Endless Magic & Stamina
Some players or groups may not want to actively track their Bound, Burnt, and Spent Magic and Stamina. If that’s the case for you, we present these rules.
First, halve the listed cost for all Techniques and Spells, rounding down. For example, the Spin Attack Technique, which has a listed cost of 8 Stamina, would now have a listed cost of 4 Stamina.
Feats and Racial Bonuses that reduce Spell and Technique costs function as written, and their values are NOT halved. They reduce the adjusted listed cost of Spells or Techniques.
Heroes may now use any Spell or Technique they know that has a listed cost equal to, or less than, their Stamina or Magic Trait.
For instance, a Hero with 5 points in their Stamina Trait can use Spin Attack as much as they like, while a character with a 3 in their Stamina Trait would be unable to use Spin Attack at all.
You may only have a single Bound Spell or Technique active at a time. Having a Spell or Technique Bound does not alter your Stamina or Magic Traits, allowing you to still use high-cost Techniques and Spells while you have your Bound effect active.
If a Spell or Technique Burns Stamina or Magic, instead, simply cross it out – that Spell or Technique cannot be used again until you take an Extended Rest.
When you consume a Dish or Elixir that restores Stamina or Magic, instead restore the use of one Burned Spell or Technique.