues on as normal. suffer the damage and slow effects of the
spell.
Ribbon Dragon
Ribbon Wyvern Ribbon Drake
Targets hit by
Ribbon Wyvern are Ribbon Drake may do no less than 25
always stunned unless they pass a Heart damage. If the total combined damage of
save of 10+. the spell would be lower than 25 it is 25
instead.
Barrier Upgrades
Physical Barrier
Barrier Crash Reflecting Barrier
Barrier Crash may now only be used on Reflecting Barrier will return any
a space currently occupied by a unit. The Ranged attack made on it back at its
barrier forms on that unit, they are attacker. The attacker suffers the
pushed back 10 feet and suffer D8 damage that would have been inflicted
damage. upon the original target of the attack.
Magical Barrier
Clever Magical Barrier Magical Bounce Barrier
Clever Magical Barrier only removes Any spell cast that contacts Magical
beneficial magical effects from enemies Bounce Barrier is reflected back at its
who cross the barrier. It also cleanses caster as if they were the original target
harmful magical effects from allies who of the spell.
cross it.
Personal Barrier
Projected Barrier
Hulking Barrier The target of Projected Barrier has an
Targets affected by
Hulking Barrier
have aura radiating out of them for 10 feet in
their movement speed slowed by 20 feet any direction. Any units that are within
a round. However the amount they are that 10 feet of the target share the shield
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shielded by and the time it lasts is always with her. Any damage any unit affected
as if the spell had criticaled. If the spell by the shield takes is subtracted from the
does critical the movement speed penalty shield as a whole, and any excess
is dropped to 10 feet a round. damage that the shield doesn’t soak is
placed onto the target of this spell.
Ultimate Barrier
Overpowering Barrier
Casting
Overpowering Barrier overtop Ultimate Defense
of any other spell in the Barrier magic Any ranged attack or spell that contacts
category instantly destroys the other spell Ultimate Defense is reflected back at the
and replaces it with your own caster / attacker as if they had been the
Overpowering Barrier. However one original target of the spell / attack.
Overpowering Barrier cannot be cast on
top of another
Overpowering Barrier .
The Box
The Box of Anguish The Box of Souls
There is no longer a Heart save to resist In addition to the physical damage they
the movement impairing effects of The suffer, the target also receives D4 of
Box of Anguish . As well this spell damage to their MP each time they take
causes Witches to suffer a 20 feet a damage from The Box of Souls . The
round penalty to their movement speed Heart save negates the MP damage as
while under the effects of this spell. well as the other effects.
Music Upgrades
Diminuendo
Soothing Melody Rest
The target of Soothing Melody always Rest may also be cast upon an ally. The
falls into a slumber unless they pass their ally must be willing, otherwise the spell
Magic vs. Charisma check. has no effect. The target falls
immediately into a sleep for 3 rounds,
regenerating 10 HP at the start of their
turn each turn they are asleep.
MezzoPiano
MezzoForte MezzoPianissimo
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Anytime you are the target of a ranged MezzoPianissimo reflects all ranged
attack you may cast MezzoForte . As an attacks back at the attacker as if they
immediate action, attempt to roll this were the original target of the attack.
spell. If you succeed it takes place However, the radius affected by the spell
before the attack hits you and reflects it. is half of whatever it says on the table
The MP cost of MezzoForte if cast as an above based on your Charisma roll.
immediate action is 10 MP
Vivance
Vivance Malefica
Vivance Malefica also harms all enemy
Valiant Charge units who hear the song. Enemy units
Any units affected by
Valiant Charge within your affected area receive a
receive a +2 bonus to all melee combat penalty to their movement speed equal to
round rolls made this turn. half of the amount you increase your
allies by. You also gain bonus movement
speed yourself for hitting enemies as if
you hit allies with the spell.
Harmonium
Harmonium Reflexio
Harmonium Reflexio may be cast on up
Synchronous Harmonium to two targets. If the cast is successful,
While under the effects of Synchronous roll the manifest cost again. If that cast is
Harmonium , all beneficial and harmful successful then the two targets are
spell effects are also shared by the target harmonized together as per the normal
and caster of the spell. spell. If the second manifest fails you
and the first target are tied together.
Mana is sacrificed from your Magic pool
only once for this spell.
Maestoso
Magister Maestoso Chronios Maestoso
All targets affected by
Magister Chronios Maestoso lasts two rounds,
Maestoso receive a +1 bonus to all stat ending at the start of your second turn
values (up to a maximum of 10) for the after the spell is cast. If the spell criticals
duration of the spell. it lasts three rounds instead.
Power Cord
Power Riff Shattering Chord
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Power Riff has an affected cone of 25 Shattering Chord also deals
feet out infront of you. Units within 5 feet considerable damage to terrain and
suffer additional 15 damage, units within structures. Any terrain affected by this
10 feet suffer 10 damage and units 15 spell becomes difficult to move through,
feet away suffer 5 damage additionally. and most structures will be destroyed by
Any unit 16 feet or farther back affected the spell (see Incubator’s discretion and
by the spell takes no bonus damage. decision).
Illusion Upgrades
Disguising Illusion
Disguising Glamor
Disguising Glamor may change your
appearance to any other human
Group Disguise appearance as you wish, you have not
Group Disguise may be cast on any had to see the person to change into
target you choose, allied or otherwise. them. Of course there’s the possibility
However, you are the one that controls you could get some detail wrong, and as
when the spell ends and what the such you take a 2 to your Mind vs Magic
appearance is like. You may only roll when disguising yourself as someone
maintain up to three active casts of this you haven’t seen before. Casting the
spell at a time. spell to appear as someone you have
seen before gives you an additional +2
bonus (+4 on a critical cast of the spell)
Vanish
Ambush Vanishing Armor
Any melee combat round started when While under the effects of
Vanishing
under the effects of Ambush Armor you take ½ of normal damage
automatically ends the spell, but the from any Area of Effect attacks that you
critical threshold for the initiated round for would be hit by. This damage does not
the target of this spell is reduced to 1 break the spell.
Mirror Image
Sentient Image
Rather than moving with you, clones
produced by Sentient Image may move
apart from you and act of their own
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Mirrored Shards accord. You all are considered to have a
When a clone produced by Mirrored shared consciousness, and you may
Shards is destroyed, the unit that command their actions as you would your
destroyed the clone suffers D6 damage. own. All images move and act during
This effect does not take place when your your turn, but clones may not cast spells
clones are destroyed because you or attack targets. There is on percentile
suffered damage. die roll as well, as you are all no longer in
the same space just make sure which
version you yourself actually are is
established at the beginning of the spell.
Exploding Clone
Expanding Clone Swift Clone
The clone produced by Expanding The clone produced by
Swift Clone
Clone moves at half of the rate of your moves at double the rate of your
movement speed. However the movement speed. however it deals 2D8
explosion radius is 10 feet (20 on critical), damage instead. The spell also costs
the damage deal is 3D10 and the clone’s only 5 MP as opposed to 7 MP.
HP is 10.
Doppelganger
Substitute Doppelganger
Whenever you would be the target of a Swift Doppelganger
melee combat round, ranged attack, or You may cast Swift Doppelganger as a
spell cast: as an immediate action you free action during your turn. To cast the
may pay 5 MP from your Magic Pool to spell as free action it costs 15 MP instead
instantly switch places with your of 9. If this spell is cast as a free action it
Substitute Doppleganger , and switch may no longer critical.
the target of the action the the
Doppelganger instead.
Dweller in Darkness
The Lingering Dweller Denizen in the Darkness
Targets who are immobilized with fear by You may automatically succeed on the
The Lingering Dweller stay immobilized initial mind check when casting
Denizen
with fear until the caster of this spell in the Darkness.
cancels the effect, or the receive
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damage.
Nature Upgrades
Rejuvenation
Swiftmend
Swiftmend functions the same way that
Rejuvenating Connection the original spell does. However, as a
Anytime you cast Rejuvenating free action the target of this spell can
Connection on a target other than choose to immediately consume all
yourself, any time they would be healed remaining rounds of the spell to receive
because of this spell, you are also healed all of it’s healing immediately. If they do
for ½ (rounded down) of the total amount so they may not become the target of
they were healed for. Swiftmend again for a number of rounds
equal to the duration of the previous spell
consumed
Whip Vine
Vine Throw Flower Cannon
You may only cast Flower Cannon as a
Instead of lashing out with a vine, Vine full round action to bloom a flower with
Throw instead wraps the target in vines the spell that fires off a ranged seed pod
and throws them around. You may move attack. Make an immediate ranged
the target of this spell up to 20 feet from attack at a target up to 30 feet away from
their original location. The target suffers the maximum range of your own ranged
Magic Die roll as damage, and also weapon. You receive a +3 bonus to your
follows regular Knockback rules for taking rolls to hit, and if you are successful you
additional damage due to obstacles. may add your Magic Die on as bonus
damage.
Bark Armor
Redwood Bark Armor Cedar Bark Armor
Redwood Bark Armor provides damage Cedar Bark Armor provides a shield with
resistance of 3 (4 on critical), the health 15 health (30 on a critical), the damage
of the shield remains unchanged. resistance value remains unchanged.
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Strangleroot
Throned Strangleroot Silencing Strangleroot
Targets under the effects of Thorned Targets under the effects of Silencing
Strangleroot always suffer D6 damage Strangleroot may no longer cast spells
at the start of their turn, D10 if the spell or initiate melee combat rounds.
criticals. However they may move normally and
initiate ranged attacks
Undergrowth
Living Undergrowth Loamy Undergrowth
Allies of the caster are no longer affected Loamy Undergrowth is no longer
by Living Undergrowth . They suffer no affected by Fire Category spells, and the
penalty when starting their turn within the movement speed of all within the area is
affected area, but likewise they do not 15 feet a turn instead of 20.
receive any bonuses if the spell criticals.
Death Lotus
Spellbound Lotus Firebloom Lotus
Spellbound Lotus summons a plant with Firebloom Lotus summons a plant with
the spell Leech Mana Seed instead of the Cannon Seed spell instead of Bullet
Leech Seed. The effect is the same but Seed. Cannon seed deals 20 damage in
all damage dealt by the spell is dealt as a 15 foot radius always, and the spell
MP damage and transferred to the caster may no longer critical.
as MP.
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Part 10: Ability List
Abilities
are special skills that a Magical Girl may purchase in order to gain
access to special mechanics, bonuses or other benefits that one without the Ability
would lack. Keep in mind, while you do not need the Ability to have it be apart of your
character’s personality, each Ability
also has a RolePlaying stipulation that goes along
with it. Each Ability
has a Soul Point cost listed next to it as well, indicating how much
a Magical Girl needs to spend in order to learn it.
Blind Fight 4 SP
You are trained to fight with limited visibility. When suffering the effects of spells or
other effects where you would take negatives due to decreased vision, you take only ½
of the usual negatives of the spell (rounded up).
Bullied 2 SP
Over your time and school growing up, you were at the mercy of your bullies. However,
because of that you developed a thick skin and now no longer put up with them. You
are immune to intimidate rolls made in order to persuade or alter your feelings towards
a person.
Bully 1 SP
Over the course of your time at school or growing up you became a bully. Exactly the
extent to which you were a Bully is up to you, and you don’t need to be a still practicing
Bully to take this ability (it just had to have happened at some point in your past or
present). You have the ability to make intimidate rolls using your Strength Die vs. the
target’s Mind Die. If you are successful, the target is persuaded more towards your
point of view or may even become friendly towards you.
Combat Reflexes 4 SP
Quick reflexes and experience have given you the ability to stop yourself when being
launched in combat. If any event within the game would cause you to receive damage
and then afterwards be launched a distance, you may make an Accuracy check. The
cap for this check is 6 + the distance you would have traveled in feet / 10. If this check
is successful, you only are moved half the distance (rounded up) that the effect would
have launched you. This effect can only take place on spell or in game effects that also
dealt damage to you, and if the effect that would move you is considered a Critical then
you may not attempt the Accuracy check.
Commune with Animals 1 SP
You love animals and have been around them since you’ve grown up or just recently
have kindled a love of them. Additionally you may not choose to outright harm an
animal and in some cases may go far out of your way to remove an animal from danger.
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You can make a Mind check (the threshold for this check is dependant on the animal
and its attitude towards you) in order to get a vague idea about how the animal is feeling
and some cases a very vague idea of what they’re thinking.
Competitive 3 SP
You have been always been a competitor, the drive to be the best is one of the things
that helps push you forward. This applies to being a Magical Girl as well, when you
perform the exact same action as a fellow Magical Girl (if in combat the same action
within the same round of Combat) you receive a +1 bonus to all dice rolls relating to that
identical task this turn.
Courageous 3 SP
You have the heart of a lion, it has always been there but when and where it decided to
show itself is up to you. From here on out however, you are brave in the face of certain
danger and receive a +2 bonus to resist all fear effects. However this courage derives
itself somewhat from your comrades and allies, so when you are not around your fellow
Magical Girls the bonus is reduced to +1.
Driving 1 SP
You’re not allowed to smile in the picture but you just got your licence! You now have
the knowhow and skills needed to drive you and your friends around town in a car.
Disillusioned 3 SP
Your time as a Magical Girl has shown you some horrors, and you have decided to cast
off any illusions about what you are or the nature of the work you do. When you are
above 50 Corruption points in your Corruption Pool, you receive an additional 1 to all
incoming Corruption points (this takes into account when Heart reduction comes in).
Empathy 2 SP
You have a very high Emotional Intelligence, you have the ability to read people and
always have a hint or a feeling of what they’re thinking. You can make a Charisma
check in order to read a general feeling of what the target may be thinking or feeling.
The check for this will be dependant on who you’re trying to read, their current attitude
towards you, and other factors.
Flirty 2 SP
You know what you’ve got, and you flaunt it. You can use your Magical Girl charms to
convince or befriend people at the drop of a hat. You may make a Charisma Die roll vs.
their Mind Die roll in order to charm the target. If you are successful the target is more
predisposed towards your views and may even become friendly towards you.
Gambler 1 SP
You enjoy games of chance, rolling dice and playing cards is what gets your blood
going. Due to your love and familiarity towards them you have adapted your magic to
them as well, and as such you receive a +2 bonus to any rolls made during games of
chance or gambling.
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Gear Head 2 SP
You have a knack with heavy machinery or things that work with cogs and gears. Either
you grew up in and around a garage, or maybe you tinkered a lot when you were
growing up. Now you are very good at repairing mechanical things such as cars,
generators, air conditioning, etc. When attempting to fix these types of machines you
take no negatives to your rolls.
Gregarious 2 SP
You are incredibly outgoing and genuine, as such you have no issues talking to
complete strangers and they usually have no problems talking to you. When conversing
with strangers you take no negatives on any rolls or checks associated with talking to or
persuading them.
Grim Optimism 3 SP
Even in the face of the worst situations, you try to take the burden on yourself and
lighten the mood with a joke. Anytime you or your allies would take Corruption points,
you may attempt to crack a joke. If the Incubator feels your joke was good and relevant
you must make a CHA check of 6+, if successful you and all allies in audible range of
you take 1 Corruption point less (this happens before Heart comes into effect).
Incubator Knowledge 2 SP
Since making your contract you’ve kept a close eye on the Incubators, what they are
and what they do. As such you are able to make a Mind check in order to glean
knowledge of the Incubators or their current plans from your Incubator. The check for
this is dependant on the type of knowledge you are seeking as well as what the
Incubators are currently doing.
Lying through your teeth 2 SP
You have a knack for lying, or hiding the truth in creative ways. Either this has always
been apart of you or a new skill acquired by necessity. When making Mind checks to
hide the truth or lie to someone, you receive a +2 bonus to your check.
Magical Girl Idol 3 SP
You have an amazing voice, and regardless of how often you use it or if you agree
everyone thinks you do as well. This ability can be selected to augment your wish (IE
for fame or stardom). You may make Charisma Checks in order to perform a song, the
checks for this are going to be dependent on how you’re performing for and exactly
what you want to accomplish. However this ability may be used for gathering money,
distraction, or even persuasion.
Magical Girl Lore 2 SP
You find the nature of what you’ve become very interesting. Pushing the limits of your
Magical Girl form and testing yourself are what you enjoy in your spare time. As such
you know as much as you can about being a Magical Girl, and may make checks to
glean information from your Incubator about being a Magical girl. This is a Mind based
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check and it’s difficulty is dependant on what kind of information you want to know and
other circumstances that take place within the campaign.
Move Silently 2 SP
You have the ability to move around without being noticed or making a sound. You gain
the ability to sneak by people and monsters alike by making an Accuracy Die check vs.
their Mind Die roll. If you succeed you avoid notice from any that failed the check until
you get within 10 feet of them where another check is made at a +2 to the target’s Mind
Die roll. If you succeed yet again and attack the opponent you may receive a +2
surprise bonus to your first Melee Combat round and to any successful damage you do.
Your Incubator may also assign additional bonuses to being detected due to time of
day, alertness levels, and other factors affecting those you wish to sneak by.
Narcissist 1 SP
You feel very confident about who you are and how great you are. Because you are
self absorbed and confident you receive a +1 bonus to any rolls to prevent your mind
from being altered. This includes but is not limited to Intimidate, Persuasion, Charm,
and Fear.
Psychic Affinity 3 SP
You are minorly psychic, this ability has always been with you or awoke upon making
your contract and receiving your Magical Girl powers. Once per day you may ask your
Incubator for a minor prediction. You roll a Magic Die check and based on the
specificity of the information asked, or other factors the Incubator may assign they will
give you an answer to your question. If you roll was lower the Incubator may choose to
give you misleading or purposefully vague information.
Rallying Cry 4 SP
You have a knack for being a leader and being the glue that keeps your group of
Magical Girls together. Whether this has always been apart of you, or circumstance has
awoken the talent is up to you. As an Action while in combat make a Charisma Die roll
+ Charisma stat of 10 or higher. If successful all allies can choose to move 5 feet
towards you (this movement doesn’t take place if the space is occupied, or they choose
not to move) after movement all allies within 10 feet of your receive +1 damage
resistance from all sources until the start of your next turn.
Sense Motive 2 SP
You are good at reading people, not necessarily their feelings but their true intentions.
You may declare a Charisma Die roll vs. the Target’s Mind Die roll in their attempt to lie
to you and hide their true intentions. If you are successful then you are able to tell if the
target is lying or attempting to hide information from you.
Skepticism 2 SP
You are incredibly skeptical, often not believing anything before solid evidence is
presented to you with your own eyes. Because of this though you’ve become incredibly
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cautious and receive a +2 bonus to rolls to resist Charm, Persuasion, and Intimidate
effects. However sometimes things can shatter your reality, as such you suffer a 1
penalty to resist Fear effects.
Student Council 3 SP
You are a sitting member of your school’s Student Council. This gives you a certain
amount of persuasion and status within your school. You are able to mostly cover for
you and your fellow Magical Girls’ absences from school. As well you have the power
to put motions forward to change school policy or alter rules. However you are
expected to be an upstanding citizen while at school and if you misbehave too much
you’ll ruin your reputation and be kicked off the Student Council.
Teacher’s Pet 1 SP
In classroom hours you tend to be a bit of a teacher’s pet. Whether this is for your own
designs or out of a genuine desire to learn is up to you. During class hours you must
attempt to answer every question you can and may not act out or misbehave while in
class. However, because the teacher favors you, you can get out of class easier and
can cover for your Magical Girl absences easily.
Technologic 2 SP
Computers are one of your passions and joys, it’s in your code. As such you know how
to work and possibly repair computers; additionally some of this prowess transfers over
to other technologies as well. You take no negatives when attempting to fix or navigate
computers for any given task that they may accomplish.
Trustworthy 2 SP
You have one of those faces that people find easy to trust, something about you draws
people to share with you their secrets and worries. When conversing with people, they
tend to trust you more easily with information and you may ignore any negatives
associated with convincing somebody to tell you the truth when they wish to hide it.
However, you also find it incredibly hard to lie to people, you suffer a 2 negative
whenever attempting to lie to anyone.
Well Traveled 2 SP
You have been all over the world and then some, be that vacations or moving around
during your life before you were a magical girl. You know how to get into a new location
and figure out where everything that you need is, maybe you even visited this random
town you’re in before and know the lay of the land after some recalling. You may make
mind checks in order to navigate your way around a new location or city with no
negatives. However, you tend to get very restless when you’re in one place for too
long.
Witchology 2 SP
You have the desire and drive to learn more about Witches, where they come from and
what they do. The motivation for wanting to learn about these creatures is up to you,
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but it is a passion / obsession that you have. You may declare a Mind check to glean
information about Witches from your Incubator. The difficulty for this check is
dependant on the type of information you’re looking for as well as other factors that may
come into it including power of the witch and your current mental state.
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Part 11: Monsters
Madoka Magica
At the heart of , as well as most RolePlaying games in general is
combat against the creatures of Evil (or Good if that’s the campaign you choose to run).
Madoka Magica: The RPG
In there are 3 main types of enemies that will be covered in
this section:
Witches, Wraiths, and
Wicca . This section will detail general rules about
the creatures, example creatures, as well as how to create your own. Additionally it will
go over other details such as Grief Seeds / Tainted Echos, Familiars, and Average
Human stats.
Witches:
General Witch Rules and Classifications:
❖ Witches are the predominant reason that Magical Girls are created (in pre
Madoka Magica Madoka Magica RPG
main series settings). In the Witches
function as the main enemies but in a more final sense. Witches are often meant
to be the last encounters to test the Player's’ abilities, often fought alone and still
be difficult to be taken down. In other words, Witches are meant to be your boss
creatures when playing the Madoka RPG.
▪ Witches do however have the ability to create Minions either during their own
encounters or to populate a Labyrinth with challenges before the Witch itself.
❖ Witches are separated into categories based on how difficult they are to fight,
that go in ascending order. In short Category 1 witches are the easiest to fight,
with Category 3 witches being the most difficult and Category 2 witches being
somewhere in the middle.
❖ Witches will vary in terms of size and health depending on the type of Witch the
Incubator creates and for what purposes they are put in the path of the players.
However, general guidelines are provided here for the health and Magic Pools of
Witches of each category.
▪ Category 1 :
80 HP / 80 MP
Strength: 8 Accuracy: 8 Magic: 8 Heart: 8 Mind: 8 Charisma: 8
▪ Category 2 :
160 HP / 160 MP
Strength: 16 Accuracy: 16 Magic: 16 Heart: 16 Mind: 16 Charisma: 16
▪ Category 3: 320 HP / 320 MP
Strength: 32 Accuracy: 32 Magic: 32 Heart: 32 Mind: 32 Charisma: 32
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❖ Witches also have a wide variety of abilities and tools to attack and attempt to
kill magical girls. These are (but are not limited to) Melee attacks, Magical
attacks and Special Abilities. All of these attacks / abilities are derived from the
Magical Girl spell and attack list and generally function similarly to them with a
few exceptions.
▪ As a note as well Witches may not heal themselves using their Magic Pool as
Magical Girls can, a Witch can only be healed through specific abilities and
spells if they have access to them.
❖ Finally,
Witch Health Pools
and Magic Pools are determined just like a Magical
Girl’s would be. By taking the Heart
and Magic Stats respectively and
multiplying them by 10.
Witch Labyrinths:
❖ The Labyrinth is one of the most important parts of encountering a Witch . In
the Madoka Magica RPG
Labyrinths serve as dungeons for Players to explore
when encountering Witches . A
Witch perfects their
Labyrinth within several
hours of them hatching from their Grief Seeds, although it is initially created the
second that they hatch.
❖ Labyrinths are only accessible to Magical Girls who use their Soul Gems to
open the doors to the Labyrinth ; or by humans who have received a Witch’s
Kiss, altering their minds and luring them into the Labyrinth for
Witches to
devour and grow more powerful.
The Labyrinth should thematically match the nature of the Witch within once it is
fully completed. However, the size of it as well as the presence of traps, puzzles
or
Familiars is entirely up to the Incubator.
Witch Magic and Spells:
❖ Witches have Magic Pools just like any other Monster or Magical Girl in the
game. Similarly they can use their Magic Pool in order to cast Spells, which in
some cases will provide the bulk of the power of Witches .
❖ If a Witch chooses to cast a spell they do not need to roll to Manifest the Spell,
but instead rolls a D20. On a 20 the Spell is considered to Critically Cast , on a 1
the Spell fails and on all other rolls the Spell goes off as if a normal roll who’s
Manifest Threshold was met.. MP is still drained from the Witch’s Magic Pool
in
the same way it would be drained from a Magical Girl’s Magic Pool .
▪ All Spells cast from a Witch should be considered stronger than cast from a
Magical Girl if the cast is based off a Magical Girl’s spell even if the Spell did
not Critically Cast.
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MP
❖ If a Witch reaches 0 they may no longer cast spells but suffer no other
adverse effects like Magical Girls.
Witch Melee Attacks and Defense:
❖ Most Witches have a large body and as such will be much stronger than Magical
Girls or at least have a wider range / area of effect for attacks. Most Witches will
be able to attack from a large distance and won’t want to get directly close,
however a Witch may also be exclusively melee based and only attacks from
close up.
❖ When a Witch engages in Melee combat, they do not start a Melee Combat
Round as usual. The rolloff still occurs however if the Witch loses the melee
combat round they do not suffer any damage; they are still repelled and the
round ends. In other words Witches are immune to receiving damage (and
knockback) when they initiate a Melee Combat Round .
▪ To give more control over how a Witch deals damage, there can also be
separate values for what the Witch rolls when attacking versus when they
actually deal damage.
❖ This is predominantly due to the way that Witches defend against melee attacks.
A Witch Strength
’s is generally going to be much higher than a single Magical
Girls. Therefore if a Magical Girl were to initiate a Melee Combat Round with a
Witch , they would almost surely lose. To overcome this, all Witches have a
Defense Roll associated with them that is used only when rolling in a Melee
Combat Round that is initiated on them, and not by them.
❖ Additionally, Witches are generally much larger than Magical Girls and therefore
are much harder to move with the effects of Knockback. Specifics are of course
up to the Incubator but as a general rule any Witch larger than 20 feet in total
size is Immune to Knockback effects.
▪ There are of course exceptions to the rule which can provide some interesting
interactions between Witches and Magical Girls.
Witch Special Abilities:
❖ Some Witches may have Special Abilities or mechanics that make them unique.
These abilities are going to be what really makes the Witch encounter interesting
/ unique to all other Witches . An example of this is the Witch Charlotte’s (the
Witch that killed Mami in the main series) ability to transform as well as continue
to “shed it’s skin” in order to avoid damage. A detailed explanation of this ability
example is provided in the Witch example Charllotte located on page 112.
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❖ All text for how the Special Ability
functions will be detailed on the the text for the
Ability MP
itself. As well, sometimes these abilities will cost , have cooldown
time limits, or other factors that limit their use.
Witch Examples:
Gertrud Category 1 Witch 5 foot area
HP: 80 MP: 100
Strength: 8 Accuracy: 8 Magic: 10 Heart: 8 Mind: 7 Charisma: 6
Attacks:
Vine Attack Attack Roll: D8 + 5 Damage Roll: D8 + 5 Range: 20
Gertrud lashes out the vines underneath her body to attack a target.
Defense: D8 + 3
Spells:
Strangleroot
Targets under the effect of Strangleroot always suffer damage as if the spell was a
critical. If the spell does critical the damage is doubled.
Undergrowth
Functions as the normal Magical Girl ability however it is unaffected by fire spells as it
normally would be.
Special Abilities:
Summon Familiar
Gertrud is able to sacrifice 30 MP from her Magic Pool in order to summon one of the
Familiars at random from her Labyrinth.
Flying
Gertrud has the ability to fly, but only up to a maximum of 20 feet into the air and any
direct damage exceeding a value of 15 in a single attack will cause Gertrud to crash.
The first Witch that is encountered in Madoka Magica, this Witch steals the life force of
humans in order to tend the Rose Garden within her Labyrinth. Taking the form of a
strange buglike creature with butterfly wings and roses on her face, Gertrud will gladly
sacrifice the humans she so loaths in order to feed her beautiful roses.
Charlotte Category 2 Witch 20 feet long
HP: 150 MP: 160
Strength: 16 Accuracy: 12 Magic: 16 Heart: 10 Mind: 8 Charisma: 18
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Attacks:
Bite Attack Roll: D20 + 10 Damage Roll: D12 + 8 Range: 0
A vicious bite attack meant to sever limbs and outright kill Magical Girls. If this attack
rolls a 20 on its Attack Roll the attack is considered a Critical and threatens to outright
kill the target. The target must then make an Accuracy Check of 8+ or the target is
decapitated and outright killed. If the Accuracy check succeeds the target suffers only
double damage from the attack.
Tail Lash Attack Roll: D10 + 16 Damage Roll: D10 + 16 Range: 20
feet
Charlotte lashes out with her tail, attempting to slam it into the target to deal damage.
Defense: D10 + 5
Spells:
Disguising Illusion
Functions as the Magical Girl version of Disguising Illusion but can only be used to turn
Charlotte into a smaller cute version in order to lure enemies closer for her bite attack.
Special Abilities:
Bite Attack : Has a special melee bite attack that can instantly kill a target
Shed Skin : Charlotte has the ability to shrug off certain attacks by shedding her skin
and appearing again out of the body that took the damage through the mouth. When
Charlotte would normally take damage from a successful attack (Magical or Melee) she
may sacrifice 20 Magic from their Magic Pool in order to negate all of the damage from
that attack. After declaring Shed Skin, have Charlotte move 15 feet away from her
previous location. If Charlotte is still within the area off effect from an area of effect
attack, she still suffers the damage from the attack regardless of Shed Skin and her MP
pool is still drained like she used it.
The Witch that bit the head of Tomoe Mami, this sweets and cheese loving witch wants
to have its party and be left alone by the world. Although she needs to lure humans into
its Labyrinth in order to get her treats, if this Witch Transforms into her true ravenous
form heads will roll.
Patricia Category 3 Witch 50 feet large
HP: 320 MP: 280
Strength: 33 Accuracy: 33 Magic: 28 Heart: 32 Mind: 30 Charisma: 35
Attacks:
Stomp Attack Roll: D10 + 20 Damage Roll: 30 Range: 20
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Patricia attempts to stomp on the target, flattening them into the ground. She can
stretch up to 20 feet for this attack and its area covers a 10 foot circle from the original
target.
Grab Attack Roll: D12 + 15 Damage Roll: 10 / turn Range: 10
Patricia attempts to grab the target, if the attack succeeds the target is grabbed and
trapped in one of Patricia’s hands. The target instantly suffers 10 damage, and at the
start of their turn they suffer an additional 10 damage (this damage happens at the start
of every turn that they start in Patricia’s grasp). The target may make a Strength check
of 10 + in order to break out of Patricia’s grasp otherwise they remain trapped until freed
by themselves or an ally.
Defense: D12 + 10
Spells:
Ribbon Walkway
When Patricia casts Ribbon Walkway it appears as spider threads and she may make
up to 10 in a single cast but requires her weight to be distributed across 4 to not
collapse. The MP cost for this spell is also base multiplied by 3
Ribbon Dragon
Functions normally as the regular Ribbon Dragon spell but assumes D20s for all
damage values and dice rolls
Ultimate Barrier
Patricia has access to the Ultimate Barrier spell, functions the same way as the base
spell Ultimate Barrier.
Special Abilities:
Grab
Patricia has a special grab attack that can hold at maximum 2 targets at a time.
The large handlegged Witch from Akemi Homura’s flashbacks, Patricia was a
studentcouncil representative when she was alive. She waits high in the sky on her
spiderlike ribbon threads, reenacting the school she so loved. If you rang the end of
the day bell, this Witch would probably attempt to return to a home that no longer exists.
Walpurgisnacht Category ??? Witch 200 feet massive witch
HP: 400 MP: 360
Strength: 34 Accuracy: 38 Magic: 36 Heart: 40 Mind: 28 Charisma: 20
Attacks:
Gear Shot Attack Roll: D20 + D20 + 10 Damage Roll: D20 + 10 Range: 100
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Walpurgisnacht fires off a massive gear from it’s body at the target. The gear is large
roughly about 20 feet by 20 feet and will cause environmental damage wherever it
lands.
Wind Blast Attack Roll: D20 + 10 Damage Roll: D20 + 5 Range: 20
feet
Walpurgisnacht creates a blast of wind meant to send targets flying away from it. If the
target suffers damage from this attack they are repelled backwards 50 feet. This attack
also affects every target within a 20 foot circle of Walpurgisnacht, but only one attack
roll is rolled.
Defense: D20 + D20 + 10 / D20 + 10
Spells:
Walpurgisnacht has access to all Fire, Wind, and Darkness Spells. The numeric values
for all of these spells are doubled whenever cast by Walpurgisnacht.
Special Abilities:
Flying
Walpurgisnacht has the ability to fly, there is no limit to this and Walpurgisnacht cannot
be grounded unless it is killed / dying
Weak Spot
Walpurgisnacht has 2 defense values, the first number is used when attacking
Walpurgisnacht directly, but the second is used when the attack is targeting specifically
the head of Walpurgisnacht located at the lowest part of it’s body
Storm
Walpurgisnacht has a passive storm that follows it wherever it goes. It produces
intense wind and lightning storms, causing all targets attempting to be out in the Storm
to suffer a 2 distraction penalty to all rolls. The Storm does not affect Walpurgisnacht
Disaster
Walpurgisnacht has the ability to cause natural disasters. It must spend a whole turn
concentrating in order to cause them but these disasters can range from anything like a
Tornado, Volcano Eruption, Earthquake, Tidal Wave, Whirlpool, etc.
The most powerful and mysterious Witch in existence, Walpurgisnacht is said to have
been responsible for countless natural disasters across human history. It carries with it
a massive storm wherever it goes, and has undoubtedly slaid countless thousands of
human and Magical Girl lives in it’s wake of destruction.
Rewards of Slaying a Witch:
❖ When a Witch is successfully slain they grant a reward in the form of Grief
Seeds. These not only provide Players with Experience Points to continue to
advance their characters but also provide much needed resources to Players.
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❖ Grief Seeds are the lifeblood of Magical Girls and what keeps them from
becoming Witches and running out of Magical power. Grief Seeds will restore a
certain amount of MP upon use as well as reducing the Corruption
in a Magical
Corruption Pool
Girl’s in the case of higher level Grief Seeds.
❖ Grief Seeds should be useable by all party members once before they are used
up in most cases. However if you’re running a Witch heavy campaign you may
want to experiment with reducing the uses each Grief Seed has in order to make
players think about how to ration and use their Grief Seeds wisely.
❖ Like everything involving Witches , the exact numbers and details of each Grief
Seed are up to you but here are some suggested numbers for Grief Seeds based
on the category of the Witch the seed came from:
▪ Category 1: Restores 20 MP and 20 Experience Points
▪ Category 2: Restores 40 MP Corruption
, 10 , and 40
Experience Points
▪ Category 3: Restores 60 MP Corruption,
, 15 and 60
Experience Points
Familiars:
❖ Familiars serve as minions of Witches , often dwelling just outside or within their
labyrinths protecting it from intruders and unwelcome Magical Girls.
❖ Familiars often take the shape or a matching form to their Witches, and serve as
small creatures and combat encounters before a party might take on a Witch .
Minions should always be fought in groups of 2 or more.
❖ Familiars should have lower health / defenses and be fairly easy to deal with.
Suggested health and Magic Pools for different types of Familiars are listed
below (again the exact numbers are based on the witch and where players are at
in their campaigns) based on the Category of Witch they serve:
▪ Category 1: 10 HP / 5 MP
▪ Category 2: 20 HP / 15 MP
▪ Category 3: 25 HP / 25 MP
❖ When creating Familiars base them off of the Witches they serve first, this will
give them the appearance. Additionally pick one spell, melee attack or special
ability from the
Witch that they serve and give it to them. This will allow players
to get ready and research a Witch’s mechanics and powers before they’re stuck
in a no win situation with said Witch.
Creating your own Witches:
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❖ When creating your own Witch from scratch it is important to consider the overall
challenge you are putting against the party of Magical Girls.
❖ All
Witches in this book are based around having a party size of maximum 4
Magical Girls. Keep in mind if you’re running a campaign with more / less party
members than this, numbers will need to be inflated / deflated or you may need
to use higher / lower category witches then suggested. The suggested Witch
Categories per player level are as follows:
Average Player Level Suggested Witch Category
13 1
46 2
79 3
❖ All
Witch’s powers are influenced by two different factors
▪ How powerful of a Magical Girl were they when they turned into a Witch.
▪ How many human souls have they devoured since becoming a Witch.
❖ The Majority of what will make your Witch encounters fun will be the
Special
Abilities.
While they can be powerful and interesting, Special Abilities
can be
difficult to balance and deal with for the party of Magical Girls. Think carefully
about what the Special Ability
is, and how you are subtly telling Players about
how to deal with it.
❖ When amplifying existing Spells, think about how exactly you are going to make
them stronger than average. This could be anything to adding additional damage
values, increasing Spell radius or even automatically Critically Casting. The
exact effect will be up to the specific Witch at the time but make sure to define
this beforehand to keep it consistent during the encounter.
Player Witches:
What to do when a Player reaches 100 Corruption:
❖ When a Player Character reaches 100 Corruption
they exist mere moments
away from turning into a
Witch The Law of Cycles
(or being taken by for
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postseries campaigns). This is often a large and meaningful moment for most
players regardless of if it is something they wanted or not.
❖ It is suggested that the Incubator give the Player two minutes of ingame time to
RolePlay out the transformation itself. This gives the Player time to say things
like final goodbyes, or RolePlay out a dramatic speech of their Character’s final
descent into madness.
▪ Even for a campaign that uses The Law of Cycles , it is important to give the
Players enough time to do the moment justice as often it can be viewed as
the culmination of that Player’s personal story through the campaign.
▪ This is suggested even if the Player has reached 100 Corruption in the middle
of a combat encounter. Simply put the combat encounter on hold, or allow
incombat RolePlaying to happen while the transformation takes place.
❖ If a Player transforms into a Witch
during a combat encounter, it is up to the
Incubator’s discretion as to if the new Player Witch joins the combat encounter
or flees in order to form it’s own
Labyrinth.
Controlling and creating Player Witches:
❖ When Players turn into a Witch , the kind of
Witch they become is based on the
Level that they were when they turned as well as different attributes of their
Character.
❖ You may allow Players to control their own Witch as long as they act within the
normal way a Witch would (IE attacking their former friends), or you as the
Incubator may control the Witch as you see fit. However, you may not change
anything about the Witch as it is based on where the Player Character was at
when they became a Witch; the rules for this are as follows.
Determining Player Witch Category:
❖ To first create the
Player Witch you must know what Category of Witch they are
going to be, and this is based on the Player’s Level when they change as listed
below.
Player Level Upon Change Witch Category Created
Levels 0 3 Category 1
Levels 4 6 Category 2
Levels 7 10 Category 3
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Determining Player Witch Stats:
❖ The exact flavor and abilities of the
Witch
are based on the Statistic
values that
the Player had as a Magical Girl. Their stats will inflate up to the level that
Witch
stats normally are, this is done by adding a set amount of stats onto their own
stats.
Category Statistics Gained
Category 1 +4 to all Stats
Category 2 +11 to all Stats
Category 3 +24 to all Stats
❖ Example: if a Magical Girl with stats of
Strength: 7 Accuracy: 4 Magic: 5 Heart: 6 Mind: 4 Charisma: 3
were to transform into a Category 2 Witch their stats would turn into
Strength: 18 Accuracy: 15 Magic: 16 Heart: 17 Mind: 15 Charisma: 14
Determining Player Witch Type:
❖ When a Player turns into a Witch you may classify them into three different
Types of Player Witches Physical, Magical
: Mental
, or Witches. This is
determined by finding the Player’s highest Statistic . They are classified into the
categories based on the stats as follows:
▪ Strength or Accuracy :
Physical Witch
▪ Magic or Heart:
Magical Witch
▪ Mind or Charisma :
Mental Witch
❖ You can use the Type of the Player Witch to determine what they are best at
with Physical Witches being best at basic Attacks, Magical Witches being best at
Spells and Mental Witches being the best at using their Special Abilities.
❖ In the event of a tie between highest Statistic the Player may choose which type
of
Witch they want their Player Witch to be.
Assigning Powers to Player Witches:
❖ All Player Witches will have the following powers:
▪ 2 Physical Attacks
▪ 2 Spells known from the spells they knew as a Magical Girl
▪ 1 Special Power
❖ A Physical Witch will have anywhere between 23 different kind of physical
attacks and one of them may have a special effect (similar to the Witch example
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Charlotte). This is as opposed to basic Player Witches having maximum 2
attacks.
❖ A Magical Witch may select up to 4 of the spells that they knew as a Magical Girl
to carry over as a Player Witch , they are amplified appropriately as they are
being cast by a Witch. This is as opposed to the maximum of 2 spells that other
Player Witches can carry over.
❖ A Mental Witch may create their own Special Ability at the Incubator’s discretion
(one not on the list of
Player Witch Special Abilities below). This is as opposed
to the the only one / two innate special abilities that other Player Witches have
(this is explained below).
Player Witch Special Abilities:
❖ When a Magical Girl becomes a Witch
they receive one or two Special Abilities
based on their Preferred Spell Categories as a Magical Girl (up to 2, if you have
3 because of a quirk you may select only 2). The Special Abilities are as follows
below:
▪ Water
Flood: Your labyrinth is flooded, including your direct lair. How much land
/ standable space remains is up to you as well as if you fight ontop of or
under the water.
▪ Fire
Combustion: Any melee attackers that deal you damage successfully
suffer 1D10 of fire damage and are repelled off of you 10 feet.
▪ Wind
Flying: You may fly a maximum of 10 feet * Magic stat above the ground
at all times. If you suffer any damage over the threshold of 5 * Heart stat
you fall to the ground and are grounded for your next turn.
▪ Earth
Burrow: You are able at the end of your turn to burrow into the floor of
your Labyrinth and disappear for one whole round. At the start of your
next turn you may appear at any point within your lair and take your turn
as normal (if you appear beneath a target they take 2D10 damage and are
propelled into the air 20 feet unless they pass an Accuracy check of 10+).
Using this ability costs 30 MP.
▪ Light
Light in the Dark: Your lair is completely devoid of light except for a
passive light that emanates from your Witch body that you may control.
All regular attacks you do receive a +5 surprise bonus to them if you
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spend 10 MP to turn off the lights on the attacking part of your body. The
light returns after your attack is finished.
▪ Darkness
Darkest Hour: At the start of your turn you may use this ability at the cost
of 20 MP, if you do all targets that are nonWitch and nonFamiliar must
pass a Mind check of 7+ or be stricken with fear as their worst fears are
realized by looking at you, targets affected by this fear lose their turn this
round (this roll happens at the start of your turn and applies to the target’s
next turn even if their next turn is in the next round). You may maintain
this ability at the cost of 10 MP at the start of your subsequent turns.
▪ Arcane
Aura of the Arcane: All units within a 20 foot radius of you suffer 1D6
damage to their MP at the start of their turns when they are within the
radius.
▪ Healing
Fast Healing: During your turn, you may heal your HP by draining your
MP at a 2:1 ratio (2 MP to heal 1 HP).
▪ Weapon Enhancement
Magical Impact: Any successful Melee attacks performed by you create a
magical explosion afterwards, the explosion if used drains 5 MP from your
Magic Pool but deals an additional 10 damage to every target affected by
the attack.
▪ Time
Heightened Sense of Time: You may take two turns a round, one at your
regular Initiative order and one at the end of every round. If you take this
special ability you suffer a 50 penalty to your HP and MP totals.
▪ Celestial
Labyrinth of the Heavens: Your labyrinth is shrouded in stars and appears
once inside as if you were in space itself. Gravity is much lower here and
as such all knockback and movement effects are doubled within the
labyrinth however all nonWitch and Familiar units must make constant
accuracy checks to compensate for the lower gravity in the labyrinth.
▪ Ribbon
Ribbon Skinned: When you suffer damage from a successful Melee
attack against you may sacrifice 30 mana from your Magic Pool to bind
them too your Witch body as if they were wrapped up in the Ribbon
Binding spell (again amplified as casted by a witch).
▪ Barrier
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Barrier Skin: You have a barrier skin that switches every round and
prevents one type of damage entirely. The colors and nature of the barrier
skin are yours to decide but they must switch every round alternating
between blocking all physical and all magical damage. If you select this
Special Ability your MP total starts at 50 of normal.
▪ Music
Deafening Music: At the start of your turn you may use this ability at the
cost of 20 MP, if you do all targets that are nonWitch and nonFamiliar
suffer a 2 distraction penalty onto all their rolls due to the deafening music
you produce. You may maintain this ability at the cost of 10 MP at the
start of your subsequent turns.
▪ Illusion
Shed Skin: Anytime you suffer damage from any kind of attack you may
declare Shed Skin by sacrificing 20 MP from your Magic Pool to
immediately ignore the damage. Move yourself 15 feet from where you
were when the attack took place, and if you’re still within the area of effect
for the damage (if it was an area of effect attack) you still receive the
damage.
▪ Nature
Summon Familiar: You can summon a Familiar by sacrificing 30 MP from
your Magic Pool in order to summon a Familiar appropriate for your Witch
Category.
Wraiths:
General Wraith Rules:
❖ For those campaigns that choose to be set in the post Madoka Magica main
series timeline, you will be swapping out Witches for
Wraiths. Whereas
Witches are created from Magical Girls and represent the death of one, Wraiths
are simply the curses of humanity given magical form and purpose.
❖ While Wraiths are much more numerous than their cousins the Witches, on the
whole they are generally much weaker than Witches . In campaigns that choose
to use
Wraiths , they will fill the role that both
Witches and
Familiars
take in
other campaigns.
❖ Wraiths usually appear as tall humanlike figures with pixelated faces, the
appearance of the given Wraith is determined by the type of curse that created
it.
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❖ Beyond specific numbers and balancing, all of the rules for Wraiths
are exactly
the same as Witches. So for information on
Waith attacks, defense, spells and
special abilities please refer to the
Witch section starting on page 109
❖ Wraiths do not make Labyrinths like
Witches do however. They exist out in the
open, but invisible to normal human eyes and generally only appear at night.
❖ Wraiths will vary in terms of size and health depending on the type of Wraith
the
Incubator creates and for what purposes they are put in the path of the players.
However, general guidelines are provided here for the health and Magic Pools of
Wraiths of each category.
▪ Category 1 :
40 HP / 40 MP
Strength: 4 Accuracy: 4 Magic: 4 Heart: 4 Mind: 4 Charisma: 4
▪ Category 2 :
70 HP / 70 MP
Strength: 7 Accuracy: 7 Magic: 7 Heart: 7 Mind: 7 Charisma: 7
▪ Category 3: 120 HP / 120 MP
Strength: 12 Accuracy: 12 Magic: 12 Heart: 12 Mind: 12 Charisma: 12
Wraith Examples:
Estranged Anger Category 1 Wraith 15 feet tall
HP: 40 MP: 30
Strength: 6 Accuracy: 3 Magic: 3 Heart: 4 Mind: 3 Charisma: 5
Attacks:
Upwards Kick Attack Roll: D8 + 4 Damage Roll: D8 + 3 Range: 0
Estranged Anger kicks out violently infront of it, kicking targets into the air.
Enraged Shout Attack Roll: D6 + 3 Damage Roll: D4 + 2 Range: 20
Estranged Anger shouts with a violent shock wave. All targets within 5 feet of the target
also suffer damage if the initial target takes damage from the attack.
Defense: D4 + 4
Spells:
None
Special Abilities:
Infectious Anger
Estranged Anger is able to sacrifice 15 MP from its Magic Pool at the beginning of it’s
turn to attempt to enrage those fighting it. All nonwraith targets within 60 feet of
Estranged Anger must make a Charisma Skill Check versus Estranged Anger’s
Charisma Skill Check. Any targets that fail, are enraged and suffer 2 on all rolls but +2
to melee damage dealt until the start of Estranged Anger’s next turn.
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This Wraith is created when someone curses the name of a person whose name they
don’t even know. Be it road rage, a simple mistake or just pure anger; it creates this tall
crimson red Wraith that shouts to the heavens with undirected hatred.
Jealousy Category 2 Wraith 10 feet tall
HP: 60 MP: 60
Strength: 7 Accuracy: 9 Magic: 6 Heart: 6 Mind: 5 Charisma: 10
Attacks:
Nail Slash Attack Roll: D12 + 5 Damage Roll: D12 + 3 Range: 0
A quick and graceful attack that lets Jealousy slash out with deadly sharp nails, and
move an additional 10 feet after if the attack was successful.
Spellsteal Attack Roll: D8 + 10 Damage Roll: D6 + 4 Range: 0
Jealousy caresses the face of it’s target softly, dealing its damage as MP damage and
stealing one spell at random from the target.
Defense: D10 + 5
Spells:
None
Special Abilities:
Spellsteal : Has a special melee attack that upon successful attack steals one random
spell from it’s target. Until Jealousy is defeated the target cannot use that spell, and it is
added to Jealousy’s Spell list.
Nimble: Can spend 10 MP Magic Pool
from its to negate any ranged attack or ranged
spell that would hit Jealousy.
The curse formed when one despises another for having something they desire but
cannot have. This vaguely pink colored wraith has incredibly long arms with wicked
sharp nails on them. It can be found wandering wherever there is lavish lifestyle,
laughing as if it belonged there all along.
Betrayal Category 3 Wraith 30 feet tall
HP: 110 MP: 130
Strength: 5 Accuracy: 6 Magic: 13 Heart: 11 Mind: 10 Charisma: 10
Attacks:
Wail Attack Roll: D10 + 12 Damage Roll: 15 Range: 20
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Betrayal wails at the top of it’s lungs, piercing eardrums and hearts of all within 20 feet
of it.
Defense: D8 + 10
Spells:
Frigid Stream 5 MP Range: 20
Betrayal chills the veins of one target. Their overall movement speed is reduced by 20
feet / round for 1D4 rounds, and the target suffers 1D6 ice damage at the start of it’s
turn while under the effects of Frigid Stream.
SubZero Blizzard 20 MP Range: 30
Betrayal creates a blizzard in a 20 foot circle with the center being at the cast point.
Targets trapped inside instantly take D10 + 5 ice damage and also take an additional
D10 + 5 at the start of every turn while still within the Blizzard’s radius (if the result of the
D10 roll would be less than 5 it is 5 instead). Targets inside also receive a 5 penalty
whenever making a ranged attack or casting a spell while inside the blizzard.
Special Abilities:
Aura of Pain:
While within 20 feet of Betrayal, all Magical Girls must make a Heart Skill Check with
difficulty 8 or receive 1 corruption point at the start of the Magical Girl’s turn.
The curse that occurs when someone is betrayed by one of the people closest to them.
This tall wavering figure covered entirely in a midnight blue cloak can only cry, cry and
curse humanity in confusion at what they must have done to deserve such a fate.
Rewards of Slaying a Wraith:
❖ Similar to Grief Seeds, when a Wraith is slain it drops a Tainted Echo. Just like
Grief Seeds, Tainted Echos provide the same much needed resources and
experience to Magical Girls.
❖ Unlike Grief Seeds, Tainted Echos provide much less on the whole as Wraiths
are easier to slay and much more numerous than Witches.
❖ Similarly it is suggested (but not required) that each Tainted Echo only carries
with it two uses, this will force Players in a party to make interesting choices
about who gets a use of each Tainted Echo.
❖ Tainted Echos grant a number of MP, Experience Points, Corruption
and reduction
based on the category of Wrath that it came from as shown below:
▪ Category 1: MP
Restores 15 and 10 Experience Points
▪ Category 2: MP
Restores 25 Corruption
, 5 , and 20
Experience Points
▪ Category 3: MP
Restores 50 Corruption,
, 10 and 45
Experience Points
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Creating your Own Wraiths:
❖ When creating your own Wraith from scratch, as with
Witches it is important to
consider the overall challenge you are putting against the party of Magical Girls.
❖ All
Wraiths in this book are based around having a party size of maximum 4
Magical Girls. Keep in mind if you’re running a campaign with more / less party
members than this, numbers will need to be inflated / deflated or you may need
to use higher / lower category witches then suggested. The suggested Wraith
encounters per player level are as follows:
Average Player Level Suggested Wraith Encounter
13 Two Category 1
46 Two Category 1 and One Category 2
79 One Category 1, Two Category 2 and
One Category 3
❖ Keep in mind that these are suggested for ‘Final Encounters’ of certain sessions
or episodes. More minor Wraiths will have to comprise earlier challenges if you
want Players to have more than one combat encounter.
❖ When creating your own Wraith from scratch, try to think of a time that you
yourself have cursed someone, be it heartfelt or just in passing. Take ahold of
that emotion and try to design a creature based thematically around what that
emotion feels like to you.
❖ For additional help on crafting your own Wraiths see the
Creating your Own
Witches section located on page 116. All of the same information about
amplifying spells and special abilities applies to Wraiths as well.
Wicca:
What Are Wicca:
❖ Wicca are best described as a perfect fusion between both Witch and Magical
Girl. Incredibly rare and very difficult to actually create,
Wicca
carry with them
immense power that they can draw on but at a terrible price.
❖ Wicca are created when a Magical Girl reaches 100 Corruption
and becomes a
Witch while inside of a closed system. Be this system created by Magic or highly
strengthened physical materials; the energy (meant to reverse entropy) that is
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released during the transformation collapses back in on the Soul Gem. Instead
of shattering the Soul Gem cracks, and forms a Labyrinth for the Witch inside of
the Soul Gem itself. This Labyrinth is created as a paradise in order to make the
Magical Girl trapped within perfectly happy. Once a Magical Girl is in this state
there are only three possible outcomes:
▪ The Magical Girl stays within the Labyrinth, content to feed off of the energy
released until it is all dry. The Soul Gem dims and dies, along with the
Magical Girl.
▪ The Magical Girl figures out what is going on and attempts to fight the Witch
she has become. If she loses and dies, the Witch takes over and releases
become essentially a slightly more powerful Witch then it would have been if
hatched normally.
▪ If the Magical Girl wins the confrontation and escapes from the Soul Gem,
their Soul Gem shatters and reforms as a Dark Orb; thus turning the Magical
Girl into a
Wicca.
❖ Similar to Magical Girls,
Wicca have a completely normal human form and a
magically powerful transformed state in which to fight. Unlike Magical Girls they
carry with them a Dark Orb instead of a Soul Gem.
❖ A
Wicca themselves is as much a Witch as they are a Magical Girl, as such they
generally tend to be a bit on the mentally unstable side. Imagine if Miki Sayaka
continued to exist and live after how disillusioned and dangerous she became
just before turning into a Witch. That will give you a good idea of how most
Wicca behave.
▪ To become a Witch and reach 100 Corruption means to have your purpose
and wish completely degraded and destroyed from its original purpose. As
such most Wicca generally tend to live out the exact opposite of the hope that
their original wish had spread.
Wicca General Rules:
❖ Wicca function and participate in combat just like any other Magical Girl,
however they have some new special abilities, access to a special Magic
Category, and have some of their own special rulings.
❖ Immediately upon becoming a Wicca , they get access to a special Spell
Category that is immediately added as if a Prefered Spell Category.
❖ Wicca cannot gain or lose Corruption Corruption Pool
, as their is at 100 out of
100 simply by nature of them existing.
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❖ Unlike Magical Girls, when a Wicca touches a Grief Seed to their Dark Orb (Soul
Gems for Wiccas) nothing happens, no Experience Points are granted, MP
restored or Corruption removed.
▪ Instead Wicca MP
restore their through consuming Human souls, and gain
experience by crushing and absorbing Grief Seeds or Dark Echos.
❖ If a
Wicca chooses to crush a Grief Seed or Dark echo, they consume all of the
item’s remaining uses and are granted Experience Points as if they used the item
themselves once (however they do not gain MP Corruption
or lose ).
MP
❖ In order to regain a
Wicca needs to consume one Human Soul, which
restores them to their maximum MP Magic Pool.
in their In order to consume the
soul the human must be under effect of the Wicca Spell “Witch’s Kiss” which can
be found on page 129.
❖ Wicca do not have the hard Statistic cap at 10 like Magical Girls do when in
their
Awakened forms only.
Wicca Awakening:
❖ One of the main things that sets a Wicca apart from a Magical Girl is the ability to
perform a Wicca Awakening in exchange for PowerPushing . When a Wicca
Awakens , they take on certain (but not all) physical aspects and properties of
their Witch forms had they become a Witch.
❖ To Awaken , the Wicca tears her Dark Orb out of her physical shell, and crushes
it completely. This lets out the true Grief Seed trapped inside of the Dark Orb
which then fuses with the physical shell in it’s place and transforms the Wicca
even further.
❖ During a Wicca Awakening the Wicca gains certain Statistic bonuses as well
as access to certain Special Abilities just like a Witch does. Additionally a Wicca
is restored to their maximum HP value in their Health Pool after they complete
the Awakening .
❖ In order to perform a Wicca Awakening, the
Wicca must currently be
transformed, not have the condition Unconscious, have more than 0 MP in their
Magic Pool
,and takes their entire turn to perform the action.
❖ After combat, or when they choose to a Wicca may suppress their Awakening
again, restoring their Dark Orb and returning them to human form. If they do so,
MP
they are left with 0 in their Magic Pool but may cast the spell “Witch’s Kiss”
for no mana cost for the next hour (ingame time) only.
Creating a Wicca:
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❖ When creating a Wicca either as an enemy or otherwise it is best to start off with
a Magical Girl and level them up as if they were actually progressing through the
game. At a certain point where you choose for them to become a Wicca , then
refer to the section
Player Wicca located below and treat them as if they were a
Player going through the process.
Player Wicca:
Conditions under which becoming a Wicca is Possible:
❖ As stated in the Wicca section, in order to become a Wicca the Magical Girl
needs to reach 100 Corruption while their Soul Gem (or themselves) is trapped
inside of a closed system. It takes an incredible amount of powerful magic to
trap all of that energy during the process, or it can be done with Physical objects
able to withstand the force of almost an atomic bomb.
❖ The Incubator is entirely responsible for determining if the conditions are met for
a Player to become a Wicca.
▪ Sometimes this can be intentional as a mechanic for a given campaign / arc
or as a way to continue a Character’s lifespan even though they reached 100
Corruption .
▪ Keep in mind Wicca are incredibly rare, and should not be lightly thrown into a
given campaign either as Players, Enemies or otherwise lightly.
Becoming a Wicca:
❖ The first and most apparent change when a Magical Girl becomes a Wicca is the
change in outfit, Soul Gem, and most importantly personality.
▪ Design your Dark Orb (new soul gem) first and then incorporate it’s design
into your overall costume change at becoming a Wicca.
▪ Ask yourself what were the events that really led to your Character becoming
a Wicca? How did their original purpose and wish be turned against them?
What have they lost along the way? No scrap your character’s personal
history and personality, and construct a brand new character personality
around the answers to those questions
▪ As a note, Wicca usually have a hard time remembering who exactly they
were or people they knew before they became a Wicca. They can remember
vaguely, but specific events and names might be lost during the process. Of
course some exceptions do exist in the case of powerful Magical Girls (Levels
7 and up) turning into Wicca.
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❖ The next step is to add the Wicca
Spell Category to your Character as a bonus
Prefered Spell Category . You do not receive any of these spells for free, and
must purchase them as normal but you may do so at the printed cost as it is now
Prefered Spell Category
a .
▪ See the Wicca Spell List below to see specific spells.
❖ The last and final step to finishing the process of becoming a Wicca is to design
your
Wicca Awakening as is detailed in the section
Designing your Wicca
Awakening located on page 131.
Wicca Spell List:
Wicca:
Magic belonging more to Witches then Magical Girls, Wicca magic is only accessible to
those Magical Girls who master their own Witches and become Wicca.
SP 1 Witch’s Kiss MP: 2 Range: 50
Manifest: 6 Critical: 12
You attempt to charm a nearby human (magical or nonmagical) into wandering in your
direction to fall prey to you. If the cast is successful you are able to make Mind Skill
checks versus the target’s Magic Skill check in order to give them subtle commands.
You can influence their emotions to a small degree and their actions namely to make
them wander in your direction. If the spell is Critically Cast then you can influence them
to even do such things as commit suicide or influence others to follow them as well. A
human must be under the effect of this spell to be vulnerable to the Devour action
(takes a fullround and restores a Wicca to their full MP Magic Pool
in their ).
SP 2 Summon Familiar MP: 5 Range: 10
Manifest: 8 Critical: 15
You summon a Familiar to your side to aid you in combat. The Familiar takes orders
from you and moves during your initiative, as well as receiving the effect of any spells or
abilities that were active on you at the time of casting this spell. The familiar looks
thematically like it would have had you turned into a Witch and the stats for this Familiar
are dependant on your current level.
Levels 0 3: 10 HP / 5 MP
Levels 4 6: 20 HP / 15 MP
Levels 7 +: 25 HP / 25 MP
SP 3 Create Labyrinth MP: 20 Range: N/A
Manifest: 10 Critical:
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You create a Labyrinth around you wherever you are at the moment (you cannot use
this spell while inside of another Wicca or Witch’s Labyrinth). The floorplan and layout
are entirely up to you, and additionally you may have up to 6 Familiars populating the
Labyrinth where you choose to. While within the Labyrinth you may cast the spell
“Witch’s Kiss” for no mana cost (even on a Critical Cast ), and you receive a bonus of 10
feet per round to your movement speed while within the Labyrinth. If your Witch would
have a special ability that alters the nature of their Labyrinth, yours has that same
quality. You may choose to dissolve the Labyrinth at any time you choose, and you are
refunded 10 MP when you do so.
SP 4 Overshadow MP:
5 Range: N/A
Manifest:
10 Critical:
17
You become overshadowed by your Witch form for a brief moment, empowering your
next attack. Your Melee or Ranged weapon gains an additional 10 feet of range, and
for your next Melee Combat Round or Ranged Attack roll, your Weapon and Stat Die
upgrade to the next Die Type (IE D10 to D12). If your Die is already at a D20, you may
Critically Cast
add 5 onto the result rolled. If this Spell is , you may consider the attack
or Melee Combat Round (provided you didn’t clash or lose) to have Critically Hit
even if
you did not previously meet the requirements for a Critical Hit
.
SP 5 Pacify Witch MP:
20 Range: 50
Manifest:
10 Critical:
As part Witch yourself, you can understand them to an extent; and to an extent control
them. If the cast is successful, you may attempt to persuade / intimidate a Witch into
retreating for a time. At Levels 3 and lower this spell has no effect, at Levels 4 and
higher you may attempt to pacify a Category 1 Witch. Likewise at Levels 7 and higher
you may attempt to pacify a Category 2 Witch, and finally at Levels 9 and higher you
may attempt to pacify Category 3 Witches. Witches that are pacified deconstruct their
Labyrinths, and will move from their current area; additionally they will not attempt to
find or seek out the Wicca that performed the spell for at least a period of 24 hours.
They have a chance of setting up their Labyrinth somewhere else, or returning to their
original location. Some powerful Witches have even been known to seek out the Wicca
that cast the spell in order to seek vengeance. A Witch may only be the target of this
spell once and only once, even if it is cast by a different Wicca then who originally cast
it.
Designing your Wicca Awakening:
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❖ The first step in designing your
Wicca Awakening is to go to the
Player
Witches section located on page 116 and determine what your Witch Type is.
Similarly to how the Type of Witch effects what abilities the Witch has, it also
helps determine what the powers of your Wicca Awakening have.
▪ If you would have been a Physical Witch, then you gain access to an
upgraded Melee or Ranged attack when in your Wicca Awakening.
▪ If you would have been a Magical Witch all spells you cast while in your
Wicca Awakening are amplified and strengthened as if they were cast by a
Witch (talk to your Incubator and figure out specifics long before any combat).
▪ If you would have been a Mental Witch you may create a Special Ability that
stays active as long as you are in your Wicca Awakening .
❖ Now it is time to design the appearance of your Wicca Awakening , and the first
step to that is design what your Witch would have looked like had you actually
become one.
▪ After that is done, think of what it would look like to take on a small part of the
physical aspects or appearance of the Witch while retaining a mostly human
form. Make sure this is thematic with the powers granted by your
Awakening .
❖ For example: Soyun is a Magical girl who would have become a Physical Witch;
she uses a Scythe, Darkness Magic and has the Quirk Lone Wolf. Therefore her
Witch form would have looked like a giant wolf with the scythe blades as it’s
claws. When she Awakens , her arms are replaced with the Witch’s oversize
wolf arms with the scythe blades as claws. This also fits well with the enhanced
Melee attack she gains while Awakened because of being a Physical Witch.
❖ Lastly, it is important to note that all of your base Statistics
increase by +5 when
in your Wicca Awakening Health
form. All and Magic Pools are increased to fit
the new stats, but all of it reverts back to normal when you suppress the
Awakening again.
▪ If you lost health while in your Awakened form, when reverting back the total
amount of damage you sustained will stay the same. It is possible to kill
yourself by hastily suppressing back to your human before you heal the
damage to a survivable amount.
Examples of Wicca Awakening:
Soyun
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Soyun was a Level 6 Magical Girl who used a Scythe, Darkness Magic and who would
have been a Physical Witch . Below are her stats as well as the upgraded Melee attack
she received while in her Awakened form:
Strength 10 Accuracy 8 Magic 12 Heart 9 Mind 11 Charisma 8
Physical Witch (special melee attack)
Melee Attack Weapon Die: D12
While Awakened, Soyun may initiate Melee Combat Rounds
from up to 10 feet away.
Additionally when she deals damage she may inflict bleeding damage as if she had
Critically hit with a Scythe weapon.
Soyun’s Awakening replaces her arms with two massive wolf claws, both easily double
the size of her own body. The claws constantly have an Aura of Shadows running over
them, and the claws themselves are the Scythe blade she uses when not Awakened.
Claudia
Claudia was a Level 5 Magical Girl who used a Rapier, Illusion Magic and who would
have been a Mental Witch. Below are her stats as well as the Special Ability
she
received while in her Awakened form:
Strength 10 Accuracy 13 Magic 12 Heart 11 Mind 11 Charisma 13
Mental Witch (Special abilities)
Sadism: For every 20 points of damage Claudia inflicts while in her Awakened form
she gains 10 temporary mana points, 10 temporary health points and 1 temporary
Accuracy point.
An amorphous liquid as black as pitch seem to shift and creep around Claudia’s body.
Is it alive? Or is it just a skintight suit playing tricks of the eye? Either way Claudia’s
crazed expression and desire for combat reflect in her eyes and spell doom for all who
meet her.
Magical Girls and Wicca as Enemies:
❖ If the campaign you are running calls for Magical Girls or Wicca as enemies for
players to face, there are some considerations that have to be made.
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❖ Generally the best way to do these types of enemies is to simply create them as
if they were Player characters and then set them up against the players with
some adjustments.
▪ To make sure that everything is balanced it might be a good idea to create
encounters that have similar numbers of Magical Girls / Wicca to Player
Magical Girls to create an even fight.
▪ In the case of wanting to do a Boss style encounter with Magical Girls / Wicca
it is a good idea to inflate the Magical Girl / Wicca’s level to far beyond the
party’s. Or don’t be afraid to inflate stats beyond levels that they should be.
To an Incubator controlled boss character the hard cap of 10 Statistics
doesn’t apply when trying to craft a fun final encounter.
Humans:
General Human Rules:
❖ Although it doesn’t come up very often, knowing the stats for an average human
for situations such as social encounters can be very helpful. Below are listed a
few stats for the average human
▪ As a note specifically for Magical interactions, see the General Magical Girl
Rules section of
Part 5 located on page 31.
❖ Humans with a Magic Stat over 0 cannot necessarily cast spells, but it does
mean they have a Magic Pool although they may not know how to physically tap
it.
▪ Humans can gain a Magic Stat in a variety of ways. Everything from an
intense study in the Paranormal, to being incredibly spiritual or even just
innately born with it can produce normal humans with a Magic Stat of greater
than 0.
▪ All Humans who have had their lives touched in some way by a wish will have
at least a
Magic Stat of 1, and those who spend more and more time in close
proximity to a Magical Girl will continue to have their Magic Stat grow,
although it cannot rise above a 2 this way.
▪ Keep in mind that humans with a Magic Stat of 1 can catch glimpses of
Magical Beings out of the corner of their eyes although most assume they’re
seeing things as they can never get a good look. As well those humans with
a
Magic Stat of 2 can in fact see Magical Beings.
Human Examples:
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Joe
Joe, you’re… Well average Joe.
Strength 1 Accuracy 1 Magic 0 Heart 1 Mind 1 Charisma 1
Major Motoko
A highly trained and specialized Military officer, trained in the use of firearms, hand to
hand combat and squad tactics.
Strength 3 Accuracy 2 Magic 0 Heart 2 Mind 2 Charisma 1
Sanji
Looking for things that go bump in the night, and make a bump on our ratings charts!
Sanji is a Paranormal ‘investigator’ with his own ghost hunting reality show.
Strength 1 Accuracy 1 Magic 1 Heart 1 Mind 2 Charisma 3
❧❧❧❧❧❧❧❧❧❧
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Part 12: Incubator’s Guide
First off, congratulations on choosing to run the Madoka Magica RPG . We wish
you luck in mentally and emotionally breaking your Players throughout the course of the
game like a proper Incubator should. As the Incubator it is your job to guide the Players
through the story that you want to tell, but also allow them to add to the story
themselves and facilitate their Character’s growth both mechanically and RolePlaying
wise. This section will be brief but cover a few tips and springboard ideas to help
Incubators plan and facilitate their campaigns with the Madoka Magica RPG .
Facilitating the game:
❖ As the Incubator, like it or not you will be expected to be the foremost authority
when it comes to the rules of the Madoka Magica RPG . As such it is
recommended that you read the entire Core Rulebook before the first time you
start play, as well as getting as familiar with the rules as you can.
❖ Even if you are very comfortable with the rules, bring or have access to a copy of
the Core Rulebook every time you play. It is easy to settle Player disputes, and
remember things you have forgotten if you have a copy of the book onhand for
easy reference and lookup.
❖ Plan out each session to the best of your abilities beforehand. Even if it’s not
terribly extensive, having a good idea of what you ideally want the Players to do
in a given session will make things go much smoother when everyone sits down
to play the game.
❖ Find the ideal balance of planning versus improvisation. “A plan never survives
contact with Tabletop Gamers”, and as such it’s good to be able to roll with
whatever punches or methods your Players throw at you when trying to solve a
problem or challenge you’ve put before them.
❖ Spend a lot of time in the Monsters section of the book, being familiar with the
rules to create enemies on the fly will generally make things run a lot smoother
for all involved.
❖ Be ready to ‘falsify’ or ‘fudge’ numbers. Have a really cool Wraith mechanic you
didn’t get to show because a Player scored a lucky crit? Players accidentally
rolled well enough to uncover that big secret you weren’t planning to reveal until
a few sessions down the road? If these situations arise and you decide as the
Incubator that these results are unacceptable be ready to change values and
numbers on the fly. It may seem underhanded, but you’re the only one who
actually knows the numbers at any given time. Players will think the slight
change is well worth it if the payoff is a cool moment later down the road.
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❖ Flavor is key. One of the great things about the Madoka Magica RPG
is that rule
of cool is permeated throughout, and flavor is anything you want it to be. As long
as the mechanics are the same, why not let your Players have a little fun. A
Player is Steampunk themed and wants to use a Giant Wrench as their
Warhammer? It doesn’t actually change the Weapon Die at all so why not let
them define their Warhammer as a giant wrench!
❖ Finally, don’t be afraid to bend the rules as well as introduce some of your own.
This book is meant to represent a Core Ruleset to the game. It is not 100%
complete by any means, and some rules may need to be adjusted or altered to fit
your group’s needs / style. Don’t be afraid to mix things up and put your own
spin on the game.
Facilitating Characters:
❖ The nature of both Madoka Magica Madoka Magica RPG
itself and the is very
personal. RolePlaying is the source of ingame powers, and as such
RolePlaying through Characters is a huge part of the experience for Players. Be
sure to give them time to act out what they need to with their Characters, as a
benefit for you it lets you play with their Corruption pools if you so choose to
reinforce their RolePlaying.
❖ As the Madoka Magica RPG does have some bottlenecking effects that will
create some Character similarity (such as Wish Category and Quirk), it is
recommended that when creating Player Characters you encourage Players to
select different Wishes or Quirks based on what the party already has. If two
people end up with the same Quirk or Wish it can lead to some negative feelings
of Character Identity.
Working with Character Wishes:
❖ The cornerstone of all Magical Girls is their wish that grants them their power.
This can be an incredible effect that sometimes can have far reaching effects on
your Campaign and Campaign setting, so think carefully before approving the
exact nature of wishes.
❖ Inevitably you’re going to get a Player that wishes for something that would break
the game’s system or your setting. In this case the Incubator’s way out is “Your
character doesn’t have enough threads of Karmic Destiny to manifest that wish”.
It’s a really fluffy and lorerelevant way of telling a Player they cannot do that.
❖ Working with Player’s wishes can also be a powerful tool to drive your plot
forward. Sometimes Player wishes can actually help you get over that logistical
hump you’re just not sure about.
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▪ Have a campaign setting that requires travel all over the world? Perhaps a
Player’s wish grants them enough money or influence to secure
transportation to wherever the party needs to be.
▪ A family member was brought back thanks to a wish? Perhaps place them in
mortal danger or kill them outright to set up a campaign plot hook (be careful
with that last option).
Figuring Out Campaign Style:
❖ There are a lot of different ways to run Campaigns, all of which will produce a
dynamically different feel for your Campaign. Think carefully about which style
will suit the plot and setting you have in mind.
❖ The Classic Anime (Recommended) .
▪ As the Madoka Magica RPG is based off of an anime itself, this style is
recommended for the most authentic Madoka Magica experience you can
get.
▪ This campaign style breaks up your plot into individual Arcs all of which
comprise a Season that represents one major aspect of your campaign, or
one problem from introduction to solution.
▪ Each Session you choose to sit down and play is considered an ‘Episode’ and
has a distinct opening and closing.
▪ There are 3 different types of ‘Episodes’, Arc Episodes Spotlight Episodes
, ,
and Building Episodes.
● Arc Episodes are where your major plotrelevant content takes place.
These will be the large capstones of your Season that take place at the
Beginning, Middle, and End of your Season.
● Spotlight Episodes are more character focused, picking one specific party
member to let shine or whose backstory is focused on in that Episode.
They do not have to be entirely centered away from the main plot, but
should be used to give Player Characters time to address what they want
to about their characters specifically. (Work with your Players minorly
when designing these Episodes).
● Building Episodes : Not an Arc Episode Spotlight Episode
or a ,
Building
episodes can focus on building up the Arc Episodes to come later, or can
give Characters much needed downtime after world shaking events.
Perhaps you might want that obligatory Hot Springs trip for the team,
Building Episodes are perfect for this.
▪ Over the course of a given ‘Season’ this is a rough pattern you could follow:
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Episode 1:Arc Episode (pilot)
Episode 2:Arc Episode
Episode 3:
Party Member 1 Spotlight Episode
Episode 4:Building Episode
Episode 5:
Party Member 2 Spotlight Episode
Episode 6:
Arc Episode
Episode 7:
Arc Episode
Episode 8:
Party Member 3 Spotlight Episode
Episode 9:Building Episode
Episode 10:
Party Member 4 Spotlight Episode
Episode 11:Arc Episode
Episode 12:Arc Episode (finale)
▪ While this campaign style may work very well for some, it may be weaker for
other groups who have problems finishing planned sessions in the time that
they have. The feeling can be very thrown off if you have to stop in the
middle of a single Episode.
❖ The Epic Adventure .
▪ Best used for Campaigns that have a clear but hard to reach goal in mind, the
Epic Adventure style simply starts the Players off with a semiclear goal at the
beginning and every single session advances them (even if slowly) towards
that goal.
▪ This style is effective for groups that often spend much longer or shorter
amounts of time than expected on given task or encounters.
▪ This style can be challenging for an Incubator to pull off if they are unable to
come up with a plot hook or a big enough challenge to sustain Players for as
long as they need to to keep up the game.
❖ The Long Haul .
▪ The Long Haul type is best used for Campaigns where the Incubator would
like to touch on multiple (but not very big) topics or selfcontained adventures.
▪ The party stays the same, but they move through multiple different
adventures of completely different natures together. Almost like a bunch of
Epic Adventure style campaigns that are much shorter and strung together.
Some crossover may exist outside of party dynamics between them, but for
the most part they’re unrelated.
▪ This style works incredibly well for parties who get distracted easily, or have
group members who may not be able to make it to certain sessions of games.
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▪ This style can also work very well by breaking off the established pattern with
a larger adventure that all of the ones previous actually had something to do
with but Players were completely unaware of that fact.
Campaign Setting:
❖ Finally we come to the final part, determining your Campaign’s Setting.
Thankfully Madoka Magica provides a pretty reasonable split with which to
separate settings into two distinct categories: PreMain Series Campaigns, and
PostMain Series Campaigns ..
▪ PreMain Series Campaigns are going to be set in a world where Magical
Girls on the whole are focused on primarily fighting Witches. These
campaigns are set before Kaname Madoka rewrote the laws of the universe
with her wish, therefore Witches still and have always existed for as long as
Magical Girls have.
▪ PostMain Series Campaigns
are going to be set in a world where Magical
Girls on the whole are focused on primarily fighting Wraiths. These
campaigns are set after Kaname Madoka rewrote the laws of the universe,
introducing The Law of Cycles which takes Magical Girls before they ever turn
into Witches. As such Magical Girls fight Wraiths instead.
❖ There are 1,000 different variations on these two basic settings that theoretically
could exist in the form of alternate universes or during specific events, but for the
purposes of this book we will focus on picking between these two..
▪ Also keep in mind that just because your campaign is set in one or the other,
doesn’t mean that you’re restricted to only fighting those type of enemies. An
enemy Magical Girl campaign would exist just fine in both of these settings.
❖ WHEN is your campaign set? Remember that even Joan of Arc and Cleopatra
were Magical Girls,and even after the events of Rebellion Akemi Homura states
she plans on keeping Incubators and Magical Girls around. Perhaps your
campaign takes place in a different time period from the present day?.
▪ Perhaps you could run a Crusade campaign with Magical Girls based in the
Dark Ages. Maybe the REAL reason for the Crusades was a powerful
collection of Witches in the Middle East that killed all of the local Magical
Girls, forcing Magical Girls from Europe to come in and take action.
▪ Maybe your campaign is set in the far flung future. What would Magical Girls
be like with a booming world of sprawling cities and daunting technology be
like? How would fighting Wraiths change when there’s suddenly buildings
and lives everywhere to protect?
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❖ The next most important thing you can do for you Setting is decide what your
party will be fighting on a regular basis and who the big baddie is..
▪ Perhaps the Magical Girls fight Witches on a regular basis, but the overall
goal or conflict has nothing to do with Witches?
▪ Even if the enemy types are varied, encountering each kind carries certain
implications so enemy types should both be decided and mixed very
cautiously with careful consideration.
❖ The final step of solidifying your campaign setting before you get to planning is
figuring what (if any) preestablished rules of Madoka Magica are going to be
broken in your campaign..
▪ The Madoka Magica main series broke the rule of Witches and forever
changed the world.
▪ The Rebellion movie broke our understanding of Witches and Magical Girls all
in one go.
▪ Bending or breaking preestablished rules is a great way to keep your Players
guessing and provide an incredibly interesting setting. Just be careful as to
what rules you choose to tamper with, and what implications those rules have
upon being changed.
▪ If newer Incubators are looking for a good concept to start to bend or break, it
is recommended that they explore the concept of a Wicca based campaign
setting. While technically established in canon, they are little understood and
have limitless possibilities within the context of this book.
❧❧❧❧❧❧❧❧❧❧
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Special Thanks To:
Original Playtesting Team:
Lorenzo James
Kevin Lam
Adam Aragon
Editing & Game Design Advice:
Austin Hill
Editing advice and council:
Lorenzo James
Soul Gem and Grief Seed Pictures:
pookat @ deviantart.com
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Core Rulebook and Character
Sheets available online for FREE
at:
terraray.weebly.com
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