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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 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.
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=Outer Planes=
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=Seeds=
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Revision as of 16:20, 16 February 2018

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.

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: Materials from Pandemonium regularly appear worn, burned, or demonic. Common materials are blackened iron, steel, or stone.

Arcadia

Arcadia is a vast open wilderness region divided into a Realm of Light and a Realm of Dark. The two realms have been at war since the region was populated and the local denizens were among the first in the planes to divide between Order and Chaos, eventually populating the Angels of Aaru and the Demons of Stygia.

  • Native Outsiders: Fae (Seelie / Unseelie)
  • Energy Types: Fire, Frost

Aaru

Aaru is a realm of massive floating structures orbiting a white sun. The planar energies of this sun have transformed the humanoid denizens closest to its light into beings of pure energy known as Archons, while the nobility who have retained their humanoid exteriors are known as Diva. The greatest of the angels have merged both of these bloodlines to become pure representations of Order.

  • Native Outsiders: Angels (Archon/Diva)
  • Energy Types: Fire, Lightning

Stygia

The largest of the planar realms, Stygia is a dark reflection of the other planes filled with life draining negative energy. The sentient denizens of Stygia serve immortal rulers known as the Deadlords. These dark deities meddle in the affairs of all the planes in Lorithandar, but none know their true goals.

  • Native Outsiders: Undead
  • Energy Types: Fire, Frost


Pushing

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.

Duration

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.

Short Duration
Number of Pushes Duration
+0 1 Hour
+1 2 Hours
+2 4 Hours
+3 8 Hours
+4 16 Hours
+5 24 Hours
Long Duration
Number of Pushes Duration
+0 1 Day
+1 2 Days
+2 4 Days
+3 8 Days
+4 16 Days
+5 24 Days


Seeds

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.

Seed List
Seed Description
Animate Animate corpses you control
Compel Dominate minds
Conjure Summon planar equipment
Drain Drain energy from nearby targets
Energy Unleash destructive waves of energy
Sight Reveal or conceal targets
Slay Slay living targets
Summon Summon and bind Outsiders
Transform Changes casters form
Ward Damage preventing shield