Magic is one of the very core aspects of The Fade Tabletop, however some areas may exist in “magical dead zones” such as within the Milky Way, and some fringe areas of Morta IV have been afflicted with it on a much smaller scale. Within these zones, magic doesn’t function and magical abilities become muted.
In games where the players start off on a planet which has magical restriction, MAG and RES cannot be upgraded through character creation, and thus the point buy is only 10 instead of 15. Species bonuses and level advancements can still be invested into MAG and RES.
Mage, Chaplain, Battlemage, Technomancer, Evoker, Alchemist, and Druid characters do not exist on planets without magic, as their connection to the classes is cut off. If an archetype would replace the spellcasting (or Blast in the case of the Evoker) of one of these classes, the class becomes playable. Class abilities (such as a Crusader’s Divine Gift) and archetypes which add Spellcasting cannot be selected.
Characters who are not originally from areas where magic cannot function yet arrive in one (willingly or unwillingly) find that their magic refuses to work and any supernatural power they once commanded is now gone. Their MAG and RES remain unaffected however spells and alternative forms of MP cannot be used. Even attempting to use Spellcraft to cast a “0th level spell” fails, no matter the DC of the check.
Magic items cease to function in these domains, becoming mundane versions of their typical magical selves. Species abilities that only affect the character themselves (for example, a Werewolf transforming, a spirit’s ability to float, and other things similar to this) remain unaffected, however some abilities may be harder to activate than others. If the GM wishes to make it difficult, they can impose a DC 15 check using (1/2 Level + 1/2 Magic) k (1/4 Level + 1/4 Magic).