Sorcery

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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. The Sorcerer’s powers will resemble the chosen plane (e.g. chaotic crimson flames for Energy Blasts drawn from Pandemonium), and Seed:Summon 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.
Veil 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 granting natural abilities.
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". 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 damaging backlash. Each push used on a spell adds 1d10 to a Backlash 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, doubling 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.