Sorcery: Difference between revisions

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=Choosing a Planar Source=
=Choosing a Planar Source=
When selecting the Sorcery Source, players must select where in the Outer Planes they draw their powers from - [[Pandemonium]], [[Arcadia]], [[Aaru]], [[Stygia]], or [[The_Outer_Wild|The Outer Wild]] in between. Details on these realms can be found in the Brilliance & Shadow Campaign Guide. The Sorcerer’s powers will resemble their chosen plane, and summons will draw from that plane's native creature type. Additionally, each plane gains at least one Favored Seed, a power which is particularly potent when drawn from that region. Once selected, the character may not change their chosen plane.
When selecting the Sorcery Source, players must select where in the Outer Planes they draw their powers from - [[Pandemonium]], [[Arcadia]], [[Aaru]], [[Stygia]], or [[The_Outer_Wild|The Outer Wild]] in between. Details on these realms can be found in the Brilliance & Shadow Campaign Guide. The Sorcerer’s powers will resemble their chosen plane, and summons will draw from that plane's native creature type. Additionally, each plane gains at least one Favored Seed, a power which is particularly potent when drawn from that region. Once selected, the character may not change their chosen plane.


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=Sorcery Powers=
=Sorcery Powers=

Revision as of 18:10, 18 August 2020

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 + Highest Seed Rank


Choosing a Planar Source

When selecting the Sorcery Source, players must select where in the Outer Planes they draw their powers from - Pandemonium, Arcadia, Aaru, Stygia, or The Outer Wild in between. Details on these realms can be found in the Brilliance & Shadow Campaign Guide. The Sorcerer’s powers will resemble their chosen plane, and summons will draw from that plane's native creature type. Additionally, each plane gains at least one Favored Seed, a power which is particularly potent when drawn from that region. Once selected, the character may not change their chosen plane.

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


Sorcery Powers

Seeds

Seeds are the fundamental building blocks of planar magic. When selecting the Sorcery Source, players select a Rank 2 Seed. Additional ranks or new Seeds may be purchased at the cost of 5 GXP per rank.

Seed List
Seed Description
Animate Animate corpses you control.
Create Create equipment from planar energy.
Compel Dominate minds.
Conceal Hide within a cloak of magic.
Conjure Summon and control planar materials.
Drain Drain energy from nearby targets.
Energy Unleash destructive waves of energy.
Scry Reveal targets or find hidden knowledge.
Slay Slay living targets.
Summon Summon and bind Outsiders.
Transform Changes casters form.
Transport Use the planes to travel.
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". When selecting the Sorcery Source, players gain a Rank 1 Push Training Benefit for free. Each form of training offers a different benefit, and may not apply to all Seeds. A Sorcerer may push a maximum of once per Rank of the Seed they are pushing per cast.

Push Training

Push Training
Name Rank Description
Push Area 1 Increase a spell's area or number of targets.
Push Duration 1 Increase a spell's duration significantly.
Push Damage 2 Damage dealing spells deal additional damage per push.
Push Potency 2 Adds bonus dice for spells which don't deal damage.

Backlash

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 no Vigor remaining, Backlash is treated as regular lethal damage.

Fusion Spells

Seeds are the building blocks of planar magic, and they can be combined to create powerful new 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.