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Sorcery is the darkest of the casting arts and draws its power from the nether realms beyond the natural world. This power is difficult to  control, resulting in flamboyant outbursts of magical energy barely trapped by the spells of it's practitioners. Sorcery focuses on the primal power of the universe, the Seeds behind all magic.
Sorcery is the most dangerous of the Sources and draws its power from realms beyond the natural world known as the Outer Planes. This power is difficult to  control, resulting in flamboyant outbursts of magical energy barely harnessed by the spells of it's practitioners. Sorcery wields the primal power of the universe known as Seeds.
 
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=Outer Planes=
When selecting the Sorcery Source, players must select the Outer Plane they draw powers from - Pandemonium, Arcadia, Aaru, or Stygia. This choice is largely thematic, as the Sorcerer’s powers will tend to match their chosen plane, however at the Storyteller’s discretion the choice of plane can offer bonuses or penalties in certain circumstances. (ex. A Pandemonium Sorcerer near a chaotic rift through the planes may gain additional dice) Details on the Planes can be found in the Brilliance & Shadow Campaign Guide, but abbreviated notes are included here for new players.
==Pandemonium==
A hellish plane of fire, lightning, and stone, Pandemonium is massive and contains many realms across which demon lords battle for dominance. This is a plane dedicated to chaos and destructive forces.
Native Outsiders: Demons
Energy Types: Fire, Lightning
Conjured Materials:
==Arcadia==
Native Outsiders: Fae
Energy Types: Fire, Frost
==Aaru==
Native Outsiders: Angels
Energy Types: Fire, Lightning
==Stygia==
Native Outsiders: Undead
Energy Types: Fire, Frost


=Pushing=
==Sorcery Casting Roll==
Casting Stat: Willpower + Sorcery Skill + Seed Rank


Unlike other forms of spellcasting, Sorcery can be altered in a variety of ways such as potency, duration, area, or range by reaching beyond safe limits in a maneuver Sorcerers call “Pushing”. The exact forms of pushing each power allows is listed in the spell description. A Sorcerer may push once per Rank of the Seed. Pushing is dangerous and can result in damaging backlash. Each push used on a spell adds a Backlash Dice to a pool rolled against the caster as the spell is cast. Each success rolled on these dice deals a point of Backlash as non-lethal damage to the caster. If the caster has Vigor remaining, they lose a point of Vigor for each point of non-lethal damage as normal, but their Vigor total is also reduced by the same amount until it recovers. Vigor recovers as normal at the rate of 1 point per 15 minutes. If the caster has no Vigor remaining, Backlash is treated as regular lethal damage.
=Choosing a Plane=
When selecting this Source, players must select where in the [[Regions#The_Sorcerous_Planes|The Outer Planes]] they draw their powers from. The Sorcerer’s powers will resemble the chosen plane (e.g. chaotic crimson flames for Energy Blasts drawn from Pandemonium), and Summons will draw from that plane's native creature type. Additionally, each plane gains at least one Favored Seed, a power which is easier to control when drawn from that region. Once selected, the character may not change their chosen plane, however they need not take Favored Seeds, they are free to choose whichever powers they prefer.


=Duration=
''The first [[Sorcery#Pushing|Push]] of a Favored Seed does not risk [[Sorcery#Backlash|Backlash]].''
 
Sorcery with a defined duration is either short (1 hour base duration) or long (24 hours base duration). Pushing for additional duration will depend on the type of spell. Use the following charts to determine the pushed duration. 1 push will increase the duration to the next step.
 
{| class="tdgrey1"
|+ '''Short Duration'''
!Number of Pushes
!Duration
|-
| +0
|| 1 Hour
|-
| +1
|| 2 Hours
|-
| +2
|| 4 Hours
|-
| +3
|| 8 Hours
|-
| +4
|| 16 Hours
|-
| +5
|| 24 Hours
|}


{| class="tdgrey1"
{| class="tdgrey1"
|+ '''Long Duration'''
|+ '''Chosen Plane'''
!Number of Pushes
!Plane
!Duration
!Favored Seeds
!Creature Type
|-
|-
| +0
| [[Aaru]]
|| 1 Day
|| [[Seed:_Create|Create]], [[Seed:_Ward|Ward]]
|| [[Angels]]
|-
|-
| +1
| [[Arcadia]]
|| 2 Days
|| [[Seed:_Veil|Veil]], [[Seed:_Compel|Compel]]
|| [[Arcadians]]
|-
|-
| +2
| [[Pandemonium]]
|| 4 Days
|| [[Seed:_Energy|Energy]], [[Seed:_Summon|Summon]]
|| [[Demons]]
|-
|-
| +3
| [[Stygia]]
|| 8 Days
|| [[Seed:_Animate|Animate]], [[Seed:_Slay|Slay]]
|| [[Stygian_Outsider|Undead]]
|-
|-
| +4
| [[The Outer Wild]]
|| 16 Days
|| [[Seed:_Transform|Transform]]
|-
|| [[Abominations]], [[Wilding|Wildings]]
| +5
|| 24 Days
|}
|}


=Seeds=
=Sorcery Powers=


Seeds are the key to how sorcerers use planar energy to manipulate their environment. They are the fundamental building blocks of planar magic that chain unbridled power to the caster's will.
==Seeds==
Seeds are the fundamental building blocks of planar magic. When selecting the Sorcery Source for character creation, players select a Rank 2 Seed.  Additional ranks or new Seeds may be purchased at the cost of 5 GXP per rank. Seed: [[Seed: Energy|Energy]] may be purchased more than once, selecting a different elemental effect each time.  Other seeds and their provided spells may only be purchased once.


{| class="tdgrey1"
{| class="tdgrey1"
Line 92: Line 48:
!Description
!Description
|-
|-
| [[Seed: Animate Dead|Animate Dead]]
| [[Seed: Animate|Animate]]
||Infuse corpses with planar spirits under your control
||Animate corpses you control.
|-
| [[Seed: Banish|Banish]]
||Expel interplanar beings
|-
|-
| [[Seed: Compel|Compel]]
| [[Seed: Compel|Compel]]
||Dominate minds
||Dominate minds.
|-
|-
| [[Seed: Conceal|Conceal]]
| [[Seed: Create|Create]]
||Hide items or people
||Create equipment from planar energy.
|-
|-
| [[Seed: Conjure|Conjure]]
| [[Seed: Conjure|Conjure]]
||Summon extra-planar equipment with enhancement bonuses
||Summon and control planar materials.
|-
| [[Seed: Drain|Drain]]
||Drain energy from nearby targets.
|-
|-
| [[Seed: Energy|Energy]]
| [[Seed: Energy|Energy]]
||Unleash destructive waves of energy
||Unleash destructive planar energy.
|-
| [[Seed: Portal|Portal]]
||Use the planes to travel.
|-
|-
| [[Seed: Scry|Scry]]
| [[Seed: Scry|Scry]]
||Observe the past, present, and future
||Reveal targets or find hidden knowledge.
|-
|-
| [[Seed: Slay|Slay]]
| [[Seed: Slay|Slay]]
||Slay living targets
||Slay living targets.
|-
|-
| [[Seed: Summon|Summon]]
| [[Seed: Summon|Summon]]
||Summon and bind Outsiders
||Summon and bind Outsiders.
|-
|-
| [[Seed: Transform|Transform]]
| [[Seed: Transform|Transform]]
||Changes casters form
||Changes casters form granting natural abilities.
|-
|-
| [[Seed: Transport|Transport]]
| [[Seed: Veil|Veil]]
||Planar travel and teleportation
||Hide within a cloak of magic.
|-
|-
| [[Seed: Ward|Ward]]
| [[Seed: Ward|Ward]]
||Damage preventing shield
||Damage preventing shield.
|}
|}
[[Category:Magic Guide]]
[[Category:Magic Guide]]
[[Category:Sorcery]]
[[Category:Sorcery]]
==Pushing==
Sorcerers train to alter their spells through pure willpower, reaching beyond the normal limits of a spell. Sorcerers call this technique "Pushing". Each spell may be affected in different ways by Pushing.  A Sorcerer may push a maximum of once per Rank of the Seed they are pushing per cast.
===Backlash===
Pushing is dangerous and can result in injury called Backlash. Each push used on a spell adds 1d10 to a pool rolled against the caster as the spell is cast. Each success rolled deals a point of non-lethal damage to the caster. No spells or abilities can prevent damage caused in this manner (e.g. Wards). If the caster has no Vigor remaining, Backlash is treated as lethal damage.
''Example'': Malatar is surrounded by undead ghouls, and knows he needs to make his [[Energy_Nova|Energy Nova]] count. [[Energy_Nova|Energy Nova]] grants a +1 Yard Radius per Push. He only has Rank 1 in [[Seed:_Energy|Seed: Energy]] so he can only Push once, increasing the radius from 1 Yard to 2 Yards around him, hitting some extra ghouls when the spell goes off. In exchange for this alteration, he needs to roll 1d10 Backlash. Any successes are dealt as non-lethal damage to himself.
==Fusion Spells==
Seeds are the building blocks of planar magic, and can be combined in powerful spells. A Fusion spell will have a Primary Seed Rank, and a Secondary Seed Rank. To learn a Fusion spell the sorcerer must have the required ranks of both Seeds. Learning a Fusion spell costs 2 GXP x the Primary Seed Rank.
{{Main|Fusion Spells}}

Latest revision as of 23:57, 12 October 2024

Sorcery is the most dangerous of the Sources and draws its power from realms beyond the natural world known as the Outer Planes. This power is difficult to control, resulting in flamboyant outbursts of magical energy barely harnessed by the spells of it's practitioners. Sorcery wields the primal power of the universe known as Seeds.

Sorcery Casting Roll

Casting Stat: Willpower + Sorcery Skill + Seed Rank

Choosing a Plane

When selecting this Source, players must select where in the The Outer Planes they draw their powers from. The Sorcerer’s powers will resemble the chosen plane (e.g. chaotic crimson flames for Energy Blasts drawn from Pandemonium), and Summons will draw from that plane's native creature type. Additionally, each plane gains at least one Favored Seed, a power which is easier to control when drawn from that region. Once selected, the character may not change their chosen plane, however they need not take Favored Seeds, they are free to choose whichever powers they prefer.

The first Push of a Favored Seed does not risk Backlash.

Chosen Plane
Plane Favored Seeds Creature Type
Aaru Create, Ward Angels
Arcadia Veil, Compel Arcadians
Pandemonium Energy, Summon Demons
Stygia Animate, Slay Undead
The Outer Wild Transform Abominations, Wildings

Sorcery Powers

Seeds

Seeds are the fundamental building blocks of planar magic. When selecting the Sorcery Source for character creation, players select a Rank 2 Seed. Additional ranks or new Seeds may be purchased at the cost of 5 GXP per rank. Seed: Energy may be purchased more than once, selecting a different elemental effect each time. Other seeds and their provided spells may only be purchased once.

Seed List
Seed Description
Animate Animate corpses you control.
Compel Dominate minds.
Create Create equipment from planar energy.
Conjure Summon and control planar materials.
Drain Drain energy from nearby targets.
Energy Unleash destructive planar energy.
Portal Use the planes to travel.
Scry Reveal targets or find hidden knowledge.
Slay Slay living targets.
Summon Summon and bind Outsiders.
Transform Changes casters form granting natural abilities.
Veil Hide within a cloak of magic.
Ward Damage preventing shield.

Pushing

Sorcerers train to alter their spells through pure willpower, reaching beyond the normal limits of a spell. Sorcerers call this technique "Pushing". Each spell may be affected in different ways by Pushing. A Sorcerer may push a maximum of once per Rank of the Seed they are pushing per cast.

Backlash

Pushing is dangerous and can result in injury called Backlash. Each push used on a spell adds 1d10 to a pool rolled against the caster as the spell is cast. Each success rolled deals a point of non-lethal damage to the caster. No spells or abilities can prevent damage caused in this manner (e.g. Wards). If the caster has no Vigor remaining, Backlash is treated as lethal damage.

Example: Malatar is surrounded by undead ghouls, and knows he needs to make his Energy Nova count. Energy Nova grants a +1 Yard Radius per Push. He only has Rank 1 in Seed: Energy so he can only Push once, increasing the radius from 1 Yard to 2 Yards around him, hitting some extra ghouls when the spell goes off. In exchange for this alteration, he needs to roll 1d10 Backlash. Any successes are dealt as non-lethal damage to himself.

Fusion Spells

Seeds are the building blocks of planar magic, and can be combined in powerful spells. A Fusion spell will have a Primary Seed Rank, and a Secondary Seed Rank. To learn a Fusion spell the sorcerer must have the required ranks of both Seeds. Learning a Fusion spell costs 2 GXP x the Primary Seed Rank.