In a Tsukihime-style setting:
Early power = unstable, vague, limited
Personal powers = trauma-activated, story-triggered
Endgame power = identity-defining
If PCs start with bespoke powers immediately, you lose:
Mystery
Escalation
The sense that the city is reacting to them
All characters of a class draw from the same spell framework.
At this stage:
Spells are externalized
Power feels borrowed or conditional
PCs don’t yet know why they can do things
Think: “Something happens when I do this”
Not: “This is my unique power.”
Characters begin to:
Modify spells
Reframe effects
Add narrative tags or conditions
This is where:
Spells begin reflecting personal trauma or origin
Visual novel “routes” lock in
Moon Attention reacts strongly
Characters gain:
One unique spell or feature
A named technique
A cost only they pay
Now power is identity.
Observers start with perception-based magic:
Detect Magic
Detect Thoughts (limited)
Guidance
Minor Illusion (sensory-only)
Why:
They are learning to see, not to act.
At higher levels:
Death-line sight
Future echoes
Seeing hidden states
These become named abilities, not generic spells.
Executors start with:
Smite-like effects
Protection spells
Simple wards
Why:
Their power is certainty, not specialization.
Executors later:
Define what they reject
Gain bonuses against specific entities
Develop ritual executions
Bound Heirs begin with:
Limited innate magic
One recurring visual motif
Unstable burst abilities
Why:
They don’t understand their inheritance yet.
Bloodline-specific spells
Manifestation abilities
Corruption mechanics
Mediators start with:
Charm
Illusion
Emotional influence
Why:
They influence relationships before reality.
Faction-based leverage
Named manipulations
Route-locking effects
Occultists begin with:
Ritual magic
Wards
Prepared symbols
Why:
Preparation defines them, not raw power.
Custom rituals
Unique costs
Environmental magic
If everyone starts unique:
Power feels arbitrary
PCs feel “chosen” instead of pressured
The Black Moon loses narrative weight
In Tsukihime-style stories:
You don’t start special.
You become dangerous.
Level 1 spells represent how the city allows you to survive.
Later spells represent how you stop asking permission.