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<tab name="Alchemy"> | <tab name="Alchemy"> | ||
<h2>Alchemy | <h2>Alchemy</h2> | ||
<h3>Overview</h3> | <h3>Overview</h3> | ||
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<h3>Associated Spheres</h3> | <h3>Associated Spheres</h3> | ||
<p>Mind</p> | <p>Mind</p> | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Anti-Psychic"> | <tab name="Anti-Psychic"> | ||
Anti- | |||
< | <h2>Anti-Psychic</h2><br> | ||
<p>Whenever an Anti-Psychic is in an area, any Psychics there experience a strange "static" from their Powers, before they come to a complete halt.<br> | |||
<br> | Anti-Psychic shuts down all other Psychic Phenomena in the vicinity, and makes it more difficult to use non-Psychic mental powers as well.<br> | ||
Against Psychic Phenomena, Anti-Psychic adds one to the difficulty of all rolls per level of Anti-Psychic, and without the usual maximum difficulty modifier of +3.<br> | |||
<br> | Against other supernatural mental powers, it only increases the difficulty by +1, but this applies broadly, including to the Mind Sphere, the Dominate and Dementation Disciplines, and other powers.<br> | ||
Anti- | Unlike other Psychic Phenomena, Anti-Psychic defaults to "on" and must be actively suppressed in order to become inactive.<br> | ||
<br> | The Anti-Psychic is also unable to ever learn any other Psychic Phenomena.</p><br> | ||
<h3>Cost</h3><br> | |||
<br> | <p>A point of Willpower must be spent to attempt to suppress Anti-Psychic.</p><br> | ||
<h3>Roll</h3><br> | |||
<br> | <p>Anti-Psychic can be suppressed by one level per success on an Intelligence + Meditation (difficulty 7) roll.</p><br> | ||
••• | <h3>Effects</h3><br> | ||
<br> | <p>• 5-yard radius, +1 difficulty on all Psychic Phenomena in radius<br> | ||
•••• | •• 10-yard radius, +2 difficulty on all Psychic Phenomena in radius<br> | ||
<br> | ••• 15-yard radius, +3 difficulty on all Psychic Phenomena in radius<br> | ||
••••• | •••• 20-yard radius, +4 difficulty on all Psychic Phenomena in radius<br> | ||
<br> | ••••• 25-yard radius, +5 difficulty on all Psychic Phenomena in radius</p><br> | ||
<h3>Associated Spheres</h3><br> | |||
< | <p>Mind, Prime</p><br> | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Astral Projection"> | <tab name="Astral Projection"> | ||
<h2>Astral Projection</h2> | |||
< | |||
< | |||
<p><strong>Associated Spheres:</strong> Mind, Prime</p> | |||
<p>A skilled psychic can use this power to step outside of their material body and explore the world solely with their mind. Not a form of scrying, Astral Projection involves separating the mind from the body, into a sort of spirit, and then traveling in that manner, tied to their body through a thin, silver cord. This astral form can’t affect the physical world directly, though it can use psychic abilities (at +2 difficulty) to do so. Two beings who are astrally projecting can interact as normal, though Wits replaces Dexterity, Intelligence replaces Strength, and Perception replaces Stamina. The easiest way to harm someone who is astrally projecting is to sever their silver cord, which has a number of health levels equivalent to the traveler's Willpower. If it is severed, the traveler has no easy route back to their body and will remain ephemeral until they find a way back.<br> | |||
A skilled psychic can use this power to step outside of their material body and explore the world solely with their mind. Not a form of scrying, Astral Projection involves separating the mind from the body, into a sort of spirit, and then traveling in that manner, tied to their body through a thin, silver cord. This astral form can’t affect the physical world directly, though it can use psychic abilities (at +2 difficulty) to do so. Two beings who are astrally projecting can interact as normal, though Wits replaces Dexterity, Intelligence replaces Strength, and Perception replaces Stamina. The easiest way to harm someone who is astrally projecting is to sever their silver cord, which has a number of health levels equivalent to the traveler's Willpower. If it is severed, the traveler has no easy route back to their body and will remain ephemeral until they find a way back.<br> | |||
<br> | <br> | ||
The body is left vulnerable when a psychic is astral projecting. The psychic can’t perceive anything happening to or near her body while they are away. Smart astral projectors leave someone they trust to keep an eye on and take care of their physical form while they’re away.<br> | The body is left vulnerable when a psychic is astral projecting. The psychic can’t perceive anything happening to or near her body while they are away. Smart astral projectors leave someone they trust to keep an eye on and take care of their physical form while they’re away.<br> | ||
<br> | <br> | ||
With enough skill, a psychic can use Astral Projection to reach the Astral Realms, also known as the High Umbra, and from there can sometimes enter the Maya, usually only accessible to Oneiromancers, mages, and changelings. This can be extremely dangerous, as there are entities there that can trap the astral form and others who can follow it back to the psychic’s physical body and try to steal it.< | With enough skill, a psychic can use Astral Projection to reach the Astral Realms, also known as the High Umbra, and from there can sometimes enter the Maya, usually only accessible to Oneiromancers, mages, and changelings. This can be extremely dangerous, as there are entities there that can trap the astral form and others who can follow it back to the psychic’s physical body and try to steal it.</p> | ||
< | |||
<h3>Cost</h3> | |||
<p>One Willpower</p> | |||
< | <h3>Roll</h3> | ||
<p>Perception + Meditation (base difficulty 8)</p> | |||
• The psychic can’t quite enter the Astral realm, but can sense it. Functionally, they can see into the Astral Penumbra where they are, overlaid on the physical world (though they can still see it if they close their eyes). This lasts as long as the psychic concentrates on it. They can interact a bit with astral travelers and beings, mostly through speech.<br> | |||
<h3>Cost of Failure</h3> | |||
<p>On a botch, the character cannot Astral Project again for 24 hours.</p> | |||
<h3>Effects</h3> | |||
<p>• The psychic can’t quite enter the Astral realm, but can sense it. Functionally, they can see into the Astral Penumbra where they are, overlaid on the physical world (though they can still see it if they close their eyes). This lasts as long as the psychic concentrates on it. They can interact a bit with astral travelers and beings, mostly through speech.<br> | |||
•• Now the psychic can actually leave their body, though only for one minute per dot of Stamina. The only sense they have when they do this is sight, and they can’t travel more than a mile from their body. For each minute beyond their Stamina rating, the psychic can spend a Willpower point to maintain their astral sojourn. At this point, they cannot go beyond the astral penumbra, only seeing the reflection of the physical world.<br> | •• Now the psychic can actually leave their body, though only for one minute per dot of Stamina. The only sense they have when they do this is sight, and they can’t travel more than a mile from their body. For each minute beyond their Stamina rating, the psychic can spend a Willpower point to maintain their astral sojourn. At this point, they cannot go beyond the astral penumbra, only seeing the reflection of the physical world.<br> | ||
••• As the psychic grows stronger, they can leave their body behind for longer and travel a greater distance. At this level, they can spend 10 minutes away from their body for each dot of Stamina, and each point of Willpower spent will extend it for an additional 10. They can also travel a full 100 miles away from their body. Additionally, with the expenditure of a Willpower point, the psychic can manifest their astral form into the physical world, where they will appear as a blurry, translucent ghost of themselves. They cannot touch or interact physically with anything, though they can be seen and can speak in a whisper.<br> | ••• As the psychic grows stronger, they can leave their body behind for longer and travel a greater distance. At this level, they can spend 10 minutes away from their body for each dot of Stamina, and each point of Willpower spent will extend it for an additional 10. They can also travel a full 100 miles away from their body. Additionally, with the expenditure of a Willpower point, the psychic can manifest their astral form into the physical world, where they will appear as a blurry, translucent ghost of themselves. They cannot touch or interact physically with anything, though they can be seen and can speak in a whisper.<br> | ||
•••• The psychic can now spend one hour per Stamina point away from their body (and gains an additional hour for each Willpower point spent to maintain it) and can travel anywhere in the physical world at the speed of thought. If they manifest, they can be heard more clearly and are less blurry, though the translucent ghost-like nature of their astral form is still there. Finally, for another Willpower point, the projector can go beyond the penumbra and into the Astral Umbra directly, gaining access to Astral Realms.<br> | •••• The psychic can now spend one hour per Stamina point away from their body (and gains an additional hour for each Willpower point spent to maintain it) and can travel anywhere in the physical world at the speed of thought. If they manifest, they can be heard more clearly and are less blurry, though the translucent ghost-like nature of their astral form is still there. Finally, for another Willpower point, the projector can go beyond the penumbra and into the Astral Umbra directly, gaining access to Astral Realms.<br> | ||
••••• A master of Astral Projection can mask their presence, with a Manipulation + Awareness roll at difficulty 8, including their silver thread. The psychic’s astral form is now an idealized version of themselves and there is nowhere that they cannot astrally travel, including the other parts of the Umbra, though this requires a Willpower point per hour to maintain. In the physical world and the Astral Umbra, there are no longer time limits, the projection lasts for as long as the psychic chooses, so long as their body remains healthy.< | ••••• A master of Astral Projection can mask their presence, with a Manipulation + Awareness roll at difficulty 8, including their silver thread. The psychic’s astral form is now an idealized version of themselves and there is nowhere that they cannot astrally travel, including the other parts of the Umbra, though this requires a Willpower point per hour to maintain. In the physical world and the Astral Umbra, there are no longer time limits, the projection lasts for as long as the psychic chooses, so long as their body remains healthy.</p> | ||
<p><strong>Associated Spheres:</strong> Mind</p> | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
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<tab name="Biocontrol"> | <tab name="Biocontrol"> | ||
== Biocontrol == | == Biocontrol == | ||
<p>Psychic Phenomena usually point outward and influence the world as a whole, and particularly the minds of people around them. Biocontrol, on the other hand, gives the psychic unprecedented and often unnatural control over their own body. Masters of Biocontrol have near absolute control over their body, allowing them to survive situations that would be almost impossible for a normal human being. | |||
<br> | |||
'''Cost:''' One Willpower <br> | '''Cost:''' One Willpower <br> | ||
'''Roll:''' Stamina + Meditation <br> | '''Roll:''' Stamina + Meditation <br> | ||
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'''•••• Ignore Pain Response:''' Pain is something that lesser beings feel. At this level, the psychic can completely turn off their ability to sense pain. The upshot is that they will ignore dice pool modifiers due to injuries. The downside, of course, is that pain is useful, and they won’t be able to tell if anything is hurting them while they are using this power. Each success on the roll reduces the effect of wound penalties by one level. When the scene ends, the character is hit by all the pain again, and cannot ignore it again until at least one Health Level has healed. <br> | '''•••• Ignore Pain Response:''' Pain is something that lesser beings feel. At this level, the psychic can completely turn off their ability to sense pain. The upshot is that they will ignore dice pool modifiers due to injuries. The downside, of course, is that pain is useful, and they won’t be able to tell if anything is hurting them while they are using this power. Each success on the roll reduces the effect of wound penalties by one level. When the scene ends, the character is hit by all the pain again, and cannot ignore it again until at least one Health Level has healed. <br> | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Channeling"> | <tab name="Channeling"> | ||
Channeling< | <h2>Channeling</h2> | ||
Somewhere between the Dream background and necromancy, the channeler is able to gain temporary knowledge and skills from the dead.<br> | |||
<p>Somewhere between the Dream background and necromancy, the channeler is able to gain temporary knowledge and skills from the dead.<br> | |||
This may be by directly invoking and borrowing knowledge from a specific person who has passed on or by tapping into the collective unconscious to find the information.<br> | This may be by directly invoking and borrowing knowledge from a specific person who has passed on or by tapping into the collective unconscious to find the information.<br> | ||
Being so similar, this Power supersedes the Dream background and no character with it may have Dream/Hypercram.<br> | Being so similar, this Power supersedes the Dream background and no character with it may have Dream/Hypercram.<br> | ||
Whether the character believes they get their knowledge directly or indirectly from the dead, whenever they make a roll, they can gain one dot of an Ability per success for the remainder of the scene.<br> | Whether the character believes they get their knowledge directly or indirectly from the dead, whenever they make a roll, they can gain one dot of an Ability per success for the remainder of the scene.<br> | ||
The psychic may only draw upon the knowledge of a single individual at a time, and so the abilities must generally be thematically related (it is much harder to gain dots in both Medicine and Occult than both Medicine and Science) or be known to come from a single person.<br> | The psychic may only draw upon the knowledge of a single individual at a time, and so the abilities must generally be thematically related (it is much harder to gain dots in both Medicine and Occult than both Medicine and Science) or be known to come from a single person.<br> | ||
If a second roll is made to invoke a second person or skill, the first is lost.< | If a second roll is made to invoke a second person or skill, the first is lost.</p> | ||
< | |||
<h3>Cost</h3> | |||
Roll | <p>One Willpower.</p> | ||
Modifiers | |||
Duration | <h3>Roll</h3> | ||
Cost of Failure | <p>Perception + Awareness, difficulty 7.</p> | ||
< | |||
Effects< | <h3>Modifiers</h3> | ||
• The character may channel once per day, and they are generally aware of the personalities and personality fragments that surround them, intangibly, at all times.<br> | <p>-1 difficulty for a personality channeled before.</p> | ||
<h3>Duration</h3> | |||
<p>One Scene.</p> | |||
<h3>Cost of Failure</h3> | |||
<p>Botching a Channeling attempt can have many ill-effects, from the inconvenient (the character is unable to channel again for a period of time), the unfortunate (the character loses several of the Ability dots for the remainder of the scene) to the catastrophic (the character is possessed by a malevolent entity).</p> | |||
<h3>Effects</h3> | |||
<p>• The character may channel once per day, and they are generally aware of the personalities and personality fragments that surround them, intangibly, at all times.<br> | |||
•• The character can now channel twice per day.<br> | •• The character can now channel twice per day.<br> | ||
Additionally, with difficulty the local Gauntlet rating, they can briefly glance into the Shadowlands and can communicate for one minute per success.<br> | Additionally, with difficulty the local Gauntlet rating, they can briefly glance into the Shadowlands and can communicate for one minute per success.<br> | ||
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They can also give control to a ghost with the Puppetry Arcanos, and can expel a Wraith by a contested Willpower roll (each roll requires one Willpower point and takes a full turn).<br> | They can also give control to a ghost with the Puppetry Arcanos, and can expel a Wraith by a contested Willpower roll (each roll requires one Willpower point and takes a full turn).<br> | ||
••••• Finally, the psychic is able to break through their limits and channel two personalities at the same time.<br> | ••••• Finally, the psychic is able to break through their limits and channel two personalities at the same time.<br> | ||
When possessed by a ghost, the channeler now gains access to some of the ghost’s memories, learning its Nature, Demeanor and Passions.< | When possessed by a ghost, the channeler now gains access to some of the ghost’s memories, learning its Nature, Demeanor and Passions.</p> | ||
< | |||
Associated Spheres: Mind, Spirit< | <p><strong>Associated Spheres:</strong> Mind, Spirit</p> | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Clairvoyance"> | <tab name="Clairvoyance"> | ||
<h2>Clairvoyance</h2> | |||
Psychics, spies, and magicians have all desired the ability to see things that are far away from them as they happen.<br> | |||
<p>Psychics, spies, and magicians have all desired the ability to see things that are far away from them as they happen.<br> | |||
This power allows psychics to cast their senses out and observe places far away from them.<br> | This power allows psychics to cast their senses out and observe places far away from them.<br> | ||
Though sight is the easiest, as they advance in this power, they can use their other senses as well.<br> | Though sight is the easiest, as they advance in this power, they can use their other senses as well.<br> | ||
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Once they pick a location to view, they can move their vision around the area.<br> | Once they pick a location to view, they can move their vision around the area.<br> | ||
However, they cannot leave the area with their senses.<br> | However, they cannot leave the area with their senses.<br> | ||
To even go to the next room, or the forest around the clearing they are viewing, they must make another Clairvoyance roll.< | To even go to the next room, or the forest around the clearing they are viewing, they must make another Clairvoyance roll.</p> | ||
<h3>Cost</h3> | |||
One Willpower< | <p>One Willpower</p> | ||
<h3>Roll</h3> | |||
Perception + Awareness< | <p>Perception + Awareness</p> | ||
<h3>Modifiers</h3> | |||
-2 to +2 difficulty modifier based on how familiar the psychic is with the location.< | <p>-2 to +2 difficulty modifier based on how familiar the psychic is with the location.</p> | ||
<h3>Duration</h3> | |||
Concentration< | <p>Concentration</p> | ||
<h3>Cost of Failure</h3> | |||
On a botch, the psychic has sent their senses away but gains nothing from it.<br> | <p>On a botch, the psychic has sent their senses away but gains nothing from it.<br> | ||
They are rendered blind (and otherwise insensate depending on the level) for one turn per success.< | They are rendered blind (and otherwise insensate depending on the level) for one turn per success.</p> | ||
<h3>Effects</h3> | |||
<p>• Though hazy and often dreamlike, the psychic can see anything within approximately a mile of them.<br> | |||
•• At this level, sight clears up and faint hearing is available.<br> | |||
The range also increases, to 4 miles plus one mile per success.<br> | The range also increases, to 4 miles plus one mile per success.<br> | ||
••• Sound is now clear, and a limited sense of touch becomes available to the psychic.<br> | |||
Texture is too subtle to detect, but solidity can be managed, as though through a heavy pair of gloves.<br> | Texture is too subtle to detect, but solidity can be managed, as though through a heavy pair of gloves.<br> | ||
The range now extends to 10 miles per success rolled.< | The range now extends to 10 miles per success rolled.</p> | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
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'''Associated Spheres:''' Correspondence, Forces <br> | '''Associated Spheres:''' Correspondence, Forces <br> | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Conveyance"> | <tab name="Conveyance"> | ||
<h2>Conveyance</h2> | |||
In the ancient world, few things could be more valuable than the ability to make a long (and long could mean as little as 10 miles) journey quickly and safely.<br> | |||
<p>In the ancient world, few things could be more valuable than the ability to make a long (and long could mean as little as 10 miles) journey quickly and safely.<br> | |||
Even in the modern world, where travel is simple and safe, people want to get where they are going faster.<br> | Even in the modern world, where travel is simple and safe, people want to get where they are going faster.<br> | ||
The Path of Conveyance allows a sorcerer to move themselves and others from one place to another quickly, and with enough power instantaneously.<br> | The Path of Conveyance allows a sorcerer to move themselves and others from one place to another quickly, and with enough power instantaneously.<br> | ||
Even with less understanding, the sorcerer can make a car travel at 500 mph or make a carpet or broom fly…or for the more technologically minded sorcerer, there’s always the jet-pack option.< | Even with less understanding, the sorcerer can make a car travel at 500 mph or make a carpet or broom fly…or for the more technologically minded sorcerer, there’s always the jet-pack option.</p> | ||
<h3>Cost</h3> | |||
1 Willpower< | <p>1 Willpower</p> | ||
<h3>Roll</h3> | |||
Stamina + Ability< | <p>Stamina + Ability</p> | ||
<h3>Modifiers</h3> | |||
+2 difficulty if the target resists<br> | <p>+2 difficulty if the target resists<br> | ||
-1 if the endpoint is well known to the caster<br> | -1 if the endpoint is well known to the caster<br> | ||
+1-2 if being observed<br> | +1-2 if being observed<br> | ||
-1 if the means of conveyance and the speed are “plausible”< | -1 if the means of conveyance and the speed are “plausible”</p> | ||
<h3>Cost of Failure</h3> | |||
Botching a Conveyance roll is often catastrophic for the sorcerer and anyone else they are traveling with.<br> | <p>Botching a Conveyance roll is often catastrophic for the sorcerer and anyone else they are traveling with.<br> | ||
A carpet falling out of the sky is bad, a car crash at 500 mph is deadly, and the risk of teleporting into already occupied space warns even the most seasoned sorcerer away from casual use of this Path.<br> | A carpet falling out of the sky is bad, a car crash at 500 mph is deadly, and the risk of teleporting into already occupied space warns even the most seasoned sorcerer away from casual use of this Path.<br> | ||
All of these can happen on a botch, with some even being possible on a mere failure.< | All of these can happen on a botch, with some even being possible on a mere failure.</p> | ||
<h3>Aspects</h3> | |||
In addition to the complexities of Range, Speed, and Number transported, it is more difficult to travel to a location that the sorcerer has never been, which adds a success to the threshold for casting.<br> | <p>In addition to the complexities of Range, Speed, and Number transported, it is more difficult to travel to a location that the sorcerer has never been, which adds a success to the threshold for casting.<br> | ||
Two successes are added for teleportation, where the sorcerer doesn’t cross the intervening space, though may not appear instantaneously.<br> | Two successes are added for teleportation, where the sorcerer doesn’t cross the intervening space, though may not appear instantaneously.<br> | ||
Each barrier encountered along the way requires an additional success as well, and it must be possible to find a way around it without Conveyance: prison cells can be escaped, but hermetically sealed chambers cannot be entered.< | Each barrier encountered along the way requires an additional success as well, and it must be possible to find a way around it without Conveyance: prison cells can be escaped, but hermetically sealed chambers cannot be entered.</p> | ||
<h4>Range</h4> | |||
These ranges are for an urban area and perhaps suburbs.<br> | <p>These ranges are for an urban area and perhaps suburbs.<br> | ||
Rural areas, wilderness, deserts, etc. are much easier to traverse, and ranges might be doubled or tripled in such circumstances.<br> | Rural areas, wilderness, deserts, etc. are much easier to traverse, and ranges might be doubled or tripled in such circumstances.<br> | ||
X: 10 feet or less (within a room)<br> | X: 10 feet or less (within a room)<br> | ||
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•••: 5 miles<br> | •••: 5 miles<br> | ||
••••: 10 miles (within a city)<br> | ••••: 10 miles (within a city)<br> | ||
•••••: 100 miles< | •••••: 100 miles</p> | ||
<h4>Speed</h4> | |||
X: About three times walking speed<br> | <p>X: About three times walking speed<br> | ||
•: About the speed of a car<br> | •: About the speed of a car<br> | ||
••: The speed of a car with no speed limits, red lights, or traffic<br> | ••: The speed of a car with no speed limits, red lights, or traffic<br> | ||
•••: The speed of an airplane<br> | •••: The speed of an airplane<br> | ||
••••: Nearly Instantaneous<br> | ••••: Nearly Instantaneous<br> | ||
•••••: It seems as if you can get there before you left.< | •••••: It seems as if you can get there before you left.</p> | ||
<h4>Number</h4> | |||
X: Yourself<br> | <p>X: Yourself<br> | ||
•: Yourself, your clothing, and some stuff<br> | •: Yourself, your clothing, and some stuff<br> | ||
••: Yourself and a second person or else up to about 200 pounds of stuff<br> | ••: Yourself and a second person or else up to about 200 pounds of stuff<br> | ||
•••: Two passengers<br> | •••: Two passengers<br> | ||
••••: Three passengers<br> | ••••: Three passengers<br> | ||
•••••: Up to five passengers< | •••••: Up to five passengers</p> | ||
<h3>Sample Rituals</h3> | |||
<h4>Teleport Ward</h4> | |||
<p>The Path of Conveyance also grants the ability to ward against others using the Path to enter places.<br> | |||
The Path of Conveyance also grants the ability to ward against others using the Path to enter places.<br> | |||
The sorcerer must do something to mark the boundary of the area being warded.<br> | The sorcerer must do something to mark the boundary of the area being warded.<br> | ||
Once they’ve done so, the sorcerer makes a Stamina + Ability roll at difficulty 7 and each success removes one from any Conveyance roll to enter the area warded.< | Once they’ve done so, the sorcerer makes a Stamina + Ability roll at difficulty 7 and each success removes one from any Conveyance roll to enter the area warded.</p> | ||
<h4>Get Me The Heck Outta Here!</h4> | |||
This ritual is often prepared in advance and left hanging so that a sorcerer can escape from trouble quickly rather than having to cast something in the moment.<br> | <p>This ritual is often prepared in advance and left hanging so that a sorcerer can escape from trouble quickly rather than having to cast something in the moment.<br> | ||
It allows the user to return, instantaneously, to a marked “home” location from anywhere within about 50 miles.<br> | It allows the user to return, instantaneously, to a marked “home” location from anywhere within about 50 miles.<br> | ||
It requires 4 successes on a Stamina + Ability roll and costs one Willpower.<br> | It requires 4 successes on a Stamina + Ability roll and costs one Willpower.<br> | ||
Additional successes can give it more range, up to 20 miles per success.< | Additional successes can give it more range, up to 20 miles per success.</p> | ||
<h4>Web Access</h4> | |||
Pioneered by Virtual Adept sorcerers, a new class of applications of Conveyance has been emerging since the mid-1990s and exploded in popularity since 2000.<br> | <p>Pioneered by Virtual Adept sorcerers, a new class of applications of Conveyance has been emerging since the mid-1990s and exploded in popularity since 2000.<br> | ||
This ritual is core to this style, and some even believe it is hinting at a new Path that has yet to be developed properly.<br> | This ritual is core to this style, and some even believe it is hinting at a new Path that has yet to be developed properly.<br> | ||
The ritual requires a Focus that includes Computer Gear as an Instrument.<br> | The ritual requires a Focus that includes Computer Gear as an Instrument.<br> | ||
The sorcerer spends several hours setting up their software and hardware, tweaking configurations and ensuring that everything is in order.<br> | The sorcerer spends several hours setting up their software and hardware, tweaking configurations and ensuring that everything is in order.<br> | ||
Once prepared, the sorcerer spends a Willpower point and rolls their Stamina + Ability (almost always Computers).<br> | Once prepared, the sorcerer spends a Willpower point and rolls their Stamina + Ability (almost always Computers).<br> | ||
Each success grants the sorcerer one hour of being holistically immersed in the Digital Web before they are pulled back to the physical world.< | Each success grants the sorcerer one hour of being holistically immersed in the Digital Web before they are pulled back to the physical world.</p> | ||
<h4>Teleportal</h4> | |||
Masters of the Path of Conveyance can set up permanent transit paths between points called teleportals.<br> | <p>Masters of the Path of Conveyance can set up permanent transit paths between points called teleportals.<br> | ||
This takes days of preparation at both ends of the link.<br> | This takes days of preparation at both ends of the link.<br> | ||
Once the preparation is done, the Stamina + Ability roll is made and requires a success for every 10 miles between the two locations.<br> | Once the preparation is done, the Stamina + Ability roll is made and requires a success for every 10 miles between the two locations.<br> | ||
Further successes each give the portal five uses before it collapses or puts a restriction on it, making it one-way, accessible only to those with a special code or object or only to a certain class of people, etc.<br> | Further successes each give the portal five uses before it collapses or puts a restriction on it, making it one-way, accessible only to those with a special code or object or only to a certain class of people, etc.<br> | ||
Because this ritual costs a permanent point of Willpower, most sorcerers who perform it use large numbers of assistants to make the portal as long-lasting as possible.< | Because this ritual costs a permanent point of Willpower, most sorcerers who perform it use large numbers of assistants to make the portal as long-lasting as possible.</p> | ||
<p><strong>Associated Spheres:</strong> Correspondence</p> | |||
Correspondence< | ``` | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Cyberkinesis"> | <tab name="Cyberkinesis"> | ||
<h2>Cyberkinesis</h2> | |||
Computers are fairly new, and so Cyberkinesis is one of the most recently developed Phenomena. It is closely tied to Cyberpathy, and arguably they are inverses of each other. Cyberkinesis allows the psychic to send commands to a computer, though for anything beyond the first dot, there needs to be some sort of output device so that the psychic can see what they are doing (or must be using Cyberpathy).< | |||
<p>Computers are fairly new, and so Cyberkinesis is one of the most recently developed Phenomena. It is closely tied to Cyberpathy, and arguably they are inverses of each other. Cyberkinesis allows the psychic to send commands to a computer, though for anything beyond the first dot, there needs to be some sort of output device so that the psychic can see what they are doing (or must be using Cyberpathy).</p> | |||
<h3>Cost</h3> | |||
<p>1 Willpower</p> | |||
<h3>Roll</h3> | |||
<p>Manipulation + Computer</p> | |||
<h3>Cost of Failure</h3> | |||
<p>The simplest way that a Cyberkinesis botch can occur is destroying electronics during their normal operation. However, just having the device do the wrong thing can be enough of an irritant, especially if the psychic is trying to damage the system.</p> | |||
<h3>Effects</h3> | |||
<p>• <strong>Switch:</strong> Even the weakest psychic with Cyberkinesis is able to turn electronics on and off. This covers computers, but it also includes any machine that is substantially controlled through electronics, making it quite general in the modern world. Switch is at +2 difficulty if the electronic device relies on a physical switch, not merely an electrical one.</p> | |||
<p>•• <strong>Link:</strong> This power allows the psychic to connect their mind to a machine and control it. They get no feedback that the machine doesn’t provide them through normal means (or Cyberpathy) but they can make it do things. There can be a difficulty modifier ranging from -1 to +3 depending on how simple or complex the machine being controlled is.</p> | |||
<p>••• <strong>Scramble:</strong> Before the Cyberkinetic could manage normal operation of electronic equipment. Now, they are able to cause them damage in a way that no normal person could. They can send random electronic signals through the system, causing computers to lock up, video screens to display snow, recorders to only pick up static, etc. This lasts for the duration of concentration, and after it ends robust systems return to normal, but shoddily made ones can be damaged permanently.</p> | |||
<p>•••• <strong>Password:</strong> Passwords will no longer keep a Cyberkinetic out. They can bypass them and force operating systems to just do what they want directly. This will let them give themself administrator access, for example, though anything that the system can do under normal circumstances is under the control of the psychic, even if they shouldn’t be able to make it do it.</p> | |||
<p>••••• <strong>Run Hot:</strong> The normal software and hardware limitations of computers go right out the window when a psychic uses the Run Hot power. The machine can be made to run faster, robotic arms can move faster and are stronger, lasers are hotter, etc. Each success is added as a success to the next use of the machine, though it also does one level of damage to it, which impairs operations until the device is repaired.</p> | |||
<p><strong>Associated Spheres:</strong> Mind, Forces, Data</p> | |||
``` | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Cyberpathy"> | <tab name="Cyberpathy"> | ||
<h2>Cyberpathy</h2> | |||
This Power allows the Psychic to read the data on a computer directly. While Cyberkinesis lets them control the machine, Cyberpathy functionally lets them read the "thoughts" of the machine, and at the highest levels, can do so even against strong defenses.<br> | |||
<p>This Power allows the Psychic to read the data on a computer directly. While Cyberkinesis lets them control the machine, Cyberpathy functionally lets them read the "thoughts" of the machine, and at the highest levels, can do so even against strong defenses.<br> | |||
The Psychic must be within sight of a computer as an access point (after which they may be able to access more distant computers through the rank 4 power) with difficulty determined by the complexity and security on the system, with a basic laptop being difficulty 6 and a heavily secured and encrypted machine at 9. Similarly, they can read the data on external media, with the difficulty being determined by how secure the device is.</p> | |||
<h3>Cost</h3> | |||
<p>One Willpower</p> | |||
<h3>Time</h3> | |||
<p>10-15 minutes, minus one minute per success spent</p> | |||
<h3>Roll</h3> | |||
<p>Perception + Computer</p> | |||
<h3>Cost of Failure</h3> | |||
<p>On a botch, the cyberpath doesn’t damage the information, but instead, they misread it. They are certain of some aspect of the information that they have gotten incorrect.</p> | |||
<h3>Effects</h3> | |||
<p><strong>Analyze Structure:</strong> Though the Psychic cannot read the files on the computer, they can read the directory structure with this power. This is mostly useful as an auxiliary power, as it will help them locate information that they can try to obtain through other means.</p> | |||
<p><strong>Read-Only Mode:</strong> With this power, the cyberpath can read the files that they find in the directory structure. Simple files like text and graphics are relatively easy to comprehend, as are the primary purposes of executable files, but more complex files are more difficult. Encrypted data is well beyond them.</p> | |||
<p><strong>Download:</strong> By taking advantage of some unused section of their brain, the Psychic can copy a file from the computer to it. For data files (text, image, audio) they can read the contents, though they cannot simply run an executable. They can download one file for every dot in Mental Attributes, though extremely large files may take up multiple slots. With the Level Two Cyberkinesis power, they can upload the file back to another computer.</p> | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Divination"> | <tab name="Divination"> | ||
<h2>Divination</h2> | |||
< | |||
The ability to predict the future is one of the most sought after in all of history.<br> | <p>The ability to predict the future is one of the most sought after in all of history.<br> | ||
This could amount to as “small” a thing as predicting winning lottery numbers or as big a thing as who will win a major election or war.<br> | This could amount to as “small” a thing as predicting winning lottery numbers or as big a thing as who will win a major election or war.<br> | ||
In all cases, Diviners have been prized and the best of them have been hired by rulers to ensure their futures.<br> | In all cases, Diviners have been prized and the best of them have been hired by rulers to ensure their futures.<br> | ||
Of course, sometimes the Diviner tells them something they don’t want to hear, and even for the best of them, this rarely ends well.< | Of course, sometimes the Diviner tells them something they don’t want to hear, and even for the best of them, this rarely ends well.</p> | ||
< | |||
The methods of Diviners are diverse, one of the most of all sorcerers Paths, due in part to the fact that it appears throughout history and in almost every culture.<br> | <p>The methods of Diviners are diverse, one of the most of all sorcerers Paths, due in part to the fact that it appears throughout history and in almost every culture.<br> | ||
Some of the most common techniques, useful in various interpretations from Practices, are Astrology (the positions of stars and planets), Augury (the actions of birds), Cartomancy (a deck of cards, such as Tarot), Haruspication (the entrails of a sacrifice), Dream Interpretation, Probability Analysis, Tea Leaves, and many others.< | Some of the most common techniques, useful in various interpretations from Practices, are Astrology (the positions of stars and planets), Augury (the actions of birds), Cartomancy (a deck of cards, such as Tarot), Haruspication (the entrails of a sacrifice), Dream Interpretation, Probability Analysis, Tea Leaves, and many others.</p> | ||
< | |||
<p><strong>Note for Storytellers:</strong> It is important that Divination be handled carefully.<br> | |||
Players who have the ability to predict the future accurately can be very difficult to manage, and divinations that are always wrong because you can’t arrange their fulfillment are narratively unsatisfying.<br> | Players who have the ability to predict the future accurately can be very difficult to manage, and divinations that are always wrong because you can’t arrange their fulfillment are narratively unsatisfying.<br> | ||
It is best to keep the responses to Divination vague and symbolic, and note that even scientific divination results in probabilities rather than anything very specific.<br> | It is best to keep the responses to Divination vague and symbolic, and note that even scientific divination results in probabilities rather than anything very specific.<br> | ||
This gives a lot of room to fulfill the prophecy (if you decide it must come to pass, rather than just being an option) in multiple ways, keeping Divination a bit mysterious while still saying something about what is coming.< | This gives a lot of room to fulfill the prophecy (if you decide it must come to pass, rather than just being an option) in multiple ways, keeping Divination a bit mysterious while still saying something about what is coming.</p> | ||
< | |||
<h3>Cost</h3> | |||
<p>None</p> | |||
< | <h3>Roll</h3> | ||
<p>Perception + Ability. Note, the Storyteller should always make this roll secretly, the Diviner should never be confident that their information is correct.</p> | |||
Though a botch will often mean a dangerously flawed reading (picture a divination to determine the safety of entering a building giving an all clear when it’s actually a heavily guarded black site) the divination itself is not the source of the danger, only taking it at face value.< | |||
< | <h3>Modifiers</h3> | ||
<p>+1 difficulty using scientific methods (but gives +1 level of Accuracy free)</p> | |||
< | |||
<h3>Cost of Failure</h3> | |||
<p>The immediate risks of botching, or even just failing, a Divination roll are minor: a false reading or a failure to read.<br> | |||
Though a botch will often mean a dangerously flawed reading (picture a divination to determine the safety of entering a building giving an all clear when it’s actually a heavily guarded black site) the divination itself is not the source of the danger, only taking it at face value.</p> | |||
<h3>Aspects</h3> | |||
<h4>Time Period</h4> | |||
< | <p>X: One Week<br> | ||
•: One Month<br> | |||
••: One Year<br> | |||
•••: 10 Years<br> | |||
••••: 20 Years forward or 100 Years backward<br> | |||
•••••: Unlimited</p> | |||
<h4>Accuracy</h4> | |||
< | <p>X: Extremely vague<br> | ||
•: Accurate but cloaked in symbolism<br> | |||
••: Accurate but not explicit<br> | |||
•••: A thin layer of symbolism that is relatively easily understood.<br> | |||
••••: Accurate results that are easy to understand.<br> | |||
•••••: As long as nothing changes, you know exactly what will happen, when, to who.</p> | |||
<h4>Question</h4> | |||
< | <p>X: A simple yes/no question, though often without such a straightforward answer<br> | ||
•: A very specific question that could be answered with a single short sentence such as “Is this bridge safe to cross?”, but not the more complex “How will this fail?”<br> | |||
••: A question that could be answered with publicly available knowledge by someone who knows how and where to look.<br> | |||
•••: A question that requires lost or obfuscated knowledge but that a normal search could unveil with time and effort.<br> | |||
••••: Questions that require truly lost knowledge can now be answered, as can those where the knowledge is actively guarded and hidden in a way that normal people could never find.<br> | |||
•••••: Any question and finding any information the caster desires.</p> | |||
<h3>Sample Rituals</h3> | |||
<h4>Dowsing</h4> | |||
<p>This ritual allows the diviner to find lost objects or locations through the use of a divining rod or similar tool.</p> | |||
<h4>Augury</h4> | |||
<p>A ritual to interpret the will of the gods by studying the flight of birds.</p> | |||
<h4>Dream Interpretation</h4> | |||
<p>The diviner uses this ritual to interpret dreams and gain insights into the future.</p> | |||
<h4>Probability Analysis</h4> | |||
<p>The diviner uses statistical and scientific methods to predict future events with a high degree of accuracy.</p> | |||
<p><strong>Associated Spheres:</strong> None</p> | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Ectoplasmic Generation"> | <tab name="Ectoplasmic Generation"> | ||
<h2>Ectoplasmic Generation</h2> | |||
<p><strong>Associated Spheres:</strong> Mind, Forces, Spirit</p> | |||
<p><strong>Description:</strong> Ectoplasm is the stuff of spirits and the dead, and the psychic has the power to render it physical. By itself, it appears as a mucus-like substance that evaporates over time, but a powerful psychic can take advantage of its unique properties to give it more substantial forms. These creations are completely solid to ghosts, who can’t even pass through ectoplasmic mists. This power gives psychics a method of handling angry ghosts, as these objects do full damage to them, though this power doesn’t give the psychic any way to see the ghosts in the first place.</p> | |||
<p><strong>Cost:</strong> 1 Willpower</p> | |||
<p><strong>Roll:</strong> Charisma + Occult</p> | |||
<p><strong>Cost of Failure:</strong> The lower levels are fairly safe, but botching when creating a Tulpa or Dream Shape can cause it to be set against them, rather than doing as the psychic desires.</p> | |||
<p><strong>Effects:</strong></p> | |||
<ul> | |||
<li><strong>• The Big Sneeze:</strong> At this level, the psychic can’t do much other than just create the ectoplasm in the first place. The two main things they can do are to generate raw ectoplasm which will come out of their orifices and their hands leaving a slimy trail behind, and creating a very light mist that comes out of their nose and mouth and has a diameter of five feet plus one for each success rolled to create it. The mucus only lasts for a single turn before evaporating, and the fog will last for two turns plus one turn per success rolled, or half that if it’s windy.</li> | |||
<li><strong>•• The Mists:</strong> Now, the psychic is able to create a stable mist that lasts as long as the psychic concentrates on it, and while the lower level one will stay stationary, this one moves at the command of the psychic. It can even change shape according to the psychic’s will. These shapes must remain simple, though, and the cloud can only move five feet per turn.</li> | |||
<li><strong>••• A Fog So Thick:</strong> The ectoplasmic cloud becomes solid to the touch at this level, and requires a Strength roll (difficulty 6) to push through. Even weapon attacks will only shift the ectoplasm, but can’t break it. The cloud will be still, but can be shaped how the psychic wishes, including complex shapes (with a total volume equal to that of a sphere of radius five feet plus one foot per two successes). It remains solid as long as the psychic focuses, and will exist, but not be solid, for three turns after the psychic stops focusing on it.</li> | |||
<li><strong>•••• Dream Shaper:</strong> Though it remains a dull, white color, now the ectoplasm can take any shape that the psychic wishes. The shape that is created can move at 10 yards per turn, and it can act at the psychic’s direction. Each success rolled on creating it gives the psychic one point to assign to its physical attributes. The creation may soak with its stamina, and if it has at least 1 point of stamina, it can survive 3 bashing damage levels. If it ever takes more than that or a single level of Lethal damage, it immediately dissipates in a puff of smoke, which also happens if the psychic stops concentrating on it. The creation takes bashing damage from most weapons and takes lethal damage from powerful impacts and fire.</li> | |||
<li><strong>••••• Tulpa:</strong> The psychic can now create a Dream Shape that can act on its own with a rudimentary intelligence. This requires spending an additional point of Willpower, and may be done as an extended action, though a Willpower point must be spent for each roll. Each success grants 3 points, which may be spent in the following ways: | |||
<ul> | |||
<li>Physical Attribute dot – 1 point</li> | |||
<li>Mental Attribute dot – 2 points (limited by the psychic’s mental attributes)</li> | |||
<li>Additional Health Levels – 1 point (otherwise limited to the same as a Dream Shape)</li> | |||
<li>Extra Sense – 1 point (gets one sense at creation if it has a Mental Attribute above 0)</li> | |||
<li>Extra Movement – 1 point/yard (base is to fly as fast as a person with its Dexterity can run)</li> | |||
</ul> | |||
</li> | |||
</ul> | |||
<p><strong>Associated Spheres:</strong> Spirit</p> | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Empathic Healing"> | <tab name="Empathic Healing"> | ||
Empathic Healing< | <h2>Empathic Healing</h2> | ||
While Psychic Healing takes the more difficult path of directly removing damage, Empathic Healing draws pain, misery, and injury out of the target and into the Psychic. This Path is best known among Garou Kinfolk, and those who have it often sacrifice themselves in order to keep their lycanthropic family alive to fight their ancient war. This Power is very rare outside of this context, but not entirely unheard of.< | |||
< | <p>While Psychic Healing takes the more difficult path of directly removing damage, Empathic Healing draws pain, misery, and injury out of the target and into the Psychic. This Path is best known among Garou Kinfolk, and those who have it often sacrifice themselves in order to keep their lycanthropic family alive to fight their ancient war. This Power is very rare outside of this context, but not entirely unheard of.</p> | ||
The Empathic Healer is capable of astonishing feats of healing, removing Aggravated damage from their target in mere moments. They, of course, then need to heal naturally, and no magical healing of any sort can accelerate this or heal the wounds directly. Even other Empathic Healers cannot take them on: once injury is willingly brought into the body, the Psychic is unable to get rid of it other than the slow, natural process of rest and recovery.< | |||
< | <p>The Empathic Healer is capable of astonishing feats of healing, removing Aggravated damage from their target in mere moments. They, of course, then need to heal naturally, and no magical healing of any sort can accelerate this or heal the wounds directly. Even other Empathic Healers cannot take them on: once injury is willingly brought into the body, the Psychic is unable to get rid of it other than the slow, natural process of rest and recovery.</p> | ||
Roll | <h3>Cost</h3> | ||
Cost of Failure | <p>Any damage, whether mental or physical, healed with this power is inflicted upon the Psychic.</p> | ||
< | |||
Effects< | <h3>Roll</h3> | ||
• Soothe the Spirit: The Empathic Healer can take on damage up to the Bruised Health Level. They can also absorb simple depression, grief, and other relatively short-term mental stresses.<br> | <p>Charisma + Empathy, at difficulty 5 + level of Empathic Healing required. Three successes are needed for the Power to succeed.</p> | ||
•• Knit Flesh: Now, the Healer can take on Hurt and Injured Health Levels.<br> | |||
••• Mend Bones: Wounded and Mauled Health Levels can now be taken on, as can serious acute illnesses (chronic illnesses such as cancer are still beyond them).<br> | <h3>Cost of Failure</h3> | ||
•••• Organ Repair: The Crippled and Incapacitated Health Levels are now accessible with this Power.<br> | <p>The only cost of failure is that only one attempt to heal a wound with this Power can be done.</p> | ||
••••• Pacify Madness: The most dangerous level of Empathic Healing, a master of the Power can take on any injury, physical or mental. The Psychic suffers exactly as their patient would have, even if they normally wouldn’t be capable of this. This allows them to take on Frenzy, Harano, and even Quiet from their friends and allies, though a Psychic who makes a habit of this will eventually be unable to function.< | |||
< | <h3>Effects</h3> | ||
Associated Spheres: Life, Mind< | <p>• <strong>Soothe the Spirit:</strong> The Empathic Healer can take on damage up to the Bruised Health Level. They can also absorb simple depression, grief, and other relatively short-term mental stresses.<br> | ||
•• <strong>Knit Flesh:</strong> Now, the Healer can take on Hurt and Injured Health Levels.<br> | |||
••• <strong>Mend Bones:</strong> Wounded and Mauled Health Levels can now be taken on, as can serious acute illnesses (chronic illnesses such as cancer are still beyond them).<br> | |||
•••• <strong>Organ Repair:</strong> The Crippled and Incapacitated Health Levels are now accessible with this Power.<br> | |||
••••• <strong>Pacify Madness:</strong> The most dangerous level of Empathic Healing, a master of the Power can take on any injury, physical or mental. The Psychic suffers exactly as their patient would have, even if they normally wouldn’t be capable of this. This allows them to take on Frenzy, Harano, and even Quiet from their friends and allies, though a Psychic who makes a habit of this will eventually be unable to function.</p> | |||
<p><strong>Associated Spheres:</strong> Life, Mind</p> | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Enchantment"> | <tab name="Enchantment"> | ||
<h2>Enchantment</h2> | |||
One of the greatest skills a sorcerer can learn is the ability to create magical items. <br> | |||
The Path of Enchantment gives them the ability to create objects and imbue them with a piece of their essence, so that the item is empowered to do magic. <br> | <p>One of the greatest skills a sorcerer can learn is the ability to create magical items.<br> | ||
It’s a difficult and time-consuming Path, though, not suited to the impatient. <br> | The Path of Enchantment gives them the ability to create objects and imbue them with a piece of their essence, so that the item is empowered to do magic.<br> | ||
In many ways, it is similar to Alchemy: it’s a crafting art that results in empowered items that can do any of a large number of different things, rather than a narrow focus. < | It’s a difficult and time-consuming Path, though, not suited to the impatient.<br> | ||
In many ways, it is similar to Alchemy: it’s a crafting art that results in empowered items that can do any of a large number of different things, rather than a narrow focus.</p> | |||
<h3>Process</h3> | |||
The process begins with the enchanter creating the item to be enchanted. <br> | <p>The process begins with the enchanter creating the item to be enchanted.<br> | ||
This requires some sort of Crafting roll, albeit not always with the Craft Ability, especially for technosorcerers who might prefer Technology, Computers, or even Firearms for housing their enchantment. <br> | This requires some sort of Crafting roll, albeit not always with the Craft Ability, especially for technosorcerers who might prefer Technology, Computers, or even Firearms for housing their enchantment.<br> | ||
This Ability tends to become a focus of a sorcerer, who should become good enough to professionally create the relevant sorts of items. <br> | This Ability tends to become a focus of a sorcerer, who should become good enough to professionally create the relevant sorts of items.<br> | ||
Once the object is created, it must be enchanted to turn it into a Talisman. <br> | Once the object is created, it must be enchanted to turn it into a Talisman.<br> | ||
This takes between 1 and 3 days per level, depending on the approach the sorcerer is taking and how well suited the object to be enchanted is to the enchantment itself. <br> | This takes between 1 and 3 days per level, depending on the approach the sorcerer is taking and how well suited the object to be enchanted is to the enchantment itself.<br> | ||
It may be 1 day per level for a knife that causes extra damage, but it would be 3 days per level to recreate Unbullets, the bullets that heal whoever is shot with them. < | It may be 1 day per level for a knife that causes extra damage, but it would be 3 days per level to recreate Unbullets, the bullets that heal whoever is shot with them.</p> | ||
<h3>Talismans</h3> | |||
A Talisman created by a sorcerer is functionally identical to one created by a mage with a single exception: sorcerers can only create single-purpose items, whereas mages can create more complex ones. <br> | <p>A Talisman created by a sorcerer is functionally identical to one created by a mage with a single exception: sorcerers can only create single-purpose items, whereas mages can create more complex ones.<br> | ||
In all other ways, the two things are equivalent and only extremely complex magicks, that are virtually never worthwhile, can tell the two apart. < | In all other ways, the two things are equivalent and only extremely complex magicks, that are virtually never worthwhile, can tell the two apart.</p> | ||
<h3>Cost</h3> | |||
Cost: One Willpower <br> | <p><strong>Cost:</strong> One Willpower<br> | ||
Roll: Intelligence + Ability <br> | <strong>Roll:</strong> Intelligence + Ability<br> | ||
Modifiers: -1 difficulty if achieving at least 5 successes on the Crafting roll <br> | <strong>Modifiers:</strong> -1 difficulty if achieving at least 5 successes on the Crafting roll<br> | ||
Time: Crafting time of item plus 1-3 days per level of the Enchantment < | <strong>Time:</strong> Crafting time of item plus 1-3 days per level of the Enchantment</p> | ||
<h3>Cost of Failure</h3> | |||
Enchanting is dangerous work. If lucky, the Talisman merely stays inert and that’s the end of it. <br> | <p>Enchanting is dangerous work. If lucky, the Talisman merely stays inert and that’s the end of it.<br> | ||
More commonly, the item is nearly created properly. Then the Talisman is cursed in some way, with an unintended side effect or flaw. <br> | More commonly, the item is nearly created properly. Then the Talisman is cursed in some way, with an unintended side effect or flaw.<br> | ||
On a botch, things can go horribly wrong, and the best case is a horrible item, and the worst case being a workshop explosion capable of potentially killing the enchanter. < | On a botch, things can go horribly wrong, and the best case is a horrible item, and the worst case being a workshop explosion capable of potentially killing the enchanter.</p> | ||
<h3>Effects</h3> | |||
<p>• Minor items with limited usefulness and very limited effects. Usually, this is limited to adding one dot to an Attribute or Ability (2 in rare cases) or to grant a +1 bonus to some attack or skill.<br> | |||
•• A rank two Talisman can add 2 to an Ability or Attribute or make some subtle alteration to reality that is noticeable to the right people.<br> | |||
At this level, Talismans are obviously magical to those who know how to look and will do things that seem weird to those who don’t.<br> | |||
••• Reality can be properly defied by this level of Talisman, including raising Attributes and Abilities beyond normal human limits and duplicating supernatural powers of various night-folk, though limited to the second rank of powers.<br> | |||
•••• Mythic Talismans whose powers may be subtle, but also may be blatant or unpredictable. They enact miracles.<br> | |||
There are no reliable stories of Talismans this potent. If they can be created, they would likely become legendary, impressing even the most powerful sorcerers.</p> | |||
<h3>Sample Talismans</h3> | |||
<p>Boring Coat: This army surplus jacket grants two additional points of Arcane (up to a maximum of 5) when worn in a crowd.<br> | |||
Dead-Aim Gun: A handgun that reduces the difficulty of all aimed shots by 1.<br> | |||
Hawkeye Medallion: A medallion with a chrysoprase serving as the eye of a hawk’s head. It grants 2 dice to Perception for long-distance sight and detecting movement when rubbed. This power works once a day.<br> | |||
Preserving Frame: An oak frame that will perfectly preserve whatever document or painting is placed in it. It must be sealed with almond oil and sprinkled with pure water to work, but then it will work until the frame is broken.<br> | |||
Sleep’s Protector: A small stuffed animal that guarantees that anyone who sleeps with it gets a full night of restful sleep, no matter what state of mind or intoxication they are in.<br> | |||
Banality Ring: A rowan ring that, once per success on enchantment, negates any fae cantrip targeting the wearer, giving them an effective Banality of 10.<br> | |||
Bulletproof Flask: A liquor flask that provides three dice of soak against one source of Lethal damage. It works by sitting in the user’s breast pocket and drawing a bullet or other weapon to it. It can only be used once.<br> | |||
Dancer’s Bangle: A silver anklet with charms hanging from it that grants two extra dice on all Dancing rolls.<br> | |||
Danger Sense: A small golden charm that warns when some (specific) person is in danger. It must be sprinkled with wine to reset it for another use and it will work once per success rolled to create it.<br> | |||
Ghost Hands: Gloves that allow the wearer to interact with the Underworld directly without having to enter it.<br> | |||
Hyperbullets: Bullets that go so fast that they do an additional two dice of damage. One is created per success on the Enchantment roll.<br> | |||
Toe Nail: An iron nail that, when driven into someone’s footprint, causes them to painfully stub their toe.<br> | |||
Cleaning Cloth: A handkerchief that will wipe away any normal thing it is used to clean. This is useful especially for blood, ink, food, fingerprints, etc. The user must hum when cleaning, and it will work once per success at creation.<br> | |||
Counter Amulet: An amulet that, when grasped, provides protection against sorcery. Up to three times a day, it will subtract a number of successes from a sorcery effect targeting the wearer equal to the number of successes rolled when creating it. It must be stored in a special jewelry box made from a single crystal when not worn or it loses one success per night until it is inert.<br> | |||
Deathrose: A rose with petals carved from rubies. It drains a level of Corpus from any wraith that touches it, and a petal crumbles to dust. The whole thing crumbles after the fourth touch.<br> | |||
Earrings of Beauty: A pair of earrings granting +3 to Appearance for a scene when worn. The enchantment lasts for one use per success at creation.<br> | |||
Fleet Feet: Running shoes that double speed when evading pursuit.<br> | |||
Ghostslayer: A sword with liquid mercury in its core. It does Aggravated damage against the Risen and Lethal damage to Wraiths, though it grants no ability to perceive them. It must be blessed by a priest every two weeks or else the magic will fail.<br> | |||
Moon Salve: A salve that will heal three levels of non-Aggravated wounds in minutes when applied by moonlight. It also requires that the caretaker love the wounded person. Each success creates one application.<br> | |||
Cushioned Mail: A silvered coat of mail that can reduce 4 dice of Lethal damage per turn to Bashing. It loses a few links on each use, though, and eventually it falls apart. It cannot be repaired or even cleaned without breaking the enchantment.<br> | |||
Arcane Enigma: An amulet that is activated by solving a new riddle, puzzle or enigma on each attempt and stays active for one week per success rolled on enchanting it, it adds four successes to the required number to observe that character with any sort of magical ability, including Auspex, Divination, Sphere magick, etc.<br> | |||
Cloak of Silence: A black cloak that silences the wearer’s steps. While using it, they are silent unless they speak, no matter how squeaky the floor. When created, silver threads are sewn into the cloak, and when the magic expires, they break and fall from it.<br> | |||
Lifespender: An amulet that allows the user to pay five years of their life in exchange for five dice for soaking Lethal and Aggravated damage. The user’s appearance doesn’t change, but their internal organs show the age after they die.<br> | |||
Orpheus’s Lyre: A lyre that can be used to summon ghosts when the user plays it, regardless if they are skilled as a musician. The ghosts who appear will weep from the beauty of the melody. Before playing it, an elegy to Eurydice must be sung, and when finished a string will break. When all seven strings break, it loses its magic.<br> | |||
Piano Muse-ic: A piano, beautifully made, that allows anyone who sits to play it to play like a virtuoso, despite any lack of skill with the piano. To activate it, the player must say a prayer invoking the nine Muses, by name.<br> | |||
Servitor: An animated servant, which can range from the alchemical homunculus, the guardian golem, or science-fiction robots, depending on the sorcerer. It is created as a character with 10 dots of Attributes and 7 Abilities. It has Health levels and senses like a normal human, though it takes no wound penalties, has no need of eating or sleeping, though it might need a magical or electrical recharge.<br> | |||
Small Changepurse: A wallet that is never quite empty. So long as it is never emptied fully, whenever it is opened it will have about $5-10 in coins in local currency. It can be used up to four times a day, but more than that will break the enchantment.</p> | |||
<h3>Sample Rituals</h3> | |||
Rituals for this path generally focus on improving the object being enchanted in some way. <br> | <p>Rituals for this path generally focus on improving the object being enchanted in some way.<br> | ||
Eldritch Mark: By placing a mark or symbol on an object or on a person’s forehead, anyone who has studied sorcery or magick will be able to see the mark, which fades from view, and can learn the name of the sorcerer who made it. This takes 5 minutes work to cast and has no cost.<br> | |||
Enhance Craftsmanship: Though it prevents further enchantment, the sorcerer can use this ritual to improve an object they are crafting. This allows for blades that never break, clothing that never unravels, unbreakable mirrors, and other simple enhancements. This object is not inherently magical, just inhumanly well made, and should be done during the creation of the object. If done later, it takes twenty minutes.</p> | |||
<h3>Associated Spheres</h3> | |||
<p>Prime<br> | |||
Matter</p> | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Fascination"> | <tab name="Fascination"> | ||
<h2>Fascination</h2> | |||
The Path of Fascination allows the sorcerer to just be more than they are naturally in social situations.<br> | |||
<p>The Path of Fascination allows the sorcerer to just be more than they are naturally in social situations.<br> | |||
The most common and simplest effects to get out of this path is the eponymous fascination, drawing the attention of their target in some way.<br> | The most common and simplest effects to get out of this path is the eponymous fascination, drawing the attention of their target in some way.<br> | ||
At truly extreme levels, this can result in causing the target to fall in love with the sorcerer or their client: this is the sort of sorcerer who will make a love potion.<br> | At truly extreme levels, this can result in causing the target to fall in love with the sorcerer or their client: this is the sort of sorcerer who will make a love potion.<br> | ||
With more effort, however, almost any reaction can be induced by the sorcerer by using Fascination to take their Social Attributes to superhuman levels, though generally positive responses are easier.< | With more effort, however, almost any reaction can be induced by the sorcerer by using Fascination to take their Social Attributes to superhuman levels, though generally positive responses are easier.</p> | ||
< | |||
Fortunately for the sorcerer, there is no significant resistance to this (at least, for mundane humans), though the difficulty increases for people with high Willpower, and the Iron Will Merit renders its possessor immune to this Path, except perhaps for someone legendary who has achieved the sixth dot.<br> | <p>Fortunately for the sorcerer, there is no significant resistance to this (at least, for mundane humans), though the difficulty increases for people with high Willpower, and the Iron Will Merit renders its possessor immune to this Path, except perhaps for someone legendary who has achieved the sixth dot.<br> | ||
Successes can be depleted before the duration ends by attempting to order the target to do things they would not normally do.<br> | Successes can be depleted before the duration ends by attempting to order the target to do things they would not normally do.<br> | ||
Such actions, especially if they involve self-harm, will give them a Willpower check at a difficulty of 4 + the sorcerer’s Path level.<br> | Such actions, especially if they involve self-harm, will give them a Willpower check at a difficulty of 4 + the sorcerer’s Path level.<br> | ||
The successes on this roll reduce the sorcerer’s power over them by one level each.<br> | The successes on this roll reduce the sorcerer’s power over them by one level each.<br> | ||
When a Fascination ends, it can go one of two ways.<br> | When a Fascination ends, it can go one of two ways.<br> | ||
Under normal circumstances, it will taper off (in which case emotional bonds could have been formed naturally in the meantime) or the target may break free of it suddenly, leaving them either confused or extremely aware of what happened to them.< | Under normal circumstances, it will taper off (in which case emotional bonds could have been formed naturally in the meantime) or the target may break free of it suddenly, leaving them either confused or extremely aware of what happened to them.</p> | ||
< | |||
Though mundane humans have no defense, supernatural beings who have their own mental influence powers, such as vampires with Dominate or Presence, mages with the Mind Sphere, many psychics, and sorcerers with this Path, can ignore any attempt to influence them with this Path.<br> | <p>Though mundane humans have no defense, supernatural beings who have their own mental influence powers, such as vampires with Dominate or Presence, mages with the Mind Sphere, many psychics, and sorcerers with this Path, can ignore any attempt to influence them with this Path.<br> | ||
Any supernatural creature gets a chance to defend using their own powers, by spending points of a mystical power source (vitae, gnosis, quintessence, etc.) they can reduce the strength of the effect by the number of points spent.< | Any supernatural creature gets a chance to defend using their own powers, by spending points of a mystical power source (vitae, gnosis, quintessence, etc.) they can reduce the strength of the effect by the number of points spent.</p> | ||
< | |||
Sorcerers who have studied this Path can often recognize mental tricks being used by others.<br> | <p>Sorcerers who have studied this Path can often recognize mental tricks being used by others.<br> | ||
They can roll Wits + Fascination with difficulty 7-9 depending on circumstances to detect what is being done.<br> | They can roll Wits + Fascination with difficulty 7-9 depending on circumstances to detect what is being done.<br> | ||
This requires that they get at least as many successes as the user of the power.<br> | This requires that they get at least as many successes as the user of the power.<br> | ||
If they are the target, they get a -1 difficulty on all Willpower checks to resist the effects, and for every two successes scored in excess of the caster, they gain an additional -1 difficulty modifier.< | If they are the target, they get a -1 difficulty on all Willpower checks to resist the effects, and for every two successes scored in excess of the caster, they gain an additional -1 difficulty modifier.</p> | ||
< | |||
<h3>Cost</h3> | |||
<p>None</p> | |||
<h3>Roll</h3> | |||
<p>Social Attribute + Ability.<br> | |||
The Ability is fixed from Practice, but the Social Attribute used for Fascination will vary depending on circumstances, often arranging situations to use their most prominent trait, though sometimes using Fascination to make up for deficits in others.<br> | The Ability is fixed from Practice, but the Social Attribute used for Fascination will vary depending on circumstances, often arranging situations to use their most prominent trait, though sometimes using Fascination to make up for deficits in others.<br> | ||
This will manifest as the sorcerer appearing more beautiful, more persuasive, or more trustworthy than usual.< | This will manifest as the sorcerer appearing more beautiful, more persuasive, or more trustworthy than usual.</p> | ||
<h3>Modifiers</h3> | |||
<p>+1 difficulty for emotions other than attraction or interest, +1 difficulty for targets with Willpower at least 5, +2 to incite a negative emotion on purpose.</p> | |||
In addition, if this power is used often on the same person, there are several possible ill effects, including them being unable to feel the intended emotion at all anymore, or unwanted intensity, such as love turning into obsession.< | <h3>Time</h3> | ||
< | <p>One turn per success required</p> | ||
<h3>Duration</h3> | |||
A minor effect of this aspect might cause the sorcerer to be noticed in a crowd, whereas the legendary level of this aspect would cause the target to want to be the sorcerer’s willing slave.< | <p>As Aspect</p> | ||
< | |||
<h3>Cost of Failure</h3> | |||
<p>Botching will cause the opposite from intended response: attraction will be converted to repulsion, for example.<br> | |||
In addition, if this power is used often on the same person, there are several possible ill effects, including them being unable to feel the intended emotion at all anymore, or unwanted intensity, such as love turning into obsession.</p> | |||
<h3>Aspects</h3> | |||
<p><strong>Level of Influence:</strong> This aspect grants extra dice to Social dice pools.<br> | |||
A minor effect of this aspect might cause the sorcerer to be noticed in a crowd, whereas the legendary level of this aspect would cause the target to want to be the sorcerer’s willing slave.</p> | |||
<p><strong>Number</strong><br> | |||
X One person<br> | X One person<br> | ||
• Two people<br> | • Two people<br> | ||
Line 638: | Line 719: | ||
••• Up to fifty people<br> | ••• Up to fifty people<br> | ||
•••• A crowd of hundreds<br> | •••• A crowd of hundreds<br> | ||
••••• A stadium full of thousands of people< | ••••• A stadium full of thousands of people</p> | ||
< | |||
<p><strong>Duration</strong><br> | |||
X Brief, perhaps a few minutes<br> | X Brief, perhaps a few minutes<br> | ||
• One Scene<br> | • One Scene<br> | ||
Line 646: | Line 727: | ||
••• Two weeks<br> | ••• Two weeks<br> | ||
•••• Several Months<br> | •••• Several Months<br> | ||
••••• Permanent< | ••••• Permanent</p> | ||
< | |||
<p><strong>Sample Rituals</strong><br> | |||
••• Philter of Love: Though most Fascinators aren’t also Alchemists, there are a few ways they can bottle their powers so that others can use them.<br> | ••• Philter of Love: Though most Fascinators aren’t also Alchemists, there are a few ways they can bottle their powers so that others can use them.<br> | ||
The most common of this is the Philter of Love or the Love Potion.<br> | The most common of this is the Philter of Love or the Love Potion.<br> | ||
It takes 3 hours to prepare, and requires a piece of the targeted person and one from the client, usually hair is used.<br> | It takes 3 hours to prepare, and requires a piece of the targeted person and one from the client, usually hair is used.<br> | ||
Then, if the client can cause the target to drink the potion (which usually smells and tastes foul by itself and is deactivated by many common flavorings and scents) then the target falls in love with the client for the duration.< | Then, if the client can cause the target to drink the potion (which usually smells and tastes foul by itself and is deactivated by many common flavorings and scents) then the target falls in love with the client for the duration.</p> | ||
<p><strong>Associated Spheres:</strong> Mind</p> | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Fortune"> | <tab name="Fortune"> | ||
Line 720: | Line 803: | ||
Associated Spheres: Entropy<br> | Associated Spheres: Entropy<br> | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Gauntlet Manipulation"> | <tab name="Gauntlet Manipulation"> | ||
<h2>Gauntlet Manipulation</h2> | |||
The Gauntlet is the barrier that separates the world of everyday experience from the world of the spirits. Naturally, spirit-oriented sorcerers need to be able to bypass it, often to either bring spirits into the physical world or to banish spirits to their own. They must also overcome it to speak with spirits under most circumstances. <br> | |||
Because of this, some sorcerers have developed the Path of Gauntlet Manipulation to take control of this barrier and learn to raise and lower it as they desire, giving them control over how close together the two worlds are in any given place. <br> | <p>The Gauntlet is the barrier that separates the world of everyday experience from the world of the spirits. Naturally, spirit-oriented sorcerers need to be able to bypass it, often to either bring spirits into the physical world or to banish spirits to their own. They must also overcome it to speak with spirits under most circumstances.<br> | ||
This Path is unusual in that two different practitioners of the Path attempting to do the same thing can be working at cross purposes. Certain scientific approaches to Gauntlet Manipulation use an inverted Gauntlet strength chart, where scientific laboratories are the easiest place to work and the wilderness is the most difficult. These technomagical sorcerers are often Extraordinary Citizens of the Technocratic Union, and especially are often Void Engineers. When they attempt to lower the Gauntlet, they raise it for mystic and shamanic characters and spirits, and vice versa. < | Because of this, some sorcerers have developed the Path of Gauntlet Manipulation to take control of this barrier and learn to raise and lower it as they desire, giving them control over how close together the two worlds are in any given place.<br> | ||
This Path is unusual in that two different practitioners of the Path attempting to do the same thing can be working at cross purposes. Certain scientific approaches to Gauntlet Manipulation use an inverted Gauntlet strength chart, where scientific laboratories are the easiest place to work and the wilderness is the most difficult. These technomagical sorcerers are often Extraordinary Citizens of the Technocratic Union, and especially are often Void Engineers. When they attempt to lower the Gauntlet, they raise it for mystic and shamanic characters and spirits, and vice versa.</p> | |||
<h3>Cost</h3> | |||
<p>None</p> | |||
<h3>Roll</h3> | |||
<p>Wits + Ability, the difficulty will always be the Gauntlet strength (see M20 page 505).</p> | |||
<h3>Modifiers</h3> | |||
<p>The Natural Channel Merit gives a -2 difficulty on all rolls with this Path.</p> | |||
<h3>Time</h3> | |||
<p>5 minutes per level</p> | |||
<h3>Duration</h3> | |||
<p>See below</p> | |||
<h3>Cost of Failure</h3> | |||
<p>On a botch, the sorcerer can become trapped in the Gauntlet, requiring that someone rescue them by either directly pulling them out or reducing the Gauntlet where they have become trapped to zero.</p> | |||
<h3>Effects</h3> | |||
<p>* The basics of Gauntlet manipulation allow the sorcerer to increase or decrease the strength of the Gauntlet by a single point for up to three turns.<br> | |||
** The sorcerer can now alter the Gauntlet rating by up to two points and the change lasts for a scene.<br> | |||
*** With this level of mastery, the sorcerer can alter the Gauntlet rating by up to three points and their changes will last for up to a day. They are also able to create artificial Shallowings, places where the Gauntlet has dropped to zero and anyone, with or without supernatural abilities, can simply step through to travel between the physical and spiritual worlds. Such a Shallowing will last no more than a scene until the sixth rank.<br> | |||
**** Once the sorcerer can alter the Gauntlet by four points, their changes will last for up to a full month. A Shallowing will now last for up to a day.<br> | |||
***** Masters of Gauntlet Manipulation can alter the Gauntlet rating by five points and for up to six months without having to do anything special. They can, however, craft special items to mark the area (stones for mystics, technological devices for technomancers) and if they do, the change will last for as long as the markers are undisturbed. Shallowings created in this way can last up to a month.<br> | |||
****** Legendarily powerful Gauntlet manipulators are able to set the local Gauntlet to whatever they want it to be and it can be made permanent if they wish, or until someone else changes it. They are also able to make a Shallowing that lasts six months on its own and can be made semi-permanent through creating markers for the area.</p> | |||
<h3>Sample Rituals</h3> | |||
<p>*** Trap the Spirit: This ritual takes a half hour to perform, but at the end, the sorcerer is able to manipulate the Gauntlet with sufficient subtlety that it creates a “pocket” wrapped in the Gauntlet. A spirit summoned into this pocket through other Paths or magics will be trapped inside unless it can overcome a strong Gauntlet (up to 3 points higher than the surrounding area) or it is released by the sorcerer.</p> | |||
<p><strong>Associated Spheres:</strong> Spirit</p> | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Healing"> | <tab name="Healing"> | ||
<h2>Healing</h2> | |||
One of the most universally known Paths of sorcery, Healing has an expression in virtually every culture on the planet.<br> | |||
<p>One of the most universally known Paths of sorcery, Healing has an expression in virtually every culture on the planet.<br> | |||
Whether done through odd herbs and brews, carefully crafted drugs, or prayers to a deity, so long as linear magic has been done, Healing has been done with it.<br> | Whether done through odd herbs and brews, carefully crafted drugs, or prayers to a deity, so long as linear magic has been done, Healing has been done with it.<br> | ||
This is far from the fastest sorcery Path, very few of its abilities can be done quickly.<br> | This is far from the fastest sorcery Path, very few of its abilities can be done quickly.<br> | ||
Instantaneous healing from grievous injuries or terrible illness is simply impossible for this Path.<br> | Instantaneous healing from grievous injuries or terrible illness is simply impossible for this Path.<br> | ||
It generally works with the body, accelerating natural healing and enhancing and shoring up the processes that could, ideally, handle the problems.<br> | It generally works with the body, accelerating natural healing and enhancing and shoring up the processes that could, ideally, handle the problems.<br> | ||
This often draws energy from the sorcerer, and the most powerful healers can even bring the dead back to life, though the cost is very, very high.< | This often draws energy from the sorcerer, and the most powerful healers can even bring the dead back to life, though the cost is very, very high.</p> | ||
< | |||
<h3>Requirements</h3> | |||
The healer must know some form of Medicine, though it need not be modern scientific medicine.<br> | <p>The healer must know some form of Medicine, though it need not be modern scientific medicine.<br> | ||
Traditional techniques can be substituted, including acupuncture, herbalism, homeopathy, or other techniques appropriate to the sorcerer’s focus.< | Traditional techniques can be substituted, including acupuncture, herbalism, homeopathy, or other techniques appropriate to the sorcerer’s focus.</p> | ||
< | |||
<h3>Cost</h3> | |||
For each injury or disease healed, one Willpower point must be spent.< | <p>For each injury or disease healed, one Willpower point must be spent.</p> | ||
< | |||
<h3>Roll</h3> | |||
Manipulation + Ability (difficulty 7).< | <p>Manipulation + Ability (difficulty 7).</p> | ||
< | |||
<h3>Modifiers</h3> | |||
-1 difficulty if Medicine is higher than Path rating.<br> | <p>-1 difficulty if Medicine is higher than Path rating.<br> | ||
+1 difficulty to heal themself.<br> | +1 difficulty to heal themself.<br> | ||
+1 difficulty on an unwilling subject.<br> | +1 difficulty on an unwilling subject.<br> | ||
+2 difficulty if working in a stressful environment.< | +2 difficulty if working in a stressful environment.</p> | ||
< | |||
<h3>Time</h3> | |||
Healing rituals are long, often taking hours, but for some techniques, they can be prepared in advance.< | <p>Healing rituals are long, often taking hours, but for some techniques, they can be prepared in advance.</p> | ||
< | |||
<h3>Duration</h3> | |||
Permanent< | <p>Permanent</p> | ||
< | |||
<h3>Cost of Failure</h3> | |||
The biggest limitation of this Path is that it can only be used on any given injury or illness once.<br> | <p>The biggest limitation of this Path is that it can only be used on any given injury or illness once.<br> | ||
If the healer fails, they can never try again, nor can they continue working to improve outcomes after they finish once.<br> | If the healer fails, they can never try again, nor can they continue working to improve outcomes after they finish once.<br> | ||
Beyond this, botching can have terrible consequences, sometimes making the ailment worse, other times far worse things can happen: orifices “healing” shut, injured tissue growing in a cancerous way, but extremely quickly, etc.< | Beyond this, botching can have terrible consequences, sometimes making the ailment worse, other times far worse things can happen: orifices “healing” shut, injured tissue growing in a cancerous way, but extremely quickly, etc.</p> | ||
< | |||
<h3>Effects</h3> | |||
This path can do many things: relieve pain, cure diseases and hasten healing.<br> | <p>This path can do many things: relieve pain, cure diseases and hasten healing.<br> | ||
At the higher levels, it can even restore lost senses.<br> | At the higher levels, it can even restore lost senses.<br> | ||
Only truly legendary healers, though, can do anything about aggravated damage.< | Only truly legendary healers, though, can do anything about aggravated damage.</p> | ||
< | |||
<h4>Pain</h4> | |||
With 4 successes, wound penalties are reduced by 3 and with 5 they can be ignored completely.< | <p>With 4 successes, wound penalties are reduced by 3 and with 5 they can be ignored completely.</p> | ||
< | |||
<h4>Toxins and Diseases</h4> | |||
Secondary infections are prevented with a single success.<br> | <p>Secondary infections are prevented with a single success.<br> | ||
Complex and virulent toxins and diseases can be cured at high levels.< | Complex and virulent toxins and diseases can be cured at high levels.</p> | ||
< | |||
<h4>Bashing Damage</h4> | |||
A single success will close up minor injuries over 10-15 minutes.<br> | <p>A single success will close up minor injuries over 10-15 minutes.<br> | ||
Every 2 successes can reduce bashing damage by one level if treating an injury very quickly.< | Every 2 successes can reduce bashing damage by one level if treating an injury very quickly.</p> | ||
< | |||
<h4>Lethal Damage</h4> | |||
With 2 successes, the healer can stabilize an injury so that they can be moved safely.<br> | <p>With 2 successes, the healer can stabilize an injury so that they can be moved safely.<br> | ||
Further successes allow faster healing, with 3 decreasing healing time by 25%, 4 by 50%, and 5 by 90%.< | Further successes allow faster healing, with 3 decreasing healing time by 25%, 4 by 50%, and 5 by 90%.</p> | ||
< | |||
<h4>Other Injuries or Debilities</h4> | |||
4 successes are needed to cure a congenital defect.<br> | <p>4 successes are needed to cure a congenital defect.<br> | ||
5 successes are needed for blindness or deafness.<br> | 5 successes are needed for blindness or deafness.<br> | ||
6 successes are needed for neurological conditions.< | 6 successes are needed for neurological conditions.</p> | ||
< | |||
<h4>Levels of Mastery</h4> | |||
• Even the newest healer can soothe minor aches and pains.<br> | <p>• Even the newest healer can soothe minor aches and pains.<br> | ||
Though this does not cure the source of the pain, it provides valuable relief for a couple of hours per success.<br> | Though this does not cure the source of the pain, it provides valuable relief for a couple of hours per success.<br> | ||
Additionally, they can examine a patient to learn what is wrong with them, with each success granting a piece of medical information.< | Additionally, they can examine a patient to learn what is wrong with them, with each success granting a piece of medical information.</p> | ||
< | |||
•• The healer can handle medium aches and pains.<br> | <p>•• The healer can handle medium aches and pains.<br> | ||
Provide a palliative for sprains, the flu, migraines, etc.<br> | Provide a palliative for sprains, the flu, migraines, etc.<br> | ||
They can also decrease healing time at this level, with even severe injuries.<br> | They can also decrease healing time at this level, with even severe injuries.<br> | ||
Toxins at level 1 can be counteracted.< | Toxins at level 1 can be counteracted.</p> | ||
< | |||
••• Now the healer can mend bones and make many of the nastiest injuries heal faster.<br> | <p>••• Now the healer can mend bones and make many of the nastiest injuries heal faster.<br> | ||
Diseases can be cured at this level, including the common cold.<br> | Diseases can be cured at this level, including the common cold.<br> | ||
Characters who have been incapacitated can be healed so that they are back on their feet and can get to a safe place, but these injuries cannot yet be healed directly.<br> | Characters who have been incapacitated can be healed so that they are back on their feet and can get to a safe place, but these injuries cannot yet be healed directly.<br> | ||
Toxins at level 2 can be counteracted.< | Toxins at level 2 can be counteracted.</p> | ||
< | |||
•••• Now serious injuries can be healed, such as compound fractures.<br> | <p>•••• Now serious injuries can be healed, such as compound fractures.<br> | ||
Even many of the worst injuries can have their healing sped up, at least.<br> | Even many of the worst injuries can have their healing sped up, at least.<br> | ||
Chronic diseases and toxins at level 3 can be healed as well, allowing the healer to banish asthma and diabetes.<br> | Chronic diseases and toxins at level 3 can be healed as well, allowing the healer to banish asthma and diabetes.<br> | ||
It will take weeks, rather than being instantaneous, but they can be cured.< | It will take weeks, rather than being instantaneous, but they can be cured.</p> | ||
< | |||
••••• Very serious diseases, like AIDS, cancer, and heart disease are now curable.<br> | <p>••••• Very serious diseases, like AIDS, cancer, and heart disease are now curable.<br> | ||
Even the most brutal injuries can be healed in a few weeks, so long as they don’t involve acid, fire, or supernatural sources.<br> | Even the most brutal injuries can be healed in a few weeks, so long as they don’t involve acid, fire, or supernatural sources.<br> | ||
With sufficient effort, even genetic defects can be healed.<br> | With sufficient effort, even genetic defects can be healed.<br> | ||
This, however, requires constant care for weeks or months, and exhausts the healer and causes them to suffer +1 or +2 difficulty on all non-Healing dice pools while caring for the patient.< | This, however, requires constant care for weeks or months, and exhausts the healer and causes them to suffer +1 or +2 difficulty on all non-Healing dice pools while caring for the patient.</p> | ||
< | |||
••••• • The greatest of healers can do things that lesser students of the Path can only dream of.<br> | <p>••••• • The greatest of healers can do things that lesser students of the Path can only dream of.<br> | ||
Any toxin or illness whatsoever can be cured at this level, though it still takes immense effort.<br> | Any toxin or illness whatsoever can be cured at this level, though it still takes immense effort.<br> | ||
Bashing and lethal damage can be healed instantly at this level, though it requires 2 successes per point of bashing and 3 per point of lethal, as well as a Willpower spent for each lethal point.<br> | Bashing and lethal damage can be healed instantly at this level, though it requires 2 successes per point of bashing and 3 per point of lethal, as well as a Willpower spent for each lethal point.<br> | ||
Finally, the healer can even handle supernatural trauma, such as aggravated damage, causing it to heal 50% faster if they can achieve 5 or more successes.<br> | Finally, the healer can even handle supernatural trauma, such as aggravated damage, causing it to heal 50% faster if they can achieve 5 or more successes.<br> | ||
This requires the expenditure of a Willpower point and the Path roll is at difficulty 8.< | This requires the expenditure of a Willpower point and the Path roll is at difficulty 8.</p> | ||
< | |||
<h3>Sample Rituals</h3> | |||
• Healing Sleep: With a Healing roll at difficulty 6, the patient falls into a deep sleep for 10 minus the number of successes hours.<br> | <p>• Healing Sleep: With a Healing roll at difficulty 6, the patient falls into a deep sleep for 10 minus the number of successes hours.<br> | ||
During that time, they sleep deeply and restfully, and they can relax and recover.<br> | During that time, they sleep deeply and restfully, and they can relax and recover.<br> | ||
At the end of this period, all bashing damage is healed and a point of Willpower is regained.< | At the end of this period, all bashing damage is healed and a point of Willpower is regained.</p> | ||
< | |||
•• Mike’s Cure-All: A specific formulation (from Chicago’s infamous speakeasies) of an ancient rite, the Cure-All will flush all the toxins from the patient’s body, including drugs, poisons, and alcohol.<br> | <p>•• Mike’s Cure-All: A specific formulation (from Chicago’s infamous speakeasies) of an ancient rite, the Cure-All will flush all the toxins from the patient’s body, including drugs, poisons, and alcohol.<br> | ||
This will occur in many ways, dependent upon the sort of toxin and how potent it is, but vomiting is often an essential component.<br> | This will occur in many ways, dependent upon the sort of toxin and how potent it is, but vomiting is often an essential component.<br> | ||
Though damage already done is unaffected, the toxin’s effects stop if the healer can achieve more successes than the Toxin Rating (and their ranking is high enough).<br> | Though damage already done is unaffected, the toxin’s effects stop if the healer can achieve more successes than the Toxin Rating (and their ranking is high enough).<br> | ||
This version cannot affect the Vitae in a ghoul, but there is a legendary version of it, as difficult as Revive, which may be able to.< | This version cannot affect the Vitae in a ghoul, but there is a legendary version of it, as difficult as Revive, which may be able to.</p> | ||
< | |||
•• Wakey-Wakey: Sometimes, a Healing Sleep isn’t what’s needed, the patient is already unconscious and needs to wake up and move.<br> | <p>•• Wakey-Wakey: Sometimes, a Healing Sleep isn’t what’s needed, the patient is already unconscious and needs to wake up and move.<br> | ||
Even magically induced sleep can be broken by this ritual, if the healer can achieve more successes than the caster of the sleeping spell did.<br> | Even magically induced sleep can be broken by this ritual, if the healer can achieve more successes than the caster of the sleeping spell did.<br> | ||
Normally the ritual has difficulty 6 and a single success suffices, but more are needed for those who are drugged.< | Normally the ritual has difficulty 6 and a single success suffices, but more are needed for those who are drugged.</p> | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Hellfire"> | <tab name="Hellfire"> | ||
<h2>Hellfire</h2> | |||
Not actually tied to the powers of darkness, the Path of Hellfire draws instead from the purest, most primally destructive of forces. <br> | |||
<p>Not actually tied to the powers of darkness, the Path of Hellfire draws instead from the purest, most primally destructive of forces. <br> | |||
Because it is so often mistaken for a power that is actually evil, sorcerers who specialize in Hellfire (at least, mystic ones) are often believed to be Infernalists.<br> | Because it is so often mistaken for a power that is actually evil, sorcerers who specialize in Hellfire (at least, mystic ones) are often believed to be Infernalists.<br> | ||
Scientific sorcerers have an easier time, because most people assume that the power is in the weapon, rather than coming straight from the depths of hell.<br> | Scientific sorcerers have an easier time, because most people assume that the power is in the weapon, rather than coming straight from the depths of hell.<br> | ||
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This Path doesn’t always appear as fire, though that is the most common manifestation.<br> | This Path doesn’t always appear as fire, though that is the most common manifestation.<br> | ||
Any sort of destructive energy can occur, including blasts of light, electricity, death lasers, and even more general destructive forces like earthquakes and decay can be called up with it.<br> | Any sort of destructive energy can occur, including blasts of light, electricity, death lasers, and even more general destructive forces like earthquakes and decay can be called up with it.<br> | ||
The sorcerer using this Path should remember, however, that nothing is more dangerous than a little bit of knowledge and power, and if used injudiciously, it will eventually give them problems of their own.< | The sorcerer using this Path should remember, however, that nothing is more dangerous than a little bit of knowledge and power, and if used injudiciously, it will eventually give them problems of their own.</p> | ||
< | |||
<h3>Cost</h3> | |||
<p>One Willpower<br></p> | |||
<h3>Roll</h3> | |||
<p>Dexterity + Ability<br></p> | |||
< | <h3>Modifiers</h3> | ||
<p>-1 to -3 for a nearby source of whatever sort of energy is being used.<br></p> | |||
For each success allocated to damage, two dice of Lethal damage are done.<br> | <h3>Time</h3> | ||
An additional two successes can convert the damage to Aggravated, as can the expenditure of a point of Mana.<br> | <p>One turn for spells<br></p> | ||
< | |||
<h3>Duration</h3> | |||
X A single target<br> | <p>Instant<br></p> | ||
<h3>Cost of Failure</h3> | |||
<p>As the roll combines both targeting and damage, failure either malfunctions or simply misses, whereas a botch causes whatever damage the sorcerer was attempting to accomplish to rebound back on them.<br></p> | |||
<h3>Aspects</h3> | |||
<h4>Damage</h4> | |||
<p>For each success allocated to damage, two dice of Lethal damage are done.<br> | |||
An additional two successes can convert the damage to Aggravated, as can the expenditure of a point of Mana.<br></p> | |||
<h4>Area</h4> | |||
<p>X A single target<br> | |||
• Roughly 3 square feet<br> | • Roughly 3 square feet<br> | ||
•• Roughly 10 square feet (which can be arranged vertically to create a wall of fire)<br> | •• Roughly 10 square feet (which can be arranged vertically to create a wall of fire)<br> | ||
••• Roughly 15 square feet<br> | ••• Roughly 15 square feet<br> | ||
•••• Roughly 20 square feet<br> | •••• Roughly 20 square feet<br> | ||
••••• Roughly 50 square feet<br> | ••••• Roughly 50 square feet<br></p> | ||
< | |||
<h4>Range</h4> | |||
X Touch Only, the caster needs to also make a Dexterity + Brawl roll, which can do regular brawl damage in addition to the damage from Hellfire<br> | <p>X Touch Only, the caster needs to also make a Dexterity + Brawl roll, which can do regular brawl damage in addition to the damage from Hellfire<br> | ||
• Less than 10 feet<br> | • Less than 10 feet<br> | ||
•• Less than 25 feet<br> | •• Less than 25 feet<br> | ||
••• Less than 50 feet<br> | ••• Less than 50 feet<br> | ||
•••• Less than 150 feet<br> | •••• Less than 150 feet<br> | ||
••••• Less than 500 feet<br> | ••••• Less than 500 feet<br></p> | ||
< | |||
<h4>Special</h4> | |||
These special effects are not just cosmetic and require purchasing.<br> | <p>These special effects are not just cosmetic and require purchasing.<br> | ||
They can be bought with freebies or experience points at the cost in successes + 1 and each is separate.<br> | They can be bought with freebies or experience points at the cost in successes + 1 and each is separate.<br> | ||
When casting, the sorcerer chooses which, if any, to include.<br> | When casting, the sorcerer chooses which, if any, to include.<br></p> | ||
< | |||
<ul> | |||
<li><strong>Earthquake:</strong> The sorcerer cracks the ground open so that it attempts to engulf and crush the target.<br> | |||
The target must make an extended Strength roll against difficulty 6 and gain more successes than damage done to them to break free.<br> | The target must make an extended Strength roll against difficulty 6 and gain more successes than damage done to them to break free.<br> | ||
This cannot be made to do aggravated damage.<br> | This cannot be made to do aggravated damage.<br></li> | ||
< | |||
<li><strong>Lightning:</strong> While the Path may strike with electricity normally, this effect takes advantage of conductivity.<br> | |||
If the target is touching anything conductive, then anyone else touching that object will suffer the same damage as the target does.<br> | If the target is touching anything conductive, then anyone else touching that object will suffer the same damage as the target does.<br></li> | ||
< | |||
<li><strong>Decay:</strong> While this effect causes no damage to living targets, it will rust, decay, warp or rot anything they are wearing or carrying.<br> | |||
It will destroy roughly three pounds of material per success (magical objects are more resistant, though) and those things will have been destroyed within 2-3 turns.<br> | It will destroy roughly three pounds of material per success (magical objects are more resistant, though) and those things will have been destroyed within 2-3 turns.<br></li> | ||
< | |||
<li><strong>Dust Storm:</strong> Must have at least three successes allocated to Area.<br> | |||
This effect brings up a cloud of dust, blinding everyone in the targeted area for one turn per health level of damage taken.<br> | This effect brings up a cloud of dust, blinding everyone in the targeted area for one turn per health level of damage taken.<br></li> | ||
< | |||
<li><strong>Sleet:</strong> The attack takes the form of sudden freezing water and ice across the area.<br> | |||
In addition to the damage, for one turn per success on the roll, the area is slippery (+1 difficulty to all Dexterity rolls) and those caught in it have their vision obscured (+1 difficulty to all tasks requiring sight).<br> | In addition to the damage, for one turn per success on the roll, the area is slippery (+1 difficulty to all Dexterity rolls) and those caught in it have their vision obscured (+1 difficulty to all tasks requiring sight).<br> | ||
This cannot be made to do aggravated damage.<br> | This cannot be made to do aggravated damage.<br></li> | ||
< | |||
<li><strong>Smoke:</strong> Must have at least three successes allocated to Area.<br> | |||
A billowing cloud of smoke emanates from the caster to cover the targeted area.<br> | A billowing cloud of smoke emanates from the caster to cover the targeted area.<br> | ||
Everyone within the area takes one level of lethal damage per turn (unless | Everyone within the area takes one level of lethal damage per turn (unless they have protection or no need to breathe).<br> | ||
The cloud lasts for one turn per damage dealt, and it completely obscures all vision, including most supernatural vision, in the meantime.<br> | The cloud lasts for one turn per damage dealt, and it completely obscures all vision, including most supernatural vision, in the meantime.<br></li> | ||
</ul> | |||
<p><strong>Associated Spheres:</strong> None<br></p> | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Mana Manipulation"> | <tab name="Mana Manipulation"> | ||
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* Infusion: While a spell can only store a single point. | * Infusion: While a spell can only store a single point. | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Mind Shields"> | <tab name="Mind Shields"> | ||
<h2>Mind Shields</h2> | |||
<p>Many psychic Phenomena and sorcerous Paths allow the invasion of other minds. Telepaths can read your thoughts, Psychic Vampires can feed on you, Alchemy can brew truth serums, and Oneiromancy can invade dreams. And of course, there are far, far worse things in the world than psychics and sorcerers. Vampires have Dominate, mages have the full and unbridled power of the Mind sphere, and that’s before worrying about what wraiths and changelings can do to an unguarded mind.<br> | |||
<br> | |||
So some psychics either naturally have or train themselves to have mental defenses. Their minds are arranged in some way that makes them harder to attack. Depending on the psychic, though, this can take the form of being disciplined to the point of being able to force the invader out, thoughts that are too chaotic to make sense of, or even just a projection of a blank state where nothing, useful or useless, can be read.<br> | So some psychics either naturally have or train themselves to have mental defenses. Their minds are arranged in some way that makes them harder to attack. Depending on the psychic, though, this can take the form of being disciplined to the point of being able to force the invader out, thoughts that are too chaotic to make sense of, or even just a projection of a blank state where nothing, useful or useless, can be read.<br> | ||
<br> | |||
This only affects mental attacks. A Mind Shield is useless against Pyrokinesis, for instance: no hope that an exceptionally ordered mind can just ignore a fireball! So any psychic power that stays outside of the mind works as normal. For those occasions when the psychic wants to allow access, they can lower their shields, but this leaves them vulnerable to others and to betrayal. At level three, however, the psychic can tell when an intrusion is friendly or hostile, and can selectively allow the friendlies in while maintaining their defenses.<br> | |||
<br> | |||
When the psychic with a Mind Shield is mentally attacked, they make their roll and successes are subtracted from the successes on the attack’s roll, which fails if the difference is less than the number of successes required by the action. If the defender would normally get some kind of defense, such as a Willpower roll, the Mind Shield dice are added to that defense.</p> | |||
<h3>Roll</h3> | |||
<p>Against arbitrary mental attacks, the psychic rolls their Mind Shields rating at difficulty 6. Against other psychics, they roll twice as many dice.</p> | |||
<h3>Time</h3> | |||
<p>Instantaneous</p> | |||
<h3>Duration</h3> | |||
<p>Instantaneous</p> | |||
<h3>Associated Spheres</h3> | |||
<p>Mind</p> | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Oneiromancy"> | <tab name="Oneiromancy"> | ||
Oneiromancy< | <h2>Oneiromancy</h2> | ||
As often as spirit worlds appear in tales of sorcerers and shamans, dream worlds may be even more common.<br> | |||
<p>As often as spirit worlds appear in tales of sorcerers and shamans, dream worlds may be even more common.<br> | |||
Powerful sorcerers are often reputed to be able to enter the dreams of others and manipulate them.<br> | Powerful sorcerers are often reputed to be able to enter the dreams of others and manipulate them.<br> | ||
The most powerful of all can even take things that exist only in dreams and bring them into the waking world.<br> | The most powerful of all can even take things that exist only in dreams and bring them into the waking world.<br> | ||
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The dreamwalker or dreamweaver can view, interact with, and craft these dreams to order, though, giving horrific nightmares to their enemies that will haunt them through their waking hours, and giving pleasant, restful nights to their allies, and that’s on top of the intelligence gathering potential of seeing the dreams of others.<br> | The dreamwalker or dreamweaver can view, interact with, and craft these dreams to order, though, giving horrific nightmares to their enemies that will haunt them through their waking hours, and giving pleasant, restful nights to their allies, and that’s on top of the intelligence gathering potential of seeing the dreams of others.<br> | ||
<br> | <br> | ||
Note that an unwary Oneiromancer who targets someone with the Nightmares Flaw may be in for a nasty surprise as the dreams are harder to control and decidedly unfriendly!< | Note that an unwary Oneiromancer who targets someone with the Nightmares Flaw may be in for a nasty surprise as the dreams are harder to control and decidedly unfriendly!</p> | ||
< | |||
<h3>Cost</h3> | |||
Roll | <p>None</p> | ||
Cost of Failure | |||
Their own subconscious takes control, throwing fears and memories at the sorcerer that may look a lot like a Harrowing as described in Wraith: the Oblivion.< | <h3>Roll</h3> | ||
< | <p>Wits + Ability</p> | ||
Aspects< | |||
Distance<br> | <h3>Cost of Failure</h3> | ||
<p>Botches tend to introduce the Oneiromancer to the concept of a Nightmare Realm.<br> | |||
Their own subconscious takes control, throwing fears and memories at the sorcerer that may look a lot like a Harrowing as described in Wraith: the Oblivion.</p> | |||
<h3>Aspects</h3> | |||
<p>Distance<br> | |||
X The sorcerer must be in direct physical contact with the target<br> | X The sorcerer must be in direct physical contact with the target<br> | ||
• Must have knowledge of the target’s True Name<br> | • Must have knowledge of the target’s True Name<br> | ||
•• Must have some body part, including blood, hair, nail clippings, urine, etc., and it must be unmixed with other substances<br> | •• Must have some body part, including blood, hair, nail clippings, urine, etc., and it must be unmixed with other substances<br> | ||
••• Prized possession of the dreamer<br> | ••• Prized possession of the dreamer<br> | ||
•••• Any possession of the dreamer< | •••• Any possession of the dreamer</p> | ||
< | |||
Effects< | <h3>Effects</h3> | ||
X The oneiromancer can touch the dreams of others, seeing disjointed images, distorted by the subconscious.<br> | <p>X The oneiromancer can touch the dreams of others, seeing disjointed images, distorted by the subconscious.<br> | ||
These dreams may be interpreted from the shattered fragments, giving the sorcerer some insight into the target’s nature, past, goals or fears.<br> | These dreams may be interpreted from the shattered fragments, giving the sorcerer some insight into the target’s nature, past, goals or fears.<br> | ||
• The oneiromancer can now actually enter dreams, though they lack much in the way of control.<br> | • The oneiromancer can now actually enter dreams, though they lack much in the way of control.<br> | ||
Line 1,023: | Line 1,160: | ||
••••• Legendary dreamweavers no longer are restricted to the realm of dreams.<br> | ••••• Legendary dreamweavers no longer are restricted to the realm of dreams.<br> | ||
At this rank, they can physically enter the Dream Realm, walking from dream to dream almost at will.<br> | At this rank, they can physically enter the Dream Realm, walking from dream to dream almost at will.<br> | ||
They can even bring items (and sometimes living things!) out of the dream and into the real world, though they will tend to fade, often unpredictably, without being maintained.< | They can even bring items (and sometimes living things!) out of the dream and into the real world, though they will tend to fade, often unpredictably, without being maintained.</p> | ||
< | |||
Associated Spheres: Mind< | <p><strong>Associated Spheres:</strong> Mind</p> | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Precognition"> | <tab name="Precognition"> | ||
<h2>Precognition</h2> | |||
< | |||
Precognition is one of the rarest psychic abilities and also one of the most sought after. It allows the psychic to see the future, sometimes even accurately. No psychic ever achieves perfection, partly because the future is unknowable and only probabilities are possible. The most accurate and famous precogs specialize in tracing these probabilities and understanding how to find the future that is most likely to come to pass.< | <p>Precognition is one of the rarest psychic abilities and also one of the most sought after. It allows the psychic to see the future, sometimes even accurately. No psychic ever achieves perfection, partly because the future is unknowable and only probabilities are possible. The most accurate and famous precogs specialize in tracing these probabilities and understanding how to find the future that is most likely to come to pass.</p> | ||
< | |||
<h3>Cost</h3> | |||
<p>One Willpower</p> | |||
< | <h3>Roll</h3> | ||
<p>Perception + Awareness</p> | |||
* '''Intuition''' - The character rolls Precognition and they are more likely to guess something correctly. This is not a terribly accurate guess, and tends to work on simple things, like random drawing, but can work in complex situations like matchmaking. The more successes they achieve the more accurate, though 100% is never achievable.<br> | |||
<h3>Cost of Failure</h3> | |||
<p>The character receives a vision of something wildly incorrect, but is supremely confident in it when they botch a Precognition roll. On a Danger Sense roll, the character is distracted inconveniently.</p> | |||
<h3>Effects</h3> | |||
<p>* '''Intuition''' - The character rolls Precognition and they are more likely to guess something correctly. This is not a terribly accurate guess, and tends to work on simple things, like random drawing, but can work in complex situations like matchmaking. The more successes they achieve the more accurate, though 100% is never achievable.<br> | |||
* '''Insight''' - The psychic can now induce dreamlike visions of the future. They require interpretation (usually through Enigmas) and are highly symbolic. Though it will always remain a metaphorical explanation of the future, more successes will make the vision more accurate.<br> | * '''Insight''' - The psychic can now induce dreamlike visions of the future. They require interpretation (usually through Enigmas) and are highly symbolic. Though it will always remain a metaphorical explanation of the future, more successes will make the vision more accurate.<br> | ||
* '''Danger Sense''' - Unlike other powers, this one is passive. A roll is made when the psychic is in danger, though it is suppressed by Anti-Psychic and some other supernatural abilities. The number of successes determines how much the character knows about a source of danger:<br> | * '''Danger Sense''' - Unlike other powers, this one is passive. A roll is made when the psychic is in danger, though it is suppressed by Anti-Psychic and some other supernatural abilities. The number of successes determines how much the character knows about a source of danger:<br> | ||
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* 3 successes: One Week<br> | * 3 successes: One Week<br> | ||
* 4 successes: One Month<br> | * 4 successes: One Month<br> | ||
* 5+ successes: One year, plus one year per additional success<br> | * 5+ successes: One year, plus one year per additional success<br></p> | ||
< | |||
<p><strong>Associated Spheres:</strong> Time</p> | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Psychic Healing"> | <tab name="Psychic Healing"> | ||
<h2>Psychic Healing</h2> | |||
Some psychics are gifted with the power to heal.<br> | |||
<p>Some psychics are gifted with the power to heal.<br> | |||
This is rare, and such psychics often have to keep their powers hidden, as there are many who would want to take advantage of them.<br> | This is rare, and such psychics often have to keep their powers hidden, as there are many who would want to take advantage of them.<br> | ||
The healer also often has problems with the medical establishment, who are not particularly friendly towards what appear to be faith healers or anyone practicing medicine without a license.<br> | The healer also often has problems with the medical establishment, who are not particularly friendly towards what appear to be faith healers or anyone practicing medicine without a license.<br> | ||
However, most psychic healers consider it all to be worth it, given the miracles they can perform.< | However, most psychic healers consider it all to be worth it, given the miracles they can perform.</p> | ||
<h3>Cost</h3> | |||
One Willpower< | <p>One Willpower</p> | ||
<h3>Roll</h3> | |||
Perception + Empathy< | <p>Perception + Empathy</p> | ||
<h3>Cost of Failure</h3> | |||
Botching this power can be especially dangerous to both the patient and the healer.<br> | <p>Botching this power can be especially dangerous to both the patient and the healer.<br> | ||
Sometimes the error will heal the injury incorrectly (for instance, fusing bones out of alignment), other times it will make the condition worse, and sometimes it will even cause the psychic to take on the injury, as with Empathic Healing, but won’t even heal the patient!< | Sometimes the error will heal the injury incorrectly (for instance, fusing bones out of alignment), other times it will make the condition worse, and sometimes it will even cause the psychic to take on the injury, as with Empathic Healing, but won’t even heal the patient!</p> | ||
<h3>Effects</h3> | |||
* Diagnosis: Though not nearly as flashy as later powers, this one is at the root of Psychic Healing’s effectiveness.<br> | <p>* Diagnosis: Though not nearly as flashy as later powers, this one is at the root of Psychic Healing’s effectiveness.<br> | ||
It doesn’t allow the psychic to make any changes at all to their target’s body, but it does allow them to see exactly what is wrong with them.<br> | It doesn’t allow the psychic to make any changes at all to their target’s body, but it does allow them to see exactly what is wrong with them.<br> | ||
Some doctors have this power and don’t even realize it, giving accurate diagnoses and therapeutic regimens based on spotty and incomplete information.<br> | Some doctors have this power and don’t even realize it, giving accurate diagnoses and therapeutic regimens based on spotty and incomplete information.<br> | ||
If the psychic does provide medical care, then their Medicine roll gains additional successes for each success on Diagnosis.< | If the psychic does provide medical care, then their Medicine roll gains additional successes for each success on Diagnosis.</p> | ||
* A Good Night’s Sleep: Any doctor knows that a good night’s sleep is essential to healing.<br> | <p>* A Good Night’s Sleep: Any doctor knows that a good night’s sleep is essential to healing.<br> | ||
At this point, the psychic can give a patient the benefit of sleep in a single minute of effort.<br> | At this point, the psychic can give a patient the benefit of sleep in a single minute of effort.<br> | ||
They must touch the patient, and then roll.<br> | They must touch the patient, and then roll.<br> | ||
If they succeed, the patient feels rested and the “night” counts towards healing as though the damage were two levels lower.<br> | If they succeed, the patient feels rested and the “night” counts towards healing as though the damage were two levels lower.<br> | ||
With at least three successes, the patient may regain a point of Willpower.< | With at least three successes, the patient may regain a point of Willpower.</p> | ||
* Basic Healing: The healer can now directly heal injuries rather than merely act as a skilled medical professional.<br> | <p>* Basic Healing: The healer can now directly heal injuries rather than merely act as a skilled medical professional.<br> | ||
Each success can heal one level of Bashing damage in the patient, and two successes can reduce the toxicity level of a toxin or disease (at most Level Three) by one.< | Each success can heal one level of Bashing damage in the patient, and two successes can reduce the toxicity level of a toxin or disease (at most Level Three) by one.</p> | ||
* Triage: While before, the psychic could | <p>* Triage: While before, the psychic could heal blunt force trauma, now broken bones and more serious injuries are possible, as well as deadlier diseases and toxins.<br> | ||
Each success can heal up to one Lethal damage or reduce the toxin level by one for any toxin of at most Level Four.<br> | Each success can heal up to one Lethal damage or reduce the toxin level by one for any toxin of at most Level Four.<br> | ||
Each wound level or toxin level does require about ten | Each wound level or toxin level does require about ten minutes of work.</p> | ||
* Psychic Surgery: The psychic can now just reach into the patient and pull out the sources of problems, like infections or even tumors.<br> | <p>* Psychic Surgery: The psychic can now just reach into the patient and pull out the sources of problems, like infections or even tumors.<br> | ||
This takes 10 minutes times the level of the disease or toxin, but afterwards it is gone.<br> | This takes 10 minutes times the level of the disease or toxin, but afterwards it is gone.<br> | ||
The healer can also use this power to pull out healthy tissue, causing one level of unsoakable aggravated damage per success, but as it takes so long, it is worthless in combat.< | The healer can also use this power to pull out healthy tissue, causing one level of unsoakable aggravated damage per success, but as it takes so long, it is worthless in combat.</p> | ||
<p><strong>Associated Spheres:</strong> Life</p> | |||
Life | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Psychic Hypnosis"> | <tab name="Psychic Hypnosis"> | ||
Psychic Hypnosis< | <h2>Psychic Hypnosis</h2> | ||
Lacking the sheer power of Dominate or the Mind Sphere, psychics have to resort to different techniques to control the minds of others. Hypnosis is one of the subtlest of these techniques, and one of the safest. However, with time and effort, the hypnotist can achieve dramatic acts of brainwashing, competing with vampires and mages in their own way.< | |||
< | <p>Lacking the sheer power of Dominate or the Mind Sphere, psychics have to resort to different techniques to control the minds of others. Hypnosis is one of the subtlest of these techniques, and one of the safest. However, with time and effort, the hypnotist can achieve dramatic acts of brainwashing, competing with vampires and mages in their own way.</p> | ||
Roll | <h3>Cost</h3> | ||
Time | <p>One Willpower</p> | ||
Cost of Failure | |||
< | <h3>Roll</h3> | ||
Effects< | <p>Manipulation + Expression</p> | ||
• Trance State: Any willing subject can be placed into a hypnotic trance with this power. While in this state, their memories are clearer and more easily accessed, surprising amounts of body control are possible, and the subject of the trance becomes relaxed. The trance is broken if the subject is shaken or disturbed in any way. Because this power can be used on the psychic themselves, it is very popular for psychics who need perfect recall. | |||
<br> | <h3>Time</h3> | ||
<p>Inducing a trance for rank 1-3 powers requires five minutes and for the rank 5 power requires ten minutes.</p> | |||
<h3>Cost of Failure</h3> | |||
<p>One major benefit of Psychic Hypnosis is that a botch only prevents the use of Hypnosis on the subject for the next day.</p> | |||
<h3>Effects</h3> | |||
<p>• Trance State: Any willing subject can be placed into a hypnotic trance with this power. While in this state, their memories are clearer and more easily accessed, surprising amounts of body control are possible, and the subject of the trance becomes relaxed. The trance is broken if the subject is shaken or disturbed in any way. Because this power can be used on the psychic themselves, it is very popular for psychics who need perfect recall.<br> | |||
•• Sideshow Suggestion: The psychic may now give commands to a subject who is in a trance. The subject will follow any command they would not normally have any problem with doing. The additional control of their body that the trance provides allows the subject to walk over coals, use less oxygen, ignore wound penalties and more. Furthermore, the hypnotist can make the subject forget the actions they performed while in the trance. The difficulty is 6 for simple commands, 7 for embarrassing commands and forgetting actions, and 8 to ignore pain. The subject will now remain hypnotized until the hypnotist commands them to wake up.<br> | •• Sideshow Suggestion: The psychic may now give commands to a subject who is in a trance. The subject will follow any command they would not normally have any problem with doing. The additional control of their body that the trance provides allows the subject to walk over coals, use less oxygen, ignore wound penalties and more. Furthermore, the hypnotist can make the subject forget the actions they performed while in the trance. The difficulty is 6 for simple commands, 7 for embarrassing commands and forgetting actions, and 8 to ignore pain. The subject will now remain hypnotized until the hypnotist commands them to wake up.<br> | ||
••• Delayed Action: Now the hypnotist can implant commands to be performed after the subject wakes from the trance. These commands are programmed to happen at a specific time, rather than immediately. The specifics of the commands are like in Sideshow Suggestions, but the difficulty is one higher. Each condition for triggering the command requires a success.<br> | ••• Delayed Action: Now the hypnotist can implant commands to be performed after the subject wakes from the trance. These commands are programmed to happen at a specific time, rather than immediately. The specifics of the commands are like in Sideshow Suggestions, but the difficulty is one higher. Each condition for triggering the command requires a success.<br> | ||
•••• Fast Trance: At the cost of an additional point of Willpower, the hypnotist can put their subject into a trance in a single turn, rather than five minutes. The subject is entranced for one round per success.<br> | •••• Fast Trance: At the cost of an additional point of Willpower, the hypnotist can put their subject into a trance in a single turn, rather than five minutes. The subject is entranced for one round per success.<br> | ||
••••• Manchurian Candidate: This power allows the psychic to perform substantial brainwashing on their subject. The trance takes longer to induce at ten minutes, and then the psychic must spend an hour carefully inserting each command that they want their subject to perform. These commands can be anything, and can involve the subject’s death if the hypnotist so chooses. Each command requires the hypnotist to spend two Willpower and roll Manipulation + Leadership (difficulty 7 for commands violating the subject’s ethics, difficulty 9 for commands leading to death) in addition to the roll to use this power.</p> | |||
••••• Manchurian Candidate: This power allows the psychic to perform substantial brainwashing on their subject. The trance takes longer to induce at ten minutes, and then the psychic must spend an hour carefully inserting each command that they want their subject to perform. These commands can be anything, and can involve the subject’s death if the hypnotist so chooses. Each command requires the hypnotist spend two Willpower and roll Manipulation + Leadership (difficulty 7 for commands violating the subject’s ethics, difficulty 9 for commands leading to death) in addition to the roll to use this power.< | |||
< | <p><strong>Associated Spheres:</strong> Mind</p> | ||
Associated Spheres: Mind< | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Psychic Invisibility"> | <tab name="Psychic Invisibility"> | ||
< | <h2>Psychic Invisibility</h2> | ||
<p><b>Description</b>: The ability to become invisible to others.<br> | <p><b>Description</b>: The ability to become invisible to others.<br> | ||
<b>Cost</b>: One Willpower<br> | <b>Cost</b>: One Willpower<br> | ||
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'''Associated Spheres''': Mind<br> | '''Associated Spheres''': Mind<br> | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Psychic Vampirism"> | <tab name="Psychic Vampirism"> | ||
< | <h2>Psychic Vampirism</h2> | ||
<p><b>Description</b>: Allows the psychic to feed on the emotions of others.<br> | <p><b>Description</b>: Allows the psychic to feed on the emotions of others.<br> | ||
<b>Cost</b>: Not specified<br> | <b>Cost</b>: Not specified<br> | ||
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'''Associated Spheres''': Mind<br> | '''Associated Spheres''': Mind<br> | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Psychokinesis"> | <tab name="Psychokinesis"> | ||
Psychokinesis < | <h2>Psychokinesis</h2> | ||
One of the most well-known Psychic Phenomena, Psychokinesis, also called Telekinesis, is the ability to move objects with only the power of the mind. <br> | |||
With practice and skill, a psychic can move a feather without crumpling it, weave thread, or even knock someone so hard they go flying across the room, all without lifting a finger. <br> | <p>One of the most well-known Psychic Phenomena, Psychokinesis, also called Telekinesis, is the ability to move objects with only the power of the mind.<br> | ||
Psychokinesis requires some focus, but not so much that the user can’t do other things while using it, though it counts as multiple actions. <br> | With practice and skill, a psychic can move a feather without crumpling it, weave thread, or even knock someone so hard they go flying across the room, all without lifting a finger.<br> | ||
After the duration of the power, the psychic may spend another Willpower and make another roll to attempt to renew it without losing control in the middle. < | Psychokinesis requires some focus, but not so much that the user can’t do other things while using it, though it counts as multiple actions.<br> | ||
After the duration of the power, the psychic may spend another Willpower and make another roll to attempt to renew it without losing control in the middle.</p> | |||
<h3>Cost</h3> | |||
<p>One Willpower</p> | |||
<h3>Roll</h3> | |||
<p>Wits + Athletics</p> | |||
<h3>Duration</h3> | |||
<p>The psychic’s control lasts for one turn per success.</p> | |||
<h3>Cost of Failure</h3> | |||
<p>On a botch, the psychic has completely exhausted themselves. They lose an additional Willpower point and can take no further actions for the scene.</p> | |||
<h3>Effects</h3> | |||
<p>• The psychic’s hold is at an equivalent of Strength and Dexterity 0, and can move an object up to 5 + Wits meters per turn.<br> | |||
•• Strength and Dexterity are now 1, and the object can be moved at 7 + Wits meters per turn.<br> | |||
••• The object is moved as though with Strength and Dexterity 2, and can travel at 9 + Wits meters per turn.<br> | |||
•••• Mental Strength and Dexterity are now 3, and the object moves at 11 + Wits meters per turn. Notably, at this level, the psychic can levitate themselves (regardless of their weight). Flying in this way can only be done at walking speed, however, due to the concentration needed.<br> | |||
••••• A master of Psychokinesis has a functional Strength and Dexterity of 4, and can move objects at 13 + Wits meters per turn. Furthermore, they can move two objects at a time, and when flying, can move at a running pace.</p> | |||
<p><strong>Associated Spheres:</strong> Forces</p> | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Psychometry"> | <tab name="Psychometry"> | ||
< | <h2>Psychometry</h2> | ||
<p><b>Description</b>: The ability to read psychic residues left on objects by people.<br> | <p><b>Description</b>: The ability to read psychic residues left on objects by people.<br> | ||
<b>Cost</b>: One Willpower<br> | <b>Cost</b>: One Willpower<br> | ||
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Associated Spheres: Mind, Time<br> | Associated Spheres: Mind, Time<br> | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Psychoportation"> | <tab name="Psychoportation"> | ||
< | <h2>Psychoportation</> | ||
<p><b>Description</b>: Teleportation from one place to another without passing through the intervening space.<br> | <p><b>Description</b>: Teleportation from one place to another without passing through the intervening space.<br> | ||
<b>Cost</b>: One Willpower point<br> | <b>Cost</b>: One Willpower point<br> | ||
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'''Associated Spheres:''' Correspondence<br> | '''Associated Spheres:''' Correspondence<br> | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Pyrokinesis"> | <tab name="Pyrokinesis"> | ||
< | <h2>Psychokinesis</h2> | ||
<p><b>Description</b>: The ability to move objects with the mind.<br> | <p><b>Description</b>: The ability to move objects with the mind.<br> | ||
<b>Cost</b>: One Willpower<br> | <b>Cost</b>: One Willpower<br> | ||
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Forces<br> | Forces<br> | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Shadowcasting"> | <tab name="Shadowcasting"> | ||
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'''Associated Spheres:''' Forces, Mind<br> | '''Associated Spheres:''' Forces, Mind<br> | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Shapeshifting"> | <tab name="Shapeshifting"> | ||
<h2>Shapeshifting</h2> | |||
Natural shapeshifters hardly have a monopoly on taking on other forms. Sorcerers on the Path of Shapeshifting often view their bodies as completely mutable and control it through focus and study rather than sheer supernatural talent. < | |||
< | <p>Natural shapeshifters hardly have a monopoly on taking on other forms. Sorcerers on the Path of Shapeshifting often view their bodies as completely mutable and control it through focus and study rather than sheer supernatural talent.</p> | ||
One key difference between shapeshifting sorcerers and the Changing Breeds is that sorcerers don’t have a fixed other form; they can become anything they want within the reach of their powers. Even the newest shapeshifter can make cosmetic changes to themselves, but the true master can take on fully animal forms, and legends speak of sorcerers turning into dragons and other mythological creatures. < | <h3>Key Differences</h3> | ||
< | <p>One key difference between shapeshifting sorcerers and the Changing Breeds is that sorcerers don’t have a fixed other form; they can become anything they want within the reach of their powers. Even the newest shapeshifter can make cosmetic changes to themselves, but the true master can take on fully animal forms, and legends speak of sorcerers turning into dragons and other mythological creatures.</p> | ||
One Willpower < | <h3>Cost</h3> | ||
< | <p>One Willpower</p> | ||
Stamina + Ability < | <h3>Roll</h3> | ||
< | <p>Stamina + Ability</p> | ||
-1 difficulty on all rolls if the character has the Kinfolk Merit. < | <h3>Modifiers</h3> | ||
< | <p>-1 difficulty on all rolls if the character has the Kinfolk Merit.</p> | ||
One Scene < | <h3>Duration</h3> | ||
< | <p>One Scene</p> | ||
Botching shapeshifting attempts can take two distinct forms. The first is to transform into something that wasn’t intended, including a more full transformation than the sorcerer wants or is normally capable of. The other is for the sorcerer to lose their mind and start to think like the animal they were shifting into the form of. This effect is usually temporary. < | <h3>Cost of Failure</h3> | ||
< | <p>Botching shapeshifting attempts can take two distinct forms. The first is to transform into something that wasn’t intended, including a more full transformation than the sorcerer wants or is normally capable of. The other is for the sorcerer to lose their mind and start to think like the animal they were shifting into the form of. This effect is usually temporary.</p> | ||
<h3>Aspects</h3> | |||
* X - Minor cosmetic changes like hair or eye color <br> | <h4>Shift Scale</h4> | ||
* • - More noticeable changes like small claws, scales on one part of the body, or the like, or radical cosmetic changes within the range of human (though not to appear as a specific other person) <br> | <p>* X - Minor cosmetic changes like hair or eye color<br> | ||
* •• - Some body part can be replaced by an animal feature: a clawed paw, a shark’s mouth, gills, etc. <br> | * • - More noticeable changes like small claws, scales on one part of the body, or the like, or radical cosmetic changes within the range of human (though not to appear as a specific other person)<br> | ||
* ••• - Roughly a halfway shift, either half of the body or halfway to an animal form <br> | * •• - Some body part can be replaced by an animal feature: a clawed paw, a shark’s mouth, gills, etc.<br> | ||
* •••• - Full transformation into an animal <br> | * ••• - Roughly a halfway shift, either half of the body or halfway to an animal form<br> | ||
* ••••• - The sorcerer can now take on mythic animal forms, not just natural ones. < | * •••• - Full transformation into an animal<br> | ||
< | * ••••• - The sorcerer can now take on mythic animal forms, not just natural ones.</p> | ||
* X – •• - The sorcerer can only target themselves <br> | <h4>Subject</h4> | ||
* ••• - The subject may be another person <br> | <p>* X – •• - The sorcerer can only target themselves<br> | ||
* •••• - Two subjects may be transformed at once <br> | * ••• - The subject may be another person<br> | ||
* ••••• - Three subjects at once < | * •••• - Two subjects may be transformed at once<br> | ||
< | * ••••• - Three subjects at once</p> | ||
* X – •• - The sorcerer can only take one animal feature <br> | <h4>Disparity</h4> | ||
* ••• - The sorcerer can mix and match two different features from different animals <br> | <p>* X – •• - The sorcerer can only take one animal feature<br> | ||
* •••• - The sorcerer can make three unrelated shifts <br> | * ••• - The sorcerer can mix and match two different features from different animals<br> | ||
* ••••• - The sorcerer can mix and match features completely freely < | * •••• - The sorcerer can make three unrelated shifts<br> | ||
< | * ••••• - The sorcerer can mix and match features completely freely</p> | ||
Life < | <p><strong>Associated Spheres:</strong> Life</p> | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Soulstealing"> | <tab name="Soulstealing"> | ||
<h2>Soul Stealing</h2> | |||
Despite having an even worse reputation than the Path of Hellfire, the Psychic Phenomenon of Soul Stealing is not an Infernal Investment, but most psychics of strong morals deeply and truly wish that it were.<br> | |||
<p>Despite having an even worse reputation than the Path of Hellfire, the Psychic Phenomenon of Soul Stealing is not an Infernal Investment, but most psychics of strong morals deeply and truly wish that it were.<br> | |||
With this power, the psychic is capable of destroying pieces of their target’s personality, permanently scarring them and even potentially leaving them as mere shells of who they had been.<br> | With this power, the psychic is capable of destroying pieces of their target’s personality, permanently scarring them and even potentially leaving them as mere shells of who they had been.<br> | ||
To most psychics, sorcerers, and other sorts of supernatural beings, this is one of the worst crimes you can commit against someone else.<br> | To most psychics, sorcerers, and other sorts of supernatural beings, this is one of the worst crimes you can commit against someone else.<br> | ||
As such, the majority of practitioners are in some way already outside of “polite” society, whether that means they are Black Spiral Dancer kinfolk, Nephandic acolytes, or just loners who don’t care who they hurt.< | As such, the majority of practitioners are in some way already outside of “polite” society, whether that means they are Black Spiral Dancer kinfolk, Nephandic acolytes, or just loners who don’t care who they hurt.</p> | ||
< | |||
<h3>Cost</h3> | |||
<p>1 Willpower</p> | |||
< | |||
<h3>Roll</h3> | |||
<p>Willpower, difficulty is target’s Willpower + 2, with an additional +1 if the victim recognizes what’s happening (that requires Perception + Enigmas with difficulty the psychic’s Willpower) and resists.</p> | |||
< | |||
<h3>Modifiers</h3> | |||
Difficulty can be decreased by the highest rank of Soul Stealing used on the target by the psychic before, to a maximum of -3.< | <p>Difficulty can be decreased by the highest rank of Soul Stealing used on the target by the psychic before, to a maximum of -3.</p> | ||
< | |||
<h3>Cost of Failure</h3> | |||
Attempting to steal someone’s soul and failing comes with terrible consequences.<br> | <p>Attempting to steal someone’s soul and failing comes with terrible consequences.<br> | ||
The Soulstealer will sometimes have their attack rebound on them on a botch, but sometimes it will do something worse, cutting out some of their memories as they lose bits of their souls.< | The Soulstealer will sometimes have their attack rebound on them on a botch, but sometimes it will do something worse, cutting out some of their memories as they lose bits of their souls.</p> | ||
< | |||
<h3>Effects</h3> | |||
<p>• <strong>Dream Invasion:</strong> Though the psychic cannot yet actively edit their victim’s mind, they can enter the victim’s dreams and act freely there, both participating in them and remembering what they see.<br> | |||
•• <strong>Will Sapping:</strong> This power allows the psychic to steal Willpower from their victim.<br> | |||
For each success, they can drain one temporary point of Willpower from the victim and take it for themselves.<br> | For each success, they can drain one temporary point of Willpower from the victim and take it for themselves.<br> | ||
••• <strong>Drain Vital Essence:</strong> For each two successes with this power, the victim’s mind is degraded to the point where they take one Health Level of Bashing damage.<br> | |||
This is a mental attack, and so the victim ends up listless and unfocused, with no physical signs of injury.<br> | This is a mental attack, and so the victim ends up listless and unfocused, with no physical signs of injury.<br> | ||
•••• <strong>Shift Life:</strong> Combining Drain Vital Essence with Will Sapping, the psychic can now not only drain the victim’s Health Levels (two successes each) but can convert them to extra Bruised Health Levels for the psychic.<br> | |||
They can also use them to heal damage done to them.<br> | They can also use them to heal damage done to them.<br> | ||
The maximum number of additional Health Levels the Soulstealer can gain is their baseline number (seven for an unenhanced human).<br> | The maximum number of additional Health Levels the Soulstealer can gain is their baseline number (seven for an unenhanced human).<br> | ||
••••• <strong>Gnosis Theft:</strong> For every two successes, the psychic can steal one point of Gnosis from a werewolf or spirit, Quintessence from a mage, Glamour from a changeling, or Pathos from a wraith.<br> | |||
This resource does not return, and the psychic may still need to figure out some way to use it or else all they’ve done is remove it from their victim.< | This resource does not return, and the psychic may still need to figure out some way to use it or else all they’ve done is remove it from their victim.</p> | ||
< | |||
<p><strong>Associated Spheres:</strong> Spirit, Mind, Prime</p> | |||
Spirit, Mind, Prime< | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Spirit Awakening"> | <tab name="Spirit Awakening"> | ||
<h2>Spirit Awakening</h2> | |||
< | |||
Linear shamans can actually do quite a few of the things that Awakened ones do, and the Path of Spirit Awakening is usually the key to it.<br> | <p>Linear shamans can actually do quite a few of the things that Awakened ones do, and the Path of Spirit Awakening is usually the key to it.<br> | ||
One of the techniques available to shamans that gets them the most diverse outcomes is the ability to create Fetishes, Wonders that consist of a spirit bound into an object and obligated to give the user access to some of their powers.<br> | One of the techniques available to shamans that gets them the most diverse outcomes is the ability to create Fetishes, Wonders that consist of a spirit bound into an object and obligated to give the user access to some of their powers.<br> | ||
Another is the ability to awaken the spirit of an object, so that the object can be spoken to and improved through discussions and negotiation with the spirit of the object.<br> | Another is the ability to awaken the spirit of an object, so that the object can be spoken to and improved through discussions and negotiation with the spirit of the object.<br> | ||
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A spirit bound against its will into a Fetish will not cooperate, and an awakened object treated poorly will be disobedient.<br> | A spirit bound against its will into a Fetish will not cooperate, and an awakened object treated poorly will be disobedient.<br> | ||
The shaman must have some way of contacting the spirit (usually with Summoning, Binding, and Warding) and then must come to some agreement with it, in addition to the Path’s costs, before it will agree to become a Talen or Fetish.<br> | The shaman must have some way of contacting the spirit (usually with Summoning, Binding, and Warding) and then must come to some agreement with it, in addition to the Path’s costs, before it will agree to become a Talen or Fetish.<br> | ||
The first two ranks, though, granting the ability to use Fetishes that have already been created, work by default unless the shaman mistreats the spirit in some way or it was bound against its will.< | The first two ranks, though, granting the ability to use Fetishes that have already been created, work by default unless the shaman mistreats the spirit in some way or it was bound against its will.</p> | ||
< | |||
<h3>Cost</h3> | |||
<p>One Willpower and a point of mana.</p> | |||
<h3>Roll</h3> | |||
A botch is even worse, and can result in some other spirit being bound, often antithetical to the intended purpose of the Fetish.< | <p>Charisma + Ability</p> | ||
< | |||
<h3>Time</h3> | |||
• The shaman may use Fetishes created by mages and sorcerers.<br> | <p>At least a week for anything beyond the third dot, a day for it.</p> | ||
<h3>Cost of Failure</h3> | |||
<p>Failure to create a Fetish almost always results in an angry spirit that either believes they’ve been tricked by the sorcerer or is angered at the presumption that they should be bound somewhere.<br> | |||
A botch is even worse, and can result in some other spirit being bound, often antithetical to the intended purpose of the Fetish.</p> | |||
<h3>Effects</h3> | |||
<p>• The shaman may use Fetishes created by mages and sorcerers.<br> | |||
•• The shaman may use all Fetishes.<br> | •• The shaman may use all Fetishes.<br> | ||
••• The shaman may create Talens, single-use Fetishes.<br> | ••• The shaman may create Talens, single-use Fetishes.<br> | ||
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They may also substitute creating the Fetish object themselves with at least three successes on the creation for the point of mana that it normally costs.<br> | They may also substitute creating the Fetish object themselves with at least three successes on the creation for the point of mana that it normally costs.<br> | ||
The shaman can awaken the spirits of large and complex devices like cars, machine tools, and statues, if they create them on their own or modify them significantly.<br> | The shaman can awaken the spirits of large and complex devices like cars, machine tools, and statues, if they create them on their own or modify them significantly.<br> | ||
••••• • Legendary shamans can avoid spending mana, even when they have not created the item themselves, and can awaken the spirits in objects they have not modified or created.< | ••••• • Legendary shamans can avoid spending mana, even when they have not created the item themselves, and can awaken the spirits in objects they have not modified or created.</p> | ||
< | |||
<p><strong>Associated Spheres:</strong> Spirit, Prime</p> | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Spirit Command"> | <tab name="Spirit Command"> | ||
Line 1,539: | Line 1,715: | ||
Spirit | Spirit | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Summoning/Binding/Warding"> | <tab name="Summoning/Binding/Warding"> | ||
<h2>Summoning, Binding, and Warding</h2> | |||
Almost without question the most dangerous Path, Summoning, Binding, and Warding is also one of the most commonly studied among all sorcerers. The ability to summon creatures, living or dead, physical or spiritual, to the sorcerer is a common feature of stories of magic and of stories of hubris leading to those sorcerers falling. To succeed with this Path requires patience, research, and skill, and many sorcerers are unwilling or unable to do all three. | |||
<br> | <p>Almost without question the most dangerous Path, Summoning, Binding, and Warding is also one of the most commonly studied among all sorcerers. The ability to summon creatures, living or dead, physical or spiritual, to the sorcerer is a common feature of stories of magic and of stories of hubris leading to those sorcerers falling. To succeed with this Path requires patience, research, and skill, and many sorcerers are unwilling or unable to do all three.<br> | ||
It is slightly incorrect to refer to Summoning, Binding, and Warding as a Path. It is actually roughly a dozen Paths bound together into four sets of three. When learned, the sorcerer must choose (or their teacher does) whether they are learning to summon and control Physical beings, Astral ones, Naturae, or Ghosts. The techniques for one may have similar appearance but require vastly different knowledge than the others, and these four specializations must all be studied independently. | It is slightly incorrect to refer to Summoning, Binding, and Warding as a Path. It is actually roughly a dozen Paths bound together into four sets of three. When learned, the sorcerer must choose (or their teacher does) whether they are learning to summon and control Physical beings, Astral ones, Naturae, or Ghosts. The techniques for one may have similar appearance but require vastly different knowledge than the others, and these four specializations must all be studied independently.<br> | ||
<br> | Another major difference between this Path and others is that it has Aspects that can truly be set to zero. A Ward does not require a Summons, for example, and an unwary and trusting sorcerer can Summon with neither Warding nor Binding, though the three tend to be learned together.<br> | ||
Another major difference between this Path and others is that it has Aspects that can truly be set to zero. A Ward does not require a Summons, for example, and an unwary and trusting sorcerer can Summon with neither Warding nor Binding, though the three tend to be learned together. | Furthermore, there are no quick spells for this Path. All Summoning, Binding, and Warding magic is performed as rituals. Many sorcerers who focus on this Path have a place somewhere devoted to the rituals they perform, whether it is a library with a ritual circle (common for Astral), a quiet forest glade (for Naturae), or the location of a personally significant death (for ghosts).<br> | ||
<br> | There is, in fact, a fifth specialization (though some scholars consider it to be a further specialization of Astral Summoning): Infernal. This Path is not strictly a Dark Path but knowledge of it in most Fellowships is forbidden. It is considered an effective warning sign for Infernalism and allows the summoning of demons. Notably, books that teach the Binding aspect of this Path variant tend to be destroyed almost immediately after they come to the attention of a demon, though the rituals continue to find their way into the Tellurian, because demons are more than willing to screw each other over and sell a sorcerer the binding rituals for their rivals, though the prices are high.</p> | ||
Furthermore, there are no quick spells for this Path. All Summoning, Binding, and Warding magic is performed as rituals. Many sorcerers who focus on this Path have a place somewhere devoted to the rituals they perform, whether it is a library with a ritual circle (common for Astral), a quiet forest glade (for Naturae), or the location of a personally significant death (for ghosts). | |||
<br> | <h3>Cost</h3> | ||
There is, in fact, a fifth specialization (though some scholars consider it to be a further specialization of Astral Summoning): Infernal. This Path is not strictly a Dark Path but knowledge of it in most Fellowships is forbidden. It is considered an effective warning sign for Infernalism and allows the summoning of demons. Notably, books that teach the Binding aspect of this Path variant tend to be destroyed almost immediately after they come to the attention of a demon, though the rituals continue to find their way into the Tellurian, because demons are more than willing to screw each other over and sell a sorcerer the binding rituals for their rivals, though the prices are high. < | <p>One Willpower</p> | ||
< | |||
<h3>Roll</h3> | |||
<p>Intelligence + Ability</p> | |||
< | <h3>Cost of Failure</h3> | ||
<p>The price of failure varies depending on which ritual is being performed. A failed summoning is often a minor annoyance, while a botch may get a very different being than intended. A failed warding or binding is a much bigger problem, as very few creatures are happy to be bound and surprise visitors are rarely welcome. A botched ward might even result in a summoning, while a botched binding could make the target immune to the sorcerer's powers, leaving them completely at the mercy of an undoubtedly annoyed being.</p> | |||
This aspect controls what sorts of beings are compelled by the Path. When summoning, they must still arrive of their own power, they are not teleported to the summoner. But a vampire in hiding who is summoned must emerge, and spirits may have to find their way from an Umbral Realm or even the Deep Umbra in a few cases. < | <h3>Aspects</h3> | ||
< | <p><strong>Beings Affected</strong><br> | ||
This aspect controls what sorts of beings are compelled by the Path. When summoning, they must still arrive of their own power, they are not teleported to the summoner. But a vampire in hiding who is summoned must emerge, and spirits may have to find their way from an Umbral Realm or even the Deep Umbra in a few cases.</p> | |||
X Simple creatures like small unintelligent animals <br> | |||
• Larger animals, like dogs, cats or wilder mammals <br> | <p><strong>Physical</strong><br> | ||
•• Humans, by type, so a plumber can be summoned <br> | X Simple creatures like small unintelligent animals<br> | ||
••• Specific humans, including those who are supernatural adjacent, like Kinfolk, ghouls, and sorcerers <br> | • Larger animals, like dogs, cats or wilder mammals<br> | ||
•••• Supernatural beings like vampires or mages, by type (for an additional success, a Clan, Tribe, Tradition, etc. can be specified) <br> | •• Humans, by type, so a plumber can be summoned<br> | ||
••••• Specific supernatural beings can be affected. < | ••• Specific humans, including those who are supernatural adjacent, like Kinfolk, ghouls, and sorcerers<br> | ||
•••• Supernatural beings like vampires or mages, by type (for an additional success, a Clan, Tribe, Tradition, etc. can be specified)<br> | |||
••••• Specific supernatural beings can be affected.</p> | |||
</ | <p><strong>Astral</strong><br> | ||
< | X The summoner can call up minor Umbrood and epiphlings<br> | ||
• Fairly intelligent but minor Umbrood along with the lowest ranks of angels<br> | |||
•• More powerful Umbrood and minor angels<br> | |||
••• Umbrood preceptors and lesser angels<br> | |||
•••• Umbrood lords and greater angels<br> | |||
••••• Deities and Celestines</p> | |||
<p><strong>Naturae</strong><br> | |||
X Gafflings that serve powerful totems and weak elementals<br> | X Gafflings that serve powerful totems and weak elementals<br> | ||
• Slightly more intelligent and independent spirits<br> | • Slightly more intelligent and independent spirits<br> | ||
Line 1,627: | Line 1,761: | ||
••• Powerful Jagglings<br> | ••• Powerful Jagglings<br> | ||
•••• The most powerful elementals and the actual totem spirits<br> | •••• The most powerful elementals and the actual totem spirits<br> | ||
••••• Deities and Celestines< | ••••• Deities and Celestines</p> | ||
<p><strong>Ghosts</strong><br> | |||
X The newly dead, gone for only a few years at most<br> | |||
• Substantial ghosts who may have been haunting someplace for a decade<br> | |||
•• Powerful wraiths gone for a half century<br> | |||
••• The greater dead, gone for a century, even if they have no fetters left<br> | |||
•••• Ancient ghosts, perhaps a few centuries old<br> | |||
••••• Any ghost whatsoever, whether dead for hours or millennia</p> | |||
<p><strong>Infernal</strong><br> | |||
X Minor imps from the infernal host<br> | |||
• Shrewd but weak bargainers<br> | |||
•• Demonic servitors from the lower infernal host<br> | |||
••• Powerful tempters such as succubi and incubi<br> | |||
•••• The Barons of Hell themselves<br> | |||
••••• The greatest of demons, including those from Demon: the Fallen can be summoned by those who know their names.</p> | |||
<p><strong>Number</strong><br> | |||
For each dot in this Aspect, a summoner can affect one additional creature (or group, in the case of swarms of small animals and insects). This may be left at 0 for Binding and Warding rituals.</p> | |||
<p><strong>Warding</strong><br> | |||
The | The affected creature loses one die to all actions when trying to act against the sorcerer. At the third rank, a warding circle can be created that the being cannot cross through mundane nor magical means.</p> | ||
<p><strong>Binding Strength</strong><br> | |||
These levels are cumulative, and it should be noted that the being can resist binding by spending a Willpower point, though the sorcerer may simply reroll to cast it again so long as the binding ritual performed has not been directly disturbed.<br> | |||
X The being cannot directly harm the sorcerer<br> | |||
• The being must answer a question truthfully<br> | |||
•• The being must perform any one service within its power, though it can twist the intent<br> | |||
••• The being will follow the intention of the service<br> | |||
•••• The being will perform a service or answer questions posed by someone else designated by the sorcerer<br> | |||
••••• The being will follow the spirit of the sorcerer’s instructions</p> | |||
It is slightly incorrect to refer to Summoning, Binding, and Warding as a Path. It is actually roughly a dozen Paths bound together into four sets of three. When learned, the sorcerer must choose (or their teacher does) whether they are learning to summon and control Physical beings, Astral ones, Naturae, or Ghosts. The techniques for one may have similar appearance but require vastly different knowledge than the others, and these four specializations must all be studied independently.< | <h3>Source:</h3> Sorcerer: Revised Edition | ||
</tab> | |||
<tab name="Summon Naturae"> | |||
<h2>Summon Naturae</h2> | |||
<p>The Summon Naturae Path focuses on summoning and controlling nature spirits, elementals, and totem spirits. This Path requires a deep connection to the natural world and an understanding of the spirits that inhabit it.</p> | |||
<h3>Aspects of Summon Naturae</h3> | |||
<h4>Beings Affected</h4> | |||
<ul> | |||
<li>X Gafflings that serve powerful totems and weak elementals</li> | |||
<li>• Slightly more intelligent and independent spirits</li> | |||
<li>•• Reasonably powerful elementals and minor Jagglings</li> | |||
<li>••• Powerful Jagglings</li> | |||
<li>•••• The most powerful elementals and the actual totem spirits</li> | |||
<li>••••• Deities and Celestines</li> | |||
</ul> | |||
<h4>Associated Spheres</h4> | |||
<ul> | |||
<li>Correspondence</li> | |||
<li>Spirit</li> | |||
</ul> | |||
<h4>Cost</h4> | |||
<p>One Willpower</p> | |||
<h4>Roll</h4> | |||
<p>Intelligence + Ability</p> | |||
<h4>Cost of Failure</h4> | |||
<p>The price of failure varies depending on which ritual is being performed. A failed summoning is often a minor annoyance, while a botch may get a very different being than intended. A failed warding or binding is a much bigger problem, as very few creatures are happy to be bound and surprise visitors are rarely welcome. A botched ward might even result in a summoning, while a botched binding could make the target immune to the sorcerer's powers, leaving them completely at the mercy of an undoubtedly annoyed being.</p> | |||
<h4>Summoning, Binding, and Warding</h4> | |||
<p>Almost without question the most dangerous Path, Summoning, Binding, and Warding is also one of the most commonly studied among all sorcerers. The ability to summon creatures, living or dead, physical or spiritual, to the sorcerer is a common feature of stories of magic… and of stories of hubris leading to those sorcerers falling. To succeed with this Path requires patience, research, and skill, and many sorcerers are unwilling or unable to do all three.</p> | |||
<p>It is slightly incorrect to refer to Summoning, Binding, and Warding as a Path. It is actually roughly a dozen Paths bound together into four sets of three. When learned, the sorcerer must choose (or their teacher does) whether they are learning to summon and control Physical beings, Astral ones, Naturae, or Ghosts. The techniques for one may have similar appearance but require vastly different knowledge than the others, and these four specializations must all be studied independently.</p> | |||
Another major difference between this Path and others is that it has Aspects that can truly be set to zero. A Ward does not require a Summons, for example, and an unwary and trusting sorcerer can Summon with neither Warding nor Binding, though the three tend to be learned together.< | <p>Another major difference between this Path and others is that it has Aspects that can truly be set to zero. A Ward does not require a Summons, for example, and an unwary and trusting sorcerer can Summon with neither Warding nor Binding, though the three tend to be learned together.</p> | ||
Furthermore, there are no quick spells for this Path, all Summoning, Binding, and Warding magic is performed as rituals. Many sorcerers who focus on this Path have a place somewhere devoted to the rituals they perform, whether it is a library with a ritual circle (common for Astral), a quiet forest glade (for Naturae) or the location of a personally significant death (for ghosts).< | <p>Furthermore, there are no quick spells for this Path, all Summoning, Binding, and Warding magic is performed as rituals. Many sorcerers who focus on this Path have a place somewhere devoted to the rituals they perform, whether it is a library with a ritual circle (common for Astral), a quiet forest glade (for Naturae) or the location of a personally significant death (for ghosts).</p> | ||
There is, in fact, a fifth specialization (though some scholars consider it to be a further specialization of Astral Summoning): Infernal. This Path is not strictly a Dark Path but knowledge of it in most Fellowships is forbidden. It is considered an effective warning sign for Infernalism and allows the summoning of demons. Notably, books that teach the Binding aspect of this Path variant tend to be destroyed almost immediately after they come to the attention of a demon, though the rituals continue to find their way into the Tellurian because demons are more than willing to screw each other over and sell a sorcerer the binding rituals for their rivals, though the prices are high.< | <p>There is, in fact, a fifth specialization (though some scholars consider it to be a further specialization of Astral Summoning): Infernal. This Path is not strictly a Dark Path but knowledge of it in most Fellowships is forbidden. It is considered an effective warning sign for Infernalism and allows the summoning of demons. Notably, books that teach the Binding aspect of this Path variant tend to be destroyed almost immediately after they come to the attention of a demon, though the rituals continue to find their way into the Tellurian because demons are more than willing to screw each other over and sell a sorcerer the binding rituals for their rivals, though the prices are high.</p> | ||
<h4>Associated Spheres (Naturae)</h4> | |||
<ul> | |||
<li>Correspondence</li> | |||
<li>Spirit</li> | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Synergy"> | <tab name="Synergy"> | ||
Line 1,674: | Line 1,862: | ||
Associated Spheres: Mind | Associated Spheres: Mind | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Telepathy"> | <tab name="Telepathy"> | ||
<h2>Telepathy</h2> | |||
Often, people run into the problem of not knowing what others are thinking. This leads to all sorts of other problems. Miscommunication has started wars, destroyed marriages, and caused valuable secrets to be lost forever. For the Telepath, though, this isn’t an issue. For better or worse, they have direct access to the thoughts and emotions of the people around them. <br> | |||
<p>Often, people run into the problem of not knowing what others are thinking. This leads to all sorts of other problems. Miscommunication has started wars, destroyed marriages, and caused valuable secrets to be lost forever. For the Telepath, though, this isn’t an issue. For better or worse, they have direct access to the thoughts and emotions of the people around them. <br> | |||
It is, of course, more complicated than that. Usually, all a Telepath can glean from a person is a thread of thought or two, some impressions, or an impulse. The phrase “your mind is an open book” is an exaggeration, though few Telepaths will admit that to others. After all, it can be very useful having those around you think that you can read their minds that easily. <br> | It is, of course, more complicated than that. Usually, all a Telepath can glean from a person is a thread of thought or two, some impressions, or an impulse. The phrase “your mind is an open book” is an exaggeration, though few Telepaths will admit that to others. After all, it can be very useful having those around you think that you can read their minds that easily. <br> | ||
Powerful Telepaths can go beyond reception, and can start sending thoughts to their targets. This could be as simple as an emotional impulse or as complex as rewriting someone’s personality and memories so that they are functionally a different person entirely. In these cases, it is fortunate for others that Telepaths must already sense their targets and can’t go after them truly remotely, or else no one would be safe from a Telepath gone wrong. <br> | Powerful Telepaths can go beyond reception, and can start sending thoughts to their targets. This could be as simple as an emotional impulse or as complex as rewriting someone’s personality and memories so that they are functionally a different person entirely. In these cases, it is fortunate for others that Telepaths must already sense their targets and can’t go after them truly remotely, or else no one would be safe from a Telepath gone wrong. <br> | ||
One thing to remember in the World of Darkness is that the deepest thoughts of the general public are terrible, and it can be dangerous exposing yourself to them. Many Telepaths have ended up in psychiatric wards because they dug too deep into the wrong person: a vampire’s Beast, a werewolf’s Rage, a wraith’s Passions, and the mind of a changeling are not things that a human mind is meant to handle. <br> | One thing to remember in the World of Darkness is that the deepest thoughts of the general public are terrible, and it can be dangerous exposing yourself to them. Many Telepaths have ended up in psychiatric wards because they dug too deep into the wrong person: a vampire’s Beast, a werewolf’s Rage, a wraith’s Passions, and the mind of a changeling are not things that a human mind is meant to handle. <br> | ||
Note: Telepathy is quite powerful and in many ways broader than most Psychic Phenomena. As an option, it can be split into three related powers: Telepathic Sensing, Telepathic Projection, and Telepathic Control. These, respectively, cover determining what is inside the minds of others, manipulating the minds of others by sending emotions, words, thoughts, and memories, and manipulating the behavior of others. < | Note: Telepathy is quite powerful and in many ways broader than most Psychic Phenomena. As an option, it can be split into three related powers: Telepathic Sensing, Telepathic Projection, and Telepathic Control. These, respectively, cover determining what is inside the minds of others, manipulating the minds of others by sending emotions, words, thoughts, and memories, and manipulating the behavior of others.</p> | ||
Cost | |||
Roll | <h3>Cost</h3> | ||
<p>1 Willpower for any use.</p> | |||
<h3>Roll</h3> | |||
<p>Intelligence + Empathy. Successes determine the accuracy and the duration of the Telepath’s action. One success may result in a quick snippet of thought or an emotional impression, several would give a few turns of decent information, and five or more could let the Telepath root around for what they want for the whole scene. The difficulty of the roll is the target’s Willpower rating, and the target may spend a point of Willpower to reject a telepathic compulsion.</p> | |||
<h3>Duration</h3> | |||
<p>One turn per success spent</p> | |||
<h3>Effects</h3> | |||
<p>• Even the beginning Telepath can read basic emotions and current moods. Most can’t transmit anything, though with a lot of effort, they can color an emotion (i.e., turn righteous anger into incoherent rage, but not into calm).<br> | |||
•• The Telepath at this level can read surface thoughts: whatever they’re thinking about at the moment. This can be frustrating, but can work well with priming: ask a question and read their thoughts rather than listening to the answer they say. Now, the Telepath can project a word, not just an emotion, and can even take control of their target long enough to force them to make a quick motion.<br> | |||
••• Psychics who reach this level start to look truly dangerous to their enemies. They can read recent memories and plans for the near future, as well as current thoughts. They can project strong, complex emotions, bits of memory, and can even project mental illusions. With many successes, they can cause one short action that the target wouldn’t normally do, such as dropping a weapon during a fight.<br> | |||
•••• Real communication is possible through Telepathy: the psychic can now send several sentences of information. They can also implant false memories or hide real ones, and with effort, take control of their target for a single turn. When reading, they can go deep enough to find hidden thoughts and plans for the future, not just whatever is relevant at the moment.<br> | |||
••••• Finally, the psychic can delve as deep as they want, pulling out the darkest secrets of their target, including things that they keep hidden from themselves, like repressed memories. With enough effort, they can take complete control of their target, manipulating them like a puppet or just rewriting who they are on a fundamental level, rewriting memories and altering their personality to suit the desires of the Telepath.</p> | |||
<p><strong>Associated Spheres:</strong> Mind</p> | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="True Faith"> | <tab name="True Faith"> | ||
<h2>True Faith </h2><br> | |||
True Faith does not need to be in any specific higher power.<br> | True Faith does not need to be in any specific higher power.<br> | ||
It can be focused on anything larger than the self.<br> | It can be focused on anything larger than the self.<br> | ||
Line 1,784: | Line 1,941: | ||
At this level, they cannot be turned into a ghoul, no matter how much vampire blood they drink (though if they habitually drink large amounts, they may be abandoning their Faith).<br> | At this level, they cannot be turned into a ghoul, no matter how much vampire blood they drink (though if they habitually drink large amounts, they may be abandoning their Faith).<br> | ||
••••• Malevolent creatures must roll against whatever sort of panic frenzy they have (for instance, Rötschreck in vampires) at difficulty 9 or else flee in terror at hearing the Faithful preach.<br> | ••••• Malevolent creatures must roll against whatever sort of panic frenzy they have (for instance, Rötschreck in vampires) at difficulty 9 or else flee in terror at hearing the Faithful preach.<br> | ||
This lasts for the whole scene and any creature that cannot flee is reduced to a gibbering wreck on the floor, begging for mercy.<br> | This lasts for | ||
the whole scene and any creature that cannot flee is reduced to a gibbering wreck on the floor, begging for mercy.<br> | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Via-geniorum"> | <tab name="Via-geniorum"> | ||
<h2>Via-Geniorum</h2> | |||
The Via-Geniorum, also known as the Path of the Spirits, is a linear magic path that allows a practitioner to communicate with and control spirits. This path is associated with those who have a deep understanding and connection with the spirit world. It involves rituals and spells that enable the sorcerer to summon, bind, and command spirits for various purposes. | <p>The Via-Geniorum, also known as the Path of the Spirits, is a linear magic path that allows a practitioner to communicate with and control spirits. This path is associated with those who have a deep understanding and connection with the spirit world. It involves rituals and spells that enable the sorcerer to summon, bind, and command spirits for various purposes.</p> | ||
<h3>Levels of Via-Geniorum</h3> | |||
<h4>Level 1: Sense Spirit</h4> | |||
<p>• Allows the practitioner to sense the presence of spirits in the immediate vicinity.<br> | |||
• The sorcerer can determine the general nature and strength of the spirit.</p> | |||
<h4>Level 2: Command Spirit</h4> | |||
<p>• Enables the sorcerer to give simple commands to a spirit, which it must follow if within the sorcerer's power range.<br> | |||
• The spirit can perform tasks such as moving objects, delivering messages, or providing information.</p> | |||
<h4>Level 3: Bind Spirit</h4> | |||
<p>• Allows the sorcerer to bind a spirit to a location, object, or person.<br> | |||
• The spirit remains bound until the sorcerer releases it or the binding spell is broken.</p> | |||
<h4>Level 4: Summon Spirit</h4> | |||
<p>• Enables the practitioner to summon a specific spirit from the spirit world to the physical plane.<br> | |||
• The sorcerer must know the name or have a strong connection with the spirit to successfully summon it.</p> | |||
<h4>Level 5: Control Spirit</h4> | |||
<p>• Grants the sorcerer full control over a spirit, compelling it to obey complex commands.<br> | |||
• The spirit can perform intricate tasks and provide significant assistance to the sorcerer.</p> | |||
<h3>Practices and Instruments</h3> | |||
<p>• Sorcerers practicing Via-Geniorum often use rituals, chants, and symbolic items to connect with the spirit world.<br> | |||
• Common instruments include spirit boards, candles, incense, and talismans.</p> | |||
<h3>Numina and Powers</h3> | |||
<p>• Via-Geniorum practitioners can tap into various numina (spiritual powers) to enhance their abilities.<br> | |||
• They can gain insights from spirits, perform spiritual healings, and protect themselves from malevolent entities.</p> | |||
<h3>Applications and Uses</h3> | |||
<p>• Via-Geniorum is used for both practical and mystical purposes.<br> | |||
• It can be employed to gather information, protect against supernatural threats, and assist in personal or communal endeavors.</p> | |||
<h3>Limitations and Risks</h3> | |||
<p>• Practitioners must exercise caution when dealing with spirits, as not all spirits are benevolent.<br> | |||
• Improper use of Via-Geniorum can lead to unintended consequences, such as spirit possession or attracting hostile entities.</p> | |||
<h3>Conclusion</h3> | |||
<p>The Via-Geniorum is a powerful path of sorcery that requires a deep understanding of and respect for the spirit world. It offers practitioners the ability to communicate with and control spirits, providing valuable assistance in their magical endeavors.</p> | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | |||
<tab name="Via-ignis"> | |||
<h2>Via Ignis</h2> | |||
<p>The Via Ignis, also known as Pyrokinesis, is one of the five Paths available to sorcerers of the Society of Leopold.<br></p> | |||
<h3>Focus</h3> | |||
<p>The Society of Leopold knows that this is A World of Gods and Monsters, though mostly monsters. To them, All Power Comes from God, and the only Practice that they make substantial use of is Faith. The Society contains sorcerers, though they don’t see that as what they’re doing, just channeling powers from God that they call Theurgy.<br></p> | |||
<h3>Numina</h3> | |||
<p>The Society functions almost entirely on True Faith. Those few members who do use sorcery, however, call it Theurgy. They are restricted to five Paths, which mechanically work like more standard Numina: the Via Ignis (Pyrokinesis), Via Medicamenti (Healing), Via Genoriam and Via Necromantiae (Mediumship, the first is the term for using it with spirits the second for ghosts), and Via Oraculi (Divination).<br></p> | |||
< | |||
</ | |||
The Society functions almost entirely on True Faith. Those few members who do use sorcery, however, call it Theurgy. They are restricted to five Paths, which mechanically work like more standard Numina: the Via Ignis (Pyrokinesis), Via Medicamenti (Healing), Via Genoriam and Via Necromantiae (Mediumship, the first is the term for using it with spirits the second for ghosts), and Via Oraculi (Divination).<br> | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Via-medicamenti"> | <tab name="Via-medicamenti"> | ||
<h2>Via Medicamenti (Healing)</h2> | |||
<p>This path can do many things: relieve pain, cure diseases, and hasten healing. At higher levels, it can even restore lost senses. Only truly legendary healers can do anything about aggravated damage.</p> | |||
<h3>Pain</h3> | |||
<p>With 4 successes, wound penalties are reduced by 3, and with 5 they can be ignored completely.</p> | |||
<h3>Toxins and Diseases</h3> | |||
<p>Secondary infections are prevented with a single success, and complex and virulent toxins and diseases can be cured at high levels.</p> | |||
<h3>Bashing Damage</h3> | |||
<p>A single success will close up minor injuries over 10-15 minutes, and every 2 successes can reduce bashing damage by one level if treating an injury very quickly.</p> | |||
<h3>Lethal Damage</h3> | |||
<p>With 2 successes, the healer can stabilize an injury so that they can be moved safely. Further successes allow faster healing, with 3 decreasing healing time by 25%, 4 by 50%, and 5 by 90%.</p> | |||
<h3>Other Injuries or Debilities</h3> | |||
<p>4 successes are needed to cure a congenital defect, 5 are needed for blindness or deafness, and 6 for neurological conditions.</p> | |||
<h3>Effects</h3> | |||
<p>• Even the newest healer can soothe minor aches and pains. Though this does not cure the source of the pain, it provides valuable relief for a couple of hours per success. Additionally, they can examine a patient to learn what is wrong with them, with each success granting a piece of medical information.<br> | |||
•• The healer can handle medium aches and pains, and provide a palliative for sprains, the flu, migraines, etc. They can also decrease healing time at this level, even from severe injuries. Toxins at level 1 can be counteracted.<br> | |||
••• Now the healer can mend bones and make many of the nastiest injuries heal faster. Diseases can be cured at this level, including the common cold. Characters who have been incapacitated can be healed so that they are back on their feet and can get to a safe place, but these injuries cannot yet be healed directly. Toxins at level 2 can be counteracted.<br> | |||
•••• Now serious injuries can be healed, such as compound fractures. Even many of the worst injuries can have their healing sped up. Chronic diseases and toxins at level 3 can be healed as well, allowing the healer to banish asthma and diabetes. It will take weeks, rather than being instantaneous, but they can be cured.<br> | |||
••••• Very serious diseases, like AIDS, cancer, and heart disease are now curable, and even the most brutal injuries can be healed in a few weeks, so long as they don’t involve acid, fire, or supernatural sources. With sufficient effort, even genetic defects can be healed. This requires constant care for weeks or months and exhausts the healer, causing them to suffer +1 or +2 difficulty on all non-Healing dice pools while caring for the patient.<br> | |||
••••• • The greatest of healers can do things that lesser students of the Path can only dream of. Any toxin or illness whatsoever can be cured at this level, though it still takes immense effort. Bashing and lethal damage can be healed instantly at this level, though it requires 2 successes per point of bashing and 3 per point of lethal, as well as a Willpower spent for each lethal point.</p> | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | |||
<tab name="Via-necromantiae"> | |||
<h2>Via Necromantiae</h2> | |||
<p>The Via Necromantiae, also known as the Path of Necromancy, involves the practice of mediumship, which includes communication with ghosts. This path is one of the five Paths used by the Society of Leopold, functioning similarly to standard Numina.</p> | |||
<h3>Focus</h3> | |||
<p>The Society of Leopold recognizes the existence of a world filled with gods and monsters, though predominantly monsters. To them, all power comes from God, and their primary practice is Faith. The Society includes sorcerers who view their actions as channeling powers from God, referred to as Theurgy.</p> | |||
<h3>Numina</h3> | |||
<p>The Society of Leopold primarily relies on True Faith. However, the few members who engage in sorcery call it Theurgy. They are limited to five Paths, each functioning like standard Numina:</p> | |||
<ul> | |||
<li>Via Ignis (Pyrokinesis)</li> | |||
<li>Via Medicamenti (Healing)</li> | |||
<li>Via Genoriam (Mediumship with spirits)</li> | |||
<li>Via Necromantiae (Mediumship with ghosts)</li> | |||
<li>Via Oraculi (Divination)</li> | |||
</ul> | |||
<p>The Via Necromantiae specifically deals with communicating with ghosts, allowing practitioners to interact with and understand the deceased. This path requires a deep understanding of the spiritual world and the ability to connect with spirits that have passed beyond the physical realm.</p> | |||
< | <h2>Via Oraculi</h2> | ||
< | <p>The Via Oraculi is a path of Divination.<br> | ||
It is primarily used for predicting the future or gaining insight into the unknown.<br> | |||
Practitioners of Via Oraculi are often consulted for their ability to foresee events and provide guidance based on their divinatory insights.<br> | |||
The Via Oraculi is a path of Divination. <br> | This path involves various techniques such as scrying, tarot reading, astrology, and other methods of predicting and interpreting signs and omens.<br> | ||
It is primarily used for predicting the future or gaining insight into the unknown. <br> | Via Oraculi requires a deep understanding of the symbols and methods used in divination, as well as a strong intuitive sense.<br> | ||
Practitioners of Via Oraculi are often consulted for their ability to foresee events and provide guidance based on their divinatory insights. <br> | The practice is not just about seeing the future, but also about interpreting the information in a meaningful way to guide decisions and actions.<br> | ||
This path involves various techniques such as scrying, tarot reading, astrology, and other methods of predicting and interpreting signs and omens. <br> | Divination through Via Oraculi can be a powerful tool for individuals and organizations seeking to understand potential outcomes and prepare accordingly.<br> | ||
Via Oraculi requires a deep understanding of the symbols and methods used in divination, as well as a strong intuitive sense. <br> | This path emphasizes the importance of clarity, focus, and the ethical use of divinatory practices to help and guide others.</p> | ||
The practice is not just about seeing the future, but also about interpreting the information in a meaningful way to guide decisions and actions. <br> | |||
Divination through Via Oraculi can be a powerful tool for individuals and organizations seeking to understand potential outcomes and prepare accordingly. <br> | |||
This path emphasizes the importance of clarity, focus, and the ethical use of divinatory practices to help and guide others. < | |||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
<tab name="Weather Control"> | <tab name="Weather Control"> | ||
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'''Associated Spheres:''' Forces | '''Associated Spheres:''' Forces | ||
<h3>Source:</h3> Sorcerer: Revised Edition | |||
</tab> | </tab> | ||
</tabs> | </tabs> | ||
[[Category: Mortal+]] | [[Category: Mortal+]] |
Latest revision as of 07:54, 4 August 2024
Numina
Alchemy
Overview
The Path of Alchemy allows a sorcerer to transform one substance into another, as well as to change the properties of the substance. Though generically called "alchemy," it goes by many names depending on the nature of the alchemist. Those that focus on plant and animal parts will often call it Herbalism or Brewing, those that approach it from a perspective of measurable science and eschew the mystical content will call it Advanced Chemistry. Whatever it is called, the Path of Alchemy focuses on perfecting objects in the world and usually connects to the perfection of the self.
Cost
Every attempt to use the Path of Alchemy costs one Willpower point. Additionally, a fully stocked laboratory is necessary, usually requiring a Resources or Sanctum rating at least equal to the rank being used.
Roll
Intelligence + Ability
Modifiers
Difficulty is reduced by 1 if the alchemist has mastered the recipe. At character creation, recipes can be mastered in this way for one freebie point each, and later they may be mastered for one experience point each.
Time
Any alchemical procedure requires at least an hour, and in general, it is one day per level of the effect, though levels in excess of this subtract (so an alchemist with twice the required rating can do the work in hours, one with three ranks can perform a level two procedure in a day, etc.). Mastered recipes do this calculation at rank one higher than the alchemist has.
On top of the time for the procedure, ingredients must be prepared. Rank one and two recipes require a day or two for preparation, but higher rank recipes require one week per level.
Duration
The effects of alchemy typically last one scene, with some exceptions. The outputs of alchemy also have a shelf-life. If left out in the open, exposed to the air, they only last a half hour. Otherwise, they expire depending on the number of successes achieved in creating them, after which time they become inert and potentially dangerous:
• One Day
•• One Week
••• One Month
•••• Three Months
••••• Six Months
Cost of Failure
When an alchemist fails, some of their equipment is damaged. They will need to replace glassware and ingredients, of course, and occasionally a more complex apparatus, as well as cleaning tools that survive. However, the most dangerous cost of failure is that the result will usually do something. If the alchemist is lucky, it will merely mess up their laboratory or perhaps explode unexpectedly. If they are unlucky, it may appear to have worked properly at creation and do something wildly different in use (the best case scenario here is poison).
Effects
Different ranks of the Path of Alchemy allow the creation of more complex and more potent substances as well as more significant alterations of the properties of materials. There are no specific details that must be tracked per level, but instead, alchemy tends to consist of a large number of rituals, called recipes, for creating specific substances.
• With even the basics of the Path of Alchemy, the alchemist can make substances that are more advanced than what exists, but not fundamentally beyond what mundane chemists can produce. Most often, these are painkillers, sleep-aids, glues, solvents, and poisons that are just a bit more effective than what anyone else can produce.
•• The materials produced with this rank are more potent versions of those of the first. Though many of the effects are similar, they can now have a degree that exceeds normal physical limits or even grants minor mystical senses through dreams and hallucinations. At this rank, the concoctions can raise any attribute by one dot for one scene, up to a maximum of five.
••• Truly superhuman effects are accessible to an alchemist at this level. Alloys can be made supernaturally strong, people can be made inhumanly quick, and even low-level psychic powers (fewer dots than they have in Alchemy) can be granted (for less than an hour). Finally, at this level, those concoctions that can be created with a single dot in Alchemy can be done with a cheap travel kit, no longer requiring the complex apparatus or massive investment to make.
•••• The alchemist can now raise attributes above the normal human maximum of five, adding a total of two dots across attributes for up to a scene, though these often require exotic components that cannot simply be purchased. Other formulas are more potent as well and made much more easily: second-rank creations can be made with a travel kit now.
••••• Finally, true supernatural powers can be mimicked through alchemy. Up to second-level Disciplines, Gifts, and other powers (such as rotes) can be recreated in this way, as can their innate powers. However, the powers of the dead, the fae, and the imbued cannot be, and remain beyond the powers of alchemy. Creating these, however, requires truly exotic components, often coming from a being with that power (vampire blood, werewolf fur, powdered dragon’s fang, etc.) and may even be immaterial things that will require ingenuity to capture (i.e., the dreams of the fae) though sometimes a detailed study of a being with the power can be substituted. Nasty side effects are nearly guaranteed, especially for the most powerful effects. These last for roughly one scene per success. Finally, third-rank effects can be achieved through a travel kit.
••••• • The truly masterful alchemist can transcend most of the limitations of the merely excellent. At this level, the Philosopher’s Stone is within reach, allowing the transmutation of materials and even the achievement of an immortality regimen (it will require regular application). Legend has it that an alchemist at this level can even create a potion that can cause an Awakening, can turn a human being into a Vampire without a sire, turn a human into a true werewolf, etc.
Sample Recipes
• Cure for the Common Cold: a pill that negates the symptoms of the common cold or flu for 24 hours. Additionally, it reduces recovery time from the illness by half.
• Dionysus’s Forgiveness: This foul-tasting concoction purges alcohol from the drinker’s system, curing either inebriation or hangover.
• Inebriated Sleep: a powder that can be mixed with liquid to induce sleep in the drinker without the usual side effects of alcohol or other drugs.
Animal Psychic
This Phenomenon is akin to Telepathy: it allows the psychic to communicate with nonhuman animals.
At the highest levels, nonhuman animals can be completely controlled.
When communication is strong enough that it is like speaking, the psychic merely speaks in their native language and hears the animal speaking in it in response.
Though this power opens the lines of communication, many animals have such wildly different worldviews from humans that interpretation of what they say will remain difficult.
Cost
One Willpower
Roll
Charisma + Empathy
Modifiers
-1 difficulty if the animal is trained, +1 difficulty for wild mammals that are not considered particularly intelligent, +2 difficulty for birds, +3 difficulty for reptiles, and +4 difficulty for other non-mammals.
Cost of Failure
On a botch, not only does the communication fail, but the animal is likely to turn hostile.
Effects
Communication: The psychic has basic two-way communication with an animal. They have no control, and there may be some misunderstandings.
Command: Though the animal will not do anything that would directly endanger it, it will now obey a single command that the psychic gives it. This will allow it to do any trick that the psychic can adequately describe to it. Though usually the animal will not attack anyone, if it had a proclivity towards doing so it may. This roll may have up to a +2 difficulty penalty due to the complexity of the command.
Mass Communication: Identical to Communication, though it allows communication with every animal within earshot. Difficulty is +1 per species beyond the first, however.
Mind Link: This power establishes a longer-term link between the psychic and an animal. This link lasts for as long as the psychic chooses. While linked, though, the psychic can perceive whatever the animal perceives and they can communicate telepathically, using any lower level power at -1 difficulty as though they were within earshot. As a downside, however, for every level of Lethal damage taken by the animal, the psychic takes one level of Bashing (which is soakable).
Domination: Spending an additional Willpower, the psychic gains complete control over an animal’s mind. It will follow any one command, no matter the consequences to the animal. This command may be conditional, but must actually be a single command.
Associated Spheres
Mind
Source:
Sorcerer: Revised Edition
Anti-Psychic
Whenever an Anti-Psychic is in an area, any Psychics there experience a strange "static" from their Powers, before they come to a complete halt.
Anti-Psychic shuts down all other Psychic Phenomena in the vicinity, and makes it more difficult to use non-Psychic mental powers as well.
Against Psychic Phenomena, Anti-Psychic adds one to the difficulty of all rolls per level of Anti-Psychic, and without the usual maximum difficulty modifier of +3.
Against other supernatural mental powers, it only increases the difficulty by +1, but this applies broadly, including to the Mind Sphere, the Dominate and Dementation Disciplines, and other powers.
Unlike other Psychic Phenomena, Anti-Psychic defaults to "on" and must be actively suppressed in order to become inactive.
The Anti-Psychic is also unable to ever learn any other Psychic Phenomena.
Cost
A point of Willpower must be spent to attempt to suppress Anti-Psychic.
Roll
Anti-Psychic can be suppressed by one level per success on an Intelligence + Meditation (difficulty 7) roll.
Effects
• 5-yard radius, +1 difficulty on all Psychic Phenomena in radius
•• 10-yard radius, +2 difficulty on all Psychic Phenomena in radius
••• 15-yard radius, +3 difficulty on all Psychic Phenomena in radius
•••• 20-yard radius, +4 difficulty on all Psychic Phenomena in radius
••••• 25-yard radius, +5 difficulty on all Psychic Phenomena in radius
Associated Spheres
Mind, Prime
Source:
Sorcerer: Revised Edition
Astral Projection
Associated Spheres: Mind, Prime
A skilled psychic can use this power to step outside of their material body and explore the world solely with their mind. Not a form of scrying, Astral Projection involves separating the mind from the body, into a sort of spirit, and then traveling in that manner, tied to their body through a thin, silver cord. This astral form can’t affect the physical world directly, though it can use psychic abilities (at +2 difficulty) to do so. Two beings who are astrally projecting can interact as normal, though Wits replaces Dexterity, Intelligence replaces Strength, and Perception replaces Stamina. The easiest way to harm someone who is astrally projecting is to sever their silver cord, which has a number of health levels equivalent to the traveler's Willpower. If it is severed, the traveler has no easy route back to their body and will remain ephemeral until they find a way back.
The body is left vulnerable when a psychic is astral projecting. The psychic can’t perceive anything happening to or near her body while they are away. Smart astral projectors leave someone they trust to keep an eye on and take care of their physical form while they’re away.
With enough skill, a psychic can use Astral Projection to reach the Astral Realms, also known as the High Umbra, and from there can sometimes enter the Maya, usually only accessible to Oneiromancers, mages, and changelings. This can be extremely dangerous, as there are entities there that can trap the astral form and others who can follow it back to the psychic’s physical body and try to steal it.
Cost
One Willpower
Roll
Perception + Meditation (base difficulty 8)
Cost of Failure
On a botch, the character cannot Astral Project again for 24 hours.
Effects
• The psychic can’t quite enter the Astral realm, but can sense it. Functionally, they can see into the Astral Penumbra where they are, overlaid on the physical world (though they can still see it if they close their eyes). This lasts as long as the psychic concentrates on it. They can interact a bit with astral travelers and beings, mostly through speech.
•• Now the psychic can actually leave their body, though only for one minute per dot of Stamina. The only sense they have when they do this is sight, and they can’t travel more than a mile from their body. For each minute beyond their Stamina rating, the psychic can spend a Willpower point to maintain their astral sojourn. At this point, they cannot go beyond the astral penumbra, only seeing the reflection of the physical world.
••• As the psychic grows stronger, they can leave their body behind for longer and travel a greater distance. At this level, they can spend 10 minutes away from their body for each dot of Stamina, and each point of Willpower spent will extend it for an additional 10. They can also travel a full 100 miles away from their body. Additionally, with the expenditure of a Willpower point, the psychic can manifest their astral form into the physical world, where they will appear as a blurry, translucent ghost of themselves. They cannot touch or interact physically with anything, though they can be seen and can speak in a whisper.
•••• The psychic can now spend one hour per Stamina point away from their body (and gains an additional hour for each Willpower point spent to maintain it) and can travel anywhere in the physical world at the speed of thought. If they manifest, they can be heard more clearly and are less blurry, though the translucent ghost-like nature of their astral form is still there. Finally, for another Willpower point, the projector can go beyond the penumbra and into the Astral Umbra directly, gaining access to Astral Realms.
••••• A master of Astral Projection can mask their presence, with a Manipulation + Awareness roll at difficulty 8, including their silver thread. The psychic’s astral form is now an idealized version of themselves and there is nowhere that they cannot astrally travel, including the other parts of the Umbra, though this requires a Willpower point per hour to maintain. In the physical world and the Astral Umbra, there are no longer time limits, the projection lasts for as long as the psychic chooses, so long as their body remains healthy.
Associated Spheres: Mind
Source:
Sorcerer: Revised Edition
Biocontrol
Psychic Phenomena usually point outward and influence the world as a whole, and particularly the minds of people around them. Biocontrol, on the other hand, gives the psychic unprecedented and often unnatural control over their own body. Masters of Biocontrol have near absolute control over their body, allowing them to survive situations that would be almost impossible for a normal human being.
Cost: One Willpower
Roll: Stamina + Meditation
Cost of Failure: A botch with Biocontrol is a terrifying thing. Usually the opposite of whatever is intended will occur. Cuts will bleed faster, immune response will shut off, pain will increase, etc.
Effects
• Self-Control: By entering a self-induced hypnotic trance, the psychic gains control over basic functions of their body. Small injuries can be ignored, breath can be held longer than usual, etc. The psychic is still somewhat aware of their surroundings and can leave the trance at will.
•• Self-Healing: Through long-term meditation, the psychic can accelerate healing by using their powers to knit flesh back together and fight off infections. Each success on their roll reduces their healing time by one level on the health chart. This time must be spent resting. This requires a separate roll for each Health Level of damage taken.
••• Hysterical Strength: The human body is capable of truly astounding reserves of physical ability. For every two successes on the roll, the psychic can add one dot to a Physical Attribute, to a maximum of five dots in any one of them. However, this does still place an extreme toll on the human body. At the end of the scene, these dots disappear and are taken as Bashing damage by the psychic. A second roll of Stamina + Meditation, at difficulty 8, can be used to soak.
•••• Ignore Pain Response: Pain is something that lesser beings feel. At this level, the psychic can completely turn off their ability to sense pain. The upshot is that they will ignore dice pool modifiers due to injuries. The downside, of course, is that pain is useful, and they won’t be able to tell if anything is hurting them while they are using this power. Each success on the roll reduces the effect of wound penalties by one level. When the scene ends, the character is hit by all the pain again, and cannot ignore it again until at least one Health Level has healed.
Source:
Sorcerer: Revised EditionChanneling
Somewhere between the Dream background and necromancy, the channeler is able to gain temporary knowledge and skills from the dead.
This may be by directly invoking and borrowing knowledge from a specific person who has passed on or by tapping into the collective unconscious to find the information.
Being so similar, this Power supersedes the Dream background and no character with it may have Dream/Hypercram.
Whether the character believes they get their knowledge directly or indirectly from the dead, whenever they make a roll, they can gain one dot of an Ability per success for the remainder of the scene.
The psychic may only draw upon the knowledge of a single individual at a time, and so the abilities must generally be thematically related (it is much harder to gain dots in both Medicine and Occult than both Medicine and Science) or be known to come from a single person.
If a second roll is made to invoke a second person or skill, the first is lost.
Cost
One Willpower.
Roll
Perception + Awareness, difficulty 7.
Modifiers
-1 difficulty for a personality channeled before.
Duration
One Scene.
Cost of Failure
Botching a Channeling attempt can have many ill-effects, from the inconvenient (the character is unable to channel again for a period of time), the unfortunate (the character loses several of the Ability dots for the remainder of the scene) to the catastrophic (the character is possessed by a malevolent entity).
Effects
• The character may channel once per day, and they are generally aware of the personalities and personality fragments that surround them, intangibly, at all times.
•• The character can now channel twice per day.
Additionally, with difficulty the local Gauntlet rating, they can briefly glance into the Shadowlands and can communicate for one minute per success.
••• The character can channel three times per day, and instead of lasting mere minutes, they can look into the Shadowlands for an entire scene.
•••• The character can channel as often as they wish, though each time after the third increases the difficulty by 1 until they sleep.
They can also give control to a ghost with the Puppetry Arcanos, and can expel a Wraith by a contested Willpower roll (each roll requires one Willpower point and takes a full turn).
••••• Finally, the psychic is able to break through their limits and channel two personalities at the same time.
When possessed by a ghost, the channeler now gains access to some of the ghost’s memories, learning its Nature, Demeanor and Passions.
Associated Spheres: Mind, Spirit
Source:
Sorcerer: Revised EditionClairvoyance
Psychics, spies, and magicians have all desired the ability to see things that are far away from them as they happen.
This power allows psychics to cast their senses out and observe places far away from them.
Though sight is the easiest, as they advance in this power, they can use their other senses as well.
Even their sense of touch will let them feel sensations without affecting the place they are observing.
Despite sensing whatever is happening at the place being viewed, the psychic is not actually present in any sense.
For that, Astral Projection is necessary.
Once they pick a location to view, they can move their vision around the area.
However, they cannot leave the area with their senses.
To even go to the next room, or the forest around the clearing they are viewing, they must make another Clairvoyance roll.
Cost
One Willpower
Roll
Perception + Awareness
Modifiers
-2 to +2 difficulty modifier based on how familiar the psychic is with the location.
Duration
Concentration
Cost of Failure
On a botch, the psychic has sent their senses away but gains nothing from it.
They are rendered blind (and otherwise insensate depending on the level) for one turn per success.
Effects
• Though hazy and often dreamlike, the psychic can see anything within approximately a mile of them.
•• At this level, sight clears up and faint hearing is available.
The range also increases, to 4 miles plus one mile per success.
••• Sound is now clear, and a limited sense of touch becomes available to the psychic.
Texture is too subtle to detect, but solidity can be managed, as though through a heavy pair of gloves.
The range now extends to 10 miles per success rolled.
Source:
Sorcerer: Revised EditionConjuration
A conjurer can transport items through space, though is unable to transport themselves.
It may traverse the space between two places or it might somehow skip the intervening places and just appear where it needs to be.
This is one of the Paths that can be practiced more openly, as it can mimic many classic feats of stage magic allowing the sorcerer who is brave enough to be public to earn a living through their art.
With a Dexterity + Subterfuge roll, even large scale Conjurations can be passed off as just a trick, though the bigger ones are harder: the difficulty is 5 + highest aspect.
Objects to be manipulated with Conjuration must be prepared in a way appropriate for the sorcerer’s Practice, and this preparation must be redone before each use.
Some manipulation is possible with unprepared objects, but it is vastly more difficult.
More powerful and experienced conjurers can increase the size of the object, the distance to move it, move more accurately and can move a larger number of objects.
Truly masterful conjurers can call forth many objects and make them act with finer control than they could with their own hands.
However, it is almost impossible to use it offensively, partly due to the amount of time a Conjuration ritual requires.
Defensive use, though, is a bit more functional: a particularly experienced and prepared conjurer can conjure the weapon from an enemy’s hands.
True masters of Conjuration can even move human beings, though unwilling subjects are still nearly impossible.
Cost: Every use of Conjuring requires a point of Willpower be spent. This point can be spent during preparation of an object rather than use.
Roll: Dexterity + Ability
Modifiers: If an object is well known (say, has been used multiple times for Conjuration) then the difficulty is reduced by one. However, it is increased by one if it is in the hands of someone who is resisting, and a living target that resists causes +2 difficulty. Objects that have not been prepared also give a +2 difficulty penalty.
Time: One turn for most uses.
Duration: Conjuration acts instantly, and must be maintained through additional uses beyond the first turn (though the item need not be rededicated during a continuous usage).
Cost of Failure: If a roll fails, the Conjuration simply doesn’t work, though a botch can end up putting one object inside of another or sending it somewhere completely unexpected, possibly never to return. A botch can even summon the wrong object entirely. And of course, botching when trying to move a living thing is a particularly horrible outcome.
Aspects
As a conjurer increases in power, many aspects of their abilities increase, giving both more fine control and more power. Thus, the abilities unlocked at each rank of this Path are organized by what aspect of the conjuration they impact.
Weight
X: The smallest objects, at most about an ounce in weight: a coin, a business card, maybe a pen-knife.
•: Objects up to a few pounds, like a hardcover book can be manipulated, as can very small and simple lifeforms, like insects or snails.
••: Objects up to one hundred pounds, like a computer monitor can be manipulated, along with all non-human lifeforms.
•••: Objects up to approximately one thousand pounds, such as furniture and finally, willing humans can be moved.
••••: Though it is very difficult, at this level unwilling humans can be moved as well as large objects and lifeforms, like elephants or small cars.
•••••: The most powerful conjurers can manipulate city buses and 18-wheelers, though they require preparation and often failure is particularly terrible.
Distance
X: A very short distance, perhaps a few feet.
•: Approximately 20 feet.
••: Up to 100 feet
•••: Objects can be moved up to half a mile.
••••: Conjuration can be used to manipulate objects up to five miles away.
•••••: At this rank, objects as far as 50 miles away can be called to the conjurer, giving them coverage of, generally, more than a city.
Accuracy
X: In addition to being summoned, the object can make small, simple motions.
•: Rough motor control is possible, as though the object were gripped in fists.
••: Motor control improves, as though the object were being used clumsily.
•••: Fine motor control is possible, anything that can be done with hands can be done.
••••: Anything the conjurer asks of the object, it can do.
•••••: Objects will move automatically to do what the conjurer wants done without needing to be consciously told what to do.
Number
X: A single object
•: Two objects
••: Three objects
•••: A collection of up to ten nearly identical objects or else four very distinct objects
••••: A collection of 10-20 nearly identical objects or up to 10 distinct objects
•••••: A collection of up to 100 nearly identical objects or up to 25 distinct objects.
Sample Rituals
Sword Summoning: This ritual, developed originally by the Templars, calls a weapon to the user. Still called by its ancient name, it is more often used to call forth firearms than swords in the modern world. Because it might be needed urgently, this ritual is almost always prepared in advance for a quick activation when it is needed. The weapon can be pulled from any convenient shadow, including the inside of a sufficiently concealing piece of clothing, often a trenchcoat. The difficulty to cast this is 7, reduced to 6 for favored personal weapons but increased by 2 if it is done overtly in front of witnesses.
Shitstorm: A large collection of small objects can be spun around the conjurer with this ritual. The ritual is performed at difficulty 7 (8 when under duress) and each success makes the cloud of items whirling around the conjurer larger. The cloud of objects has a radius of 2 yards plus 1 yard per success, and anyone inside it (other than the conjurer) takes a number of dice of bashing damage equal to the number of successes. If in a place where the easiest to use small objects are sharp, like shards of glass, then this damage may be lethal.
Associated Spheres: Correspondence, Forces
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Sorcerer: Revised EditionConveyance
In the ancient world, few things could be more valuable than the ability to make a long (and long could mean as little as 10 miles) journey quickly and safely.
Even in the modern world, where travel is simple and safe, people want to get where they are going faster.
The Path of Conveyance allows a sorcerer to move themselves and others from one place to another quickly, and with enough power instantaneously.
Even with less understanding, the sorcerer can make a car travel at 500 mph or make a carpet or broom fly…or for the more technologically minded sorcerer, there’s always the jet-pack option.
Cost
1 Willpower
Roll
Stamina + Ability
Modifiers
+2 difficulty if the target resists
-1 if the endpoint is well known to the caster
+1-2 if being observed
-1 if the means of conveyance and the speed are “plausible”
Cost of Failure
Botching a Conveyance roll is often catastrophic for the sorcerer and anyone else they are traveling with.
A carpet falling out of the sky is bad, a car crash at 500 mph is deadly, and the risk of teleporting into already occupied space warns even the most seasoned sorcerer away from casual use of this Path.
All of these can happen on a botch, with some even being possible on a mere failure.
Aspects
In addition to the complexities of Range, Speed, and Number transported, it is more difficult to travel to a location that the sorcerer has never been, which adds a success to the threshold for casting.
Two successes are added for teleportation, where the sorcerer doesn’t cross the intervening space, though may not appear instantaneously.
Each barrier encountered along the way requires an additional success as well, and it must be possible to find a way around it without Conveyance: prison cells can be escaped, but hermetically sealed chambers cannot be entered.
Range
These ranges are for an urban area and perhaps suburbs.
Rural areas, wilderness, deserts, etc. are much easier to traverse, and ranges might be doubled or tripled in such circumstances.
X: 10 feet or less (within a room)
•: 100 feet (within a building)
••: 1 mile
•••: 5 miles
••••: 10 miles (within a city)
•••••: 100 miles
Speed
X: About three times walking speed
•: About the speed of a car
••: The speed of a car with no speed limits, red lights, or traffic
•••: The speed of an airplane
••••: Nearly Instantaneous
•••••: It seems as if you can get there before you left.
Number
X: Yourself
•: Yourself, your clothing, and some stuff
••: Yourself and a second person or else up to about 200 pounds of stuff
•••: Two passengers
••••: Three passengers
•••••: Up to five passengers
Sample Rituals
Teleport Ward
The Path of Conveyance also grants the ability to ward against others using the Path to enter places.
The sorcerer must do something to mark the boundary of the area being warded.
Once they’ve done so, the sorcerer makes a Stamina + Ability roll at difficulty 7 and each success removes one from any Conveyance roll to enter the area warded.
Get Me The Heck Outta Here!
This ritual is often prepared in advance and left hanging so that a sorcerer can escape from trouble quickly rather than having to cast something in the moment.
It allows the user to return, instantaneously, to a marked “home” location from anywhere within about 50 miles.
It requires 4 successes on a Stamina + Ability roll and costs one Willpower.
Additional successes can give it more range, up to 20 miles per success.
Web Access
Pioneered by Virtual Adept sorcerers, a new class of applications of Conveyance has been emerging since the mid-1990s and exploded in popularity since 2000.
This ritual is core to this style, and some even believe it is hinting at a new Path that has yet to be developed properly.
The ritual requires a Focus that includes Computer Gear as an Instrument.
The sorcerer spends several hours setting up their software and hardware, tweaking configurations and ensuring that everything is in order.
Once prepared, the sorcerer spends a Willpower point and rolls their Stamina + Ability (almost always Computers).
Each success grants the sorcerer one hour of being holistically immersed in the Digital Web before they are pulled back to the physical world.
Teleportal
Masters of the Path of Conveyance can set up permanent transit paths between points called teleportals.
This takes days of preparation at both ends of the link.
Once the preparation is done, the Stamina + Ability roll is made and requires a success for every 10 miles between the two locations.
Further successes each give the portal five uses before it collapses or puts a restriction on it, making it one-way, accessible only to those with a special code or object or only to a certain class of people, etc.
Because this ritual costs a permanent point of Willpower, most sorcerers who perform it use large numbers of assistants to make the portal as long-lasting as possible.
Associated Spheres: Correspondence
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Sorcerer: Revised EditionCyberkinesis
Computers are fairly new, and so Cyberkinesis is one of the most recently developed Phenomena. It is closely tied to Cyberpathy, and arguably they are inverses of each other. Cyberkinesis allows the psychic to send commands to a computer, though for anything beyond the first dot, there needs to be some sort of output device so that the psychic can see what they are doing (or must be using Cyberpathy).
Cost
1 Willpower
Roll
Manipulation + Computer
Cost of Failure
The simplest way that a Cyberkinesis botch can occur is destroying electronics during their normal operation. However, just having the device do the wrong thing can be enough of an irritant, especially if the psychic is trying to damage the system.
Effects
• Switch: Even the weakest psychic with Cyberkinesis is able to turn electronics on and off. This covers computers, but it also includes any machine that is substantially controlled through electronics, making it quite general in the modern world. Switch is at +2 difficulty if the electronic device relies on a physical switch, not merely an electrical one.
•• Link: This power allows the psychic to connect their mind to a machine and control it. They get no feedback that the machine doesn’t provide them through normal means (or Cyberpathy) but they can make it do things. There can be a difficulty modifier ranging from -1 to +3 depending on how simple or complex the machine being controlled is.
••• Scramble: Before the Cyberkinetic could manage normal operation of electronic equipment. Now, they are able to cause them damage in a way that no normal person could. They can send random electronic signals through the system, causing computers to lock up, video screens to display snow, recorders to only pick up static, etc. This lasts for the duration of concentration, and after it ends robust systems return to normal, but shoddily made ones can be damaged permanently.
•••• Password: Passwords will no longer keep a Cyberkinetic out. They can bypass them and force operating systems to just do what they want directly. This will let them give themself administrator access, for example, though anything that the system can do under normal circumstances is under the control of the psychic, even if they shouldn’t be able to make it do it.
••••• Run Hot: The normal software and hardware limitations of computers go right out the window when a psychic uses the Run Hot power. The machine can be made to run faster, robotic arms can move faster and are stronger, lasers are hotter, etc. Each success is added as a success to the next use of the machine, though it also does one level of damage to it, which impairs operations until the device is repaired.
Associated Spheres: Mind, Forces, Data
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Sorcerer: Revised EditionCyberpathy
This Power allows the Psychic to read the data on a computer directly. While Cyberkinesis lets them control the machine, Cyberpathy functionally lets them read the "thoughts" of the machine, and at the highest levels, can do so even against strong defenses.
The Psychic must be within sight of a computer as an access point (after which they may be able to access more distant computers through the rank 4 power) with difficulty determined by the complexity and security on the system, with a basic laptop being difficulty 6 and a heavily secured and encrypted machine at 9. Similarly, they can read the data on external media, with the difficulty being determined by how secure the device is.
Cost
One Willpower
Time
10-15 minutes, minus one minute per success spent
Roll
Perception + Computer
Cost of Failure
On a botch, the cyberpath doesn’t damage the information, but instead, they misread it. They are certain of some aspect of the information that they have gotten incorrect.
Effects
Analyze Structure: Though the Psychic cannot read the files on the computer, they can read the directory structure with this power. This is mostly useful as an auxiliary power, as it will help them locate information that they can try to obtain through other means.
Read-Only Mode: With this power, the cyberpath can read the files that they find in the directory structure. Simple files like text and graphics are relatively easy to comprehend, as are the primary purposes of executable files, but more complex files are more difficult. Encrypted data is well beyond them.
Download: By taking advantage of some unused section of their brain, the Psychic can copy a file from the computer to it. For data files (text, image, audio) they can read the contents, though they cannot simply run an executable. They can download one file for every dot in Mental Attributes, though extremely large files may take up multiple slots. With the Level Two Cyberkinesis power, they can upload the file back to another computer.
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Sorcerer: Revised EditionDivination
The ability to predict the future is one of the most sought after in all of history.
This could amount to as “small” a thing as predicting winning lottery numbers or as big a thing as who will win a major election or war.
In all cases, Diviners have been prized and the best of them have been hired by rulers to ensure their futures.
Of course, sometimes the Diviner tells them something they don’t want to hear, and even for the best of them, this rarely ends well.
The methods of Diviners are diverse, one of the most of all sorcerers Paths, due in part to the fact that it appears throughout history and in almost every culture.
Some of the most common techniques, useful in various interpretations from Practices, are Astrology (the positions of stars and planets), Augury (the actions of birds), Cartomancy (a deck of cards, such as Tarot), Haruspication (the entrails of a sacrifice), Dream Interpretation, Probability Analysis, Tea Leaves, and many others.
Note for Storytellers: It is important that Divination be handled carefully.
Players who have the ability to predict the future accurately can be very difficult to manage, and divinations that are always wrong because you can’t arrange their fulfillment are narratively unsatisfying.
It is best to keep the responses to Divination vague and symbolic, and note that even scientific divination results in probabilities rather than anything very specific.
This gives a lot of room to fulfill the prophecy (if you decide it must come to pass, rather than just being an option) in multiple ways, keeping Divination a bit mysterious while still saying something about what is coming.
Cost
None
Roll
Perception + Ability. Note, the Storyteller should always make this roll secretly, the Diviner should never be confident that their information is correct.
Modifiers
+1 difficulty using scientific methods (but gives +1 level of Accuracy free)
Cost of Failure
The immediate risks of botching, or even just failing, a Divination roll are minor: a false reading or a failure to read.
Though a botch will often mean a dangerously flawed reading (picture a divination to determine the safety of entering a building giving an all clear when it’s actually a heavily guarded black site) the divination itself is not the source of the danger, only taking it at face value.
Aspects
Time Period
X: One Week
•: One Month
••: One Year
•••: 10 Years
••••: 20 Years forward or 100 Years backward
•••••: Unlimited
Accuracy
X: Extremely vague
•: Accurate but cloaked in symbolism
••: Accurate but not explicit
•••: A thin layer of symbolism that is relatively easily understood.
••••: Accurate results that are easy to understand.
•••••: As long as nothing changes, you know exactly what will happen, when, to who.
Question
X: A simple yes/no question, though often without such a straightforward answer
•: A very specific question that could be answered with a single short sentence such as “Is this bridge safe to cross?”, but not the more complex “How will this fail?”
••: A question that could be answered with publicly available knowledge by someone who knows how and where to look.
•••: A question that requires lost or obfuscated knowledge but that a normal search could unveil with time and effort.
••••: Questions that require truly lost knowledge can now be answered, as can those where the knowledge is actively guarded and hidden in a way that normal people could never find.
•••••: Any question and finding any information the caster desires.
Sample Rituals
Dowsing
This ritual allows the diviner to find lost objects or locations through the use of a divining rod or similar tool.
Augury
A ritual to interpret the will of the gods by studying the flight of birds.
Dream Interpretation
The diviner uses this ritual to interpret dreams and gain insights into the future.
Probability Analysis
The diviner uses statistical and scientific methods to predict future events with a high degree of accuracy.
Associated Spheres: None
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Sorcerer: Revised EditionEctoplasmic Generation
Associated Spheres: Mind, Forces, Spirit
Description: Ectoplasm is the stuff of spirits and the dead, and the psychic has the power to render it physical. By itself, it appears as a mucus-like substance that evaporates over time, but a powerful psychic can take advantage of its unique properties to give it more substantial forms. These creations are completely solid to ghosts, who can’t even pass through ectoplasmic mists. This power gives psychics a method of handling angry ghosts, as these objects do full damage to them, though this power doesn’t give the psychic any way to see the ghosts in the first place.
Cost: 1 Willpower
Roll: Charisma + Occult
Cost of Failure: The lower levels are fairly safe, but botching when creating a Tulpa or Dream Shape can cause it to be set against them, rather than doing as the psychic desires.
Effects:
- • The Big Sneeze: At this level, the psychic can’t do much other than just create the ectoplasm in the first place. The two main things they can do are to generate raw ectoplasm which will come out of their orifices and their hands leaving a slimy trail behind, and creating a very light mist that comes out of their nose and mouth and has a diameter of five feet plus one for each success rolled to create it. The mucus only lasts for a single turn before evaporating, and the fog will last for two turns plus one turn per success rolled, or half that if it’s windy.
- •• The Mists: Now, the psychic is able to create a stable mist that lasts as long as the psychic concentrates on it, and while the lower level one will stay stationary, this one moves at the command of the psychic. It can even change shape according to the psychic’s will. These shapes must remain simple, though, and the cloud can only move five feet per turn.
- ••• A Fog So Thick: The ectoplasmic cloud becomes solid to the touch at this level, and requires a Strength roll (difficulty 6) to push through. Even weapon attacks will only shift the ectoplasm, but can’t break it. The cloud will be still, but can be shaped how the psychic wishes, including complex shapes (with a total volume equal to that of a sphere of radius five feet plus one foot per two successes). It remains solid as long as the psychic focuses, and will exist, but not be solid, for three turns after the psychic stops focusing on it.
- •••• Dream Shaper: Though it remains a dull, white color, now the ectoplasm can take any shape that the psychic wishes. The shape that is created can move at 10 yards per turn, and it can act at the psychic’s direction. Each success rolled on creating it gives the psychic one point to assign to its physical attributes. The creation may soak with its stamina, and if it has at least 1 point of stamina, it can survive 3 bashing damage levels. If it ever takes more than that or a single level of Lethal damage, it immediately dissipates in a puff of smoke, which also happens if the psychic stops concentrating on it. The creation takes bashing damage from most weapons and takes lethal damage from powerful impacts and fire.
- ••••• Tulpa: The psychic can now create a Dream Shape that can act on its own with a rudimentary intelligence. This requires spending an additional point of Willpower, and may be done as an extended action, though a Willpower point must be spent for each roll. Each success grants 3 points, which may be spent in the following ways:
- Physical Attribute dot – 1 point
- Mental Attribute dot – 2 points (limited by the psychic’s mental attributes)
- Additional Health Levels – 1 point (otherwise limited to the same as a Dream Shape)
- Extra Sense – 1 point (gets one sense at creation if it has a Mental Attribute above 0)
- Extra Movement – 1 point/yard (base is to fly as fast as a person with its Dexterity can run)
Associated Spheres: Spirit
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Sorcerer: Revised EditionEmpathic Healing
While Psychic Healing takes the more difficult path of directly removing damage, Empathic Healing draws pain, misery, and injury out of the target and into the Psychic. This Path is best known among Garou Kinfolk, and those who have it often sacrifice themselves in order to keep their lycanthropic family alive to fight their ancient war. This Power is very rare outside of this context, but not entirely unheard of.
The Empathic Healer is capable of astonishing feats of healing, removing Aggravated damage from their target in mere moments. They, of course, then need to heal naturally, and no magical healing of any sort can accelerate this or heal the wounds directly. Even other Empathic Healers cannot take them on: once injury is willingly brought into the body, the Psychic is unable to get rid of it other than the slow, natural process of rest and recovery.
Cost
Any damage, whether mental or physical, healed with this power is inflicted upon the Psychic.
Roll
Charisma + Empathy, at difficulty 5 + level of Empathic Healing required. Three successes are needed for the Power to succeed.
Cost of Failure
The only cost of failure is that only one attempt to heal a wound with this Power can be done.
Effects
• Soothe the Spirit: The Empathic Healer can take on damage up to the Bruised Health Level. They can also absorb simple depression, grief, and other relatively short-term mental stresses.
•• Knit Flesh: Now, the Healer can take on Hurt and Injured Health Levels.
••• Mend Bones: Wounded and Mauled Health Levels can now be taken on, as can serious acute illnesses (chronic illnesses such as cancer are still beyond them).
•••• Organ Repair: The Crippled and Incapacitated Health Levels are now accessible with this Power.
••••• Pacify Madness: The most dangerous level of Empathic Healing, a master of the Power can take on any injury, physical or mental. The Psychic suffers exactly as their patient would have, even if they normally wouldn’t be capable of this. This allows them to take on Frenzy, Harano, and even Quiet from their friends and allies, though a Psychic who makes a habit of this will eventually be unable to function.
Associated Spheres: Life, Mind
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Sorcerer: Revised EditionEnchantment
One of the greatest skills a sorcerer can learn is the ability to create magical items.
The Path of Enchantment gives them the ability to create objects and imbue them with a piece of their essence, so that the item is empowered to do magic.
It’s a difficult and time-consuming Path, though, not suited to the impatient.
In many ways, it is similar to Alchemy: it’s a crafting art that results in empowered items that can do any of a large number of different things, rather than a narrow focus.
Process
The process begins with the enchanter creating the item to be enchanted.
This requires some sort of Crafting roll, albeit not always with the Craft Ability, especially for technosorcerers who might prefer Technology, Computers, or even Firearms for housing their enchantment.
This Ability tends to become a focus of a sorcerer, who should become good enough to professionally create the relevant sorts of items.
Once the object is created, it must be enchanted to turn it into a Talisman.
This takes between 1 and 3 days per level, depending on the approach the sorcerer is taking and how well suited the object to be enchanted is to the enchantment itself.
It may be 1 day per level for a knife that causes extra damage, but it would be 3 days per level to recreate Unbullets, the bullets that heal whoever is shot with them.
Talismans
A Talisman created by a sorcerer is functionally identical to one created by a mage with a single exception: sorcerers can only create single-purpose items, whereas mages can create more complex ones.
In all other ways, the two things are equivalent and only extremely complex magicks, that are virtually never worthwhile, can tell the two apart.
Cost
Cost: One Willpower
Roll: Intelligence + Ability
Modifiers: -1 difficulty if achieving at least 5 successes on the Crafting roll
Time: Crafting time of item plus 1-3 days per level of the Enchantment
Cost of Failure
Enchanting is dangerous work. If lucky, the Talisman merely stays inert and that’s the end of it.
More commonly, the item is nearly created properly. Then the Talisman is cursed in some way, with an unintended side effect or flaw.
On a botch, things can go horribly wrong, and the best case is a horrible item, and the worst case being a workshop explosion capable of potentially killing the enchanter.
Effects
• Minor items with limited usefulness and very limited effects. Usually, this is limited to adding one dot to an Attribute or Ability (2 in rare cases) or to grant a +1 bonus to some attack or skill.
•• A rank two Talisman can add 2 to an Ability or Attribute or make some subtle alteration to reality that is noticeable to the right people.
At this level, Talismans are obviously magical to those who know how to look and will do things that seem weird to those who don’t.
••• Reality can be properly defied by this level of Talisman, including raising Attributes and Abilities beyond normal human limits and duplicating supernatural powers of various night-folk, though limited to the second rank of powers.
•••• Mythic Talismans whose powers may be subtle, but also may be blatant or unpredictable. They enact miracles.
There are no reliable stories of Talismans this potent. If they can be created, they would likely become legendary, impressing even the most powerful sorcerers.
Sample Talismans
Boring Coat: This army surplus jacket grants two additional points of Arcane (up to a maximum of 5) when worn in a crowd.
Dead-Aim Gun: A handgun that reduces the difficulty of all aimed shots by 1.
Hawkeye Medallion: A medallion with a chrysoprase serving as the eye of a hawk’s head. It grants 2 dice to Perception for long-distance sight and detecting movement when rubbed. This power works once a day.
Preserving Frame: An oak frame that will perfectly preserve whatever document or painting is placed in it. It must be sealed with almond oil and sprinkled with pure water to work, but then it will work until the frame is broken.
Sleep’s Protector: A small stuffed animal that guarantees that anyone who sleeps with it gets a full night of restful sleep, no matter what state of mind or intoxication they are in.
Banality Ring: A rowan ring that, once per success on enchantment, negates any fae cantrip targeting the wearer, giving them an effective Banality of 10.
Bulletproof Flask: A liquor flask that provides three dice of soak against one source of Lethal damage. It works by sitting in the user’s breast pocket and drawing a bullet or other weapon to it. It can only be used once.
Dancer’s Bangle: A silver anklet with charms hanging from it that grants two extra dice on all Dancing rolls.
Danger Sense: A small golden charm that warns when some (specific) person is in danger. It must be sprinkled with wine to reset it for another use and it will work once per success rolled to create it.
Ghost Hands: Gloves that allow the wearer to interact with the Underworld directly without having to enter it.
Hyperbullets: Bullets that go so fast that they do an additional two dice of damage. One is created per success on the Enchantment roll.
Toe Nail: An iron nail that, when driven into someone’s footprint, causes them to painfully stub their toe.
Cleaning Cloth: A handkerchief that will wipe away any normal thing it is used to clean. This is useful especially for blood, ink, food, fingerprints, etc. The user must hum when cleaning, and it will work once per success at creation.
Counter Amulet: An amulet that, when grasped, provides protection against sorcery. Up to three times a day, it will subtract a number of successes from a sorcery effect targeting the wearer equal to the number of successes rolled when creating it. It must be stored in a special jewelry box made from a single crystal when not worn or it loses one success per night until it is inert.
Deathrose: A rose with petals carved from rubies. It drains a level of Corpus from any wraith that touches it, and a petal crumbles to dust. The whole thing crumbles after the fourth touch.
Earrings of Beauty: A pair of earrings granting +3 to Appearance for a scene when worn. The enchantment lasts for one use per success at creation.
Fleet Feet: Running shoes that double speed when evading pursuit.
Ghostslayer: A sword with liquid mercury in its core. It does Aggravated damage against the Risen and Lethal damage to Wraiths, though it grants no ability to perceive them. It must be blessed by a priest every two weeks or else the magic will fail.
Moon Salve: A salve that will heal three levels of non-Aggravated wounds in minutes when applied by moonlight. It also requires that the caretaker love the wounded person. Each success creates one application.
Cushioned Mail: A silvered coat of mail that can reduce 4 dice of Lethal damage per turn to Bashing. It loses a few links on each use, though, and eventually it falls apart. It cannot be repaired or even cleaned without breaking the enchantment.
Arcane Enigma: An amulet that is activated by solving a new riddle, puzzle or enigma on each attempt and stays active for one week per success rolled on enchanting it, it adds four successes to the required number to observe that character with any sort of magical ability, including Auspex, Divination, Sphere magick, etc.
Cloak of Silence: A black cloak that silences the wearer’s steps. While using it, they are silent unless they speak, no matter how squeaky the floor. When created, silver threads are sewn into the cloak, and when the magic expires, they break and fall from it.
Lifespender: An amulet that allows the user to pay five years of their life in exchange for five dice for soaking Lethal and Aggravated damage. The user’s appearance doesn’t change, but their internal organs show the age after they die.
Orpheus’s Lyre: A lyre that can be used to summon ghosts when the user plays it, regardless if they are skilled as a musician. The ghosts who appear will weep from the beauty of the melody. Before playing it, an elegy to Eurydice must be sung, and when finished a string will break. When all seven strings break, it loses its magic.
Piano Muse-ic: A piano, beautifully made, that allows anyone who sits to play it to play like a virtuoso, despite any lack of skill with the piano. To activate it, the player must say a prayer invoking the nine Muses, by name.
Servitor: An animated servant, which can range from the alchemical homunculus, the guardian golem, or science-fiction robots, depending on the sorcerer. It is created as a character with 10 dots of Attributes and 7 Abilities. It has Health levels and senses like a normal human, though it takes no wound penalties, has no need of eating or sleeping, though it might need a magical or electrical recharge.
Small Changepurse: A wallet that is never quite empty. So long as it is never emptied fully, whenever it is opened it will have about $5-10 in coins in local currency. It can be used up to four times a day, but more than that will break the enchantment.
Sample Rituals
Rituals for this path generally focus on improving the object being enchanted in some way.
Eldritch Mark: By placing a mark or symbol on an object or on a person’s forehead, anyone who has studied sorcery or magick will be able to see the mark, which fades from view, and can learn the name of the sorcerer who made it. This takes 5 minutes work to cast and has no cost.
Enhance Craftsmanship: Though it prevents further enchantment, the sorcerer can use this ritual to improve an object they are crafting. This allows for blades that never break, clothing that never unravels, unbreakable mirrors, and other simple enhancements. This object is not inherently magical, just inhumanly well made, and should be done during the creation of the object. If done later, it takes twenty minutes.
Associated Spheres
Prime
Matter
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Sorcerer: Revised EditionFascination
The Path of Fascination allows the sorcerer to just be more than they are naturally in social situations.
The most common and simplest effects to get out of this path is the eponymous fascination, drawing the attention of their target in some way.
At truly extreme levels, this can result in causing the target to fall in love with the sorcerer or their client: this is the sort of sorcerer who will make a love potion.
With more effort, however, almost any reaction can be induced by the sorcerer by using Fascination to take their Social Attributes to superhuman levels, though generally positive responses are easier.
Fortunately for the sorcerer, there is no significant resistance to this (at least, for mundane humans), though the difficulty increases for people with high Willpower, and the Iron Will Merit renders its possessor immune to this Path, except perhaps for someone legendary who has achieved the sixth dot.
Successes can be depleted before the duration ends by attempting to order the target to do things they would not normally do.
Such actions, especially if they involve self-harm, will give them a Willpower check at a difficulty of 4 + the sorcerer’s Path level.
The successes on this roll reduce the sorcerer’s power over them by one level each.
When a Fascination ends, it can go one of two ways.
Under normal circumstances, it will taper off (in which case emotional bonds could have been formed naturally in the meantime) or the target may break free of it suddenly, leaving them either confused or extremely aware of what happened to them.
Though mundane humans have no defense, supernatural beings who have their own mental influence powers, such as vampires with Dominate or Presence, mages with the Mind Sphere, many psychics, and sorcerers with this Path, can ignore any attempt to influence them with this Path.
Any supernatural creature gets a chance to defend using their own powers, by spending points of a mystical power source (vitae, gnosis, quintessence, etc.) they can reduce the strength of the effect by the number of points spent.
Sorcerers who have studied this Path can often recognize mental tricks being used by others.
They can roll Wits + Fascination with difficulty 7-9 depending on circumstances to detect what is being done.
This requires that they get at least as many successes as the user of the power.
If they are the target, they get a -1 difficulty on all Willpower checks to resist the effects, and for every two successes scored in excess of the caster, they gain an additional -1 difficulty modifier.
Cost
None
Roll
Social Attribute + Ability.
The Ability is fixed from Practice, but the Social Attribute used for Fascination will vary depending on circumstances, often arranging situations to use their most prominent trait, though sometimes using Fascination to make up for deficits in others.
This will manifest as the sorcerer appearing more beautiful, more persuasive, or more trustworthy than usual.
Modifiers
+1 difficulty for emotions other than attraction or interest, +1 difficulty for targets with Willpower at least 5, +2 to incite a negative emotion on purpose.
Time
One turn per success required
Duration
As Aspect
Cost of Failure
Botching will cause the opposite from intended response: attraction will be converted to repulsion, for example.
In addition, if this power is used often on the same person, there are several possible ill effects, including them being unable to feel the intended emotion at all anymore, or unwanted intensity, such as love turning into obsession.
Aspects
Level of Influence: This aspect grants extra dice to Social dice pools.
A minor effect of this aspect might cause the sorcerer to be noticed in a crowd, whereas the legendary level of this aspect would cause the target to want to be the sorcerer’s willing slave.
Number
X One person
• Two people
•• Up to ten people in a small group
••• Up to fifty people
•••• A crowd of hundreds
••••• A stadium full of thousands of people
Duration
X Brief, perhaps a few minutes
• One Scene
•• One Day
••• Two weeks
•••• Several Months
••••• Permanent
Sample Rituals
••• Philter of Love: Though most Fascinators aren’t also Alchemists, there are a few ways they can bottle their powers so that others can use them.
The most common of this is the Philter of Love or the Love Potion.
It takes 3 hours to prepare, and requires a piece of the targeted person and one from the client, usually hair is used.
Then, if the client can cause the target to drink the potion (which usually smells and tastes foul by itself and is deactivated by many common flavorings and scents) then the target falls in love with the client for the duration.
Associated Spheres: Mind
Source:
Sorcerer: Revised EditionFortune
Blessings and curses have always been tools of the trade for sorcerers. The ability to grant good fortune to those who please them and bad fortune to those who don’t has been a mainstay of how sorcerers maintain power and keep their followers happy or in line. The blessings and curses of this Path are powerful enough in some cases to destroy family lines, to change the balance of power in a government, or just to win the lottery.
Supernatural beings can attempt to resist being targeted with this Path, but they must know that they are being targeted first. If they are, they can make a Willpower roll at difficulty 4 + the sorcerer’s Path rating. The effect, usually a curse, is unmade with a single success except in the most extreme cases.
Due to how hard it is to detect being cursed without being told in advance, some perception technique must be used. Vampiric Auspex to check their aura, Sphere magick using Entropy or Prime, or sorcery using the Path of Fortune and other, similar powers can detect it. On top of everything else, their roll must achieve more successes than the Fortune sorcerer’s Arcane rating.
The Path of Fortune can be used on the sorcerer themself, but it comes with a terrible risk. If anything goes wrong, the resulting curse cannot be lifted by the sorcerer; they are helpless against their own magics. Worse, the negative effect of botching is magnified to the worst sorts of things that the sorcerer can inflict upon others.
Cost
One Willpower
Roll
Manipulation + Ability
Modifiers
-1 difficulty if the sorcerer has an item linked closely to the target
Cost of Failure
Failures do nothing, and may be indistinguishable from success in some cases, if the target is lucky or unlucky enough on their own. Botches, however, can be truly horrible for the caster. A botched curse can hit the caster instead of the target or can even turn into a blessing in disguise for the would-be victim. The latter especially happens when the curse is half-hearted, it is best not to curse when you can’t commit entirely to it. A botched blessing can end up as a curse, or boomerang back to the caster as well, as a simple reversal of what happens with a curse. While the blessing falling on the caster instead may seem benign, the lack of blessing on the target can end up fatal, and often a blessing is specific enough that it will twist against the bearer when redirected.
Aspects
Target
The target of a blessing or curse must be a person or group that is specifically named, so “all of my enemies” will not work. Proper names aren’t always needed, though, so “the person who stole my Talisman” is perfectly valid.
X One specific, named, target
• Two specifically named targets or one poorly defined one
•• A small group of closely linked people, like a family or group of close friends
••• A larger group with a looser connection can be targeted, like an athletic team or extended family
•••• No more than 100 people with a very loose connection, they may all go to the same bar or work at the same company, etc.
••••• A whole town, company, battalion, etc.
Duration
X One shot, but it will be at an opportune moment
• Roughly a day
•• Up to three weeks
••• Several months
•••• Several Years
••••• Generations
Severity
X A minor inconvenience, like dropping something, a slip of the tongue, banging your shin on a piece of furniture, or a small benefit like catching a bus at just the right moment or a chance meeting with just the right person
• A lasting inconvenience or advantage. Sprains, non-life-threatening flu, breaking an expensive (but replaceable) item are all curses, with corresponding blessings like immunity to an illness or avoiding some difficulty
•• At this point serious advantages and disadvantages can be granted. Serious illness, though not a life-threatening one, or a social misstep that can ruin years of maneuvering or friendship are the right sort of curses. For blessings, an extra die on combat dice pools, luck at games of chance or finding partners is fairly common.
••• Permanent and debilitating illness, bankruptcy, mental illness, and secrets being revealed that make the target a social pariah are now possible. Blessings, though, include winning the lottery, a social coincidence that can substantially improve the target’s life, or winning a battle against incredible odds.
•••• Finally killing curses are possible, usually resulting in extremely unpleasant deaths. Someone blessed to this level can find a way out of an inescapable death trap, receive a pardon at the last second before execution, or receive backup at the last second to let them escape a bad situation.
••••• Fates worse than death and the ability to cheat death become possible for Legendary practitioners
Sample Rituals
• Death Curse: By burning off all permanent Willpower, a sorcerer may cast their final curse (blessings are possible but extremely rare) and adds those dots to their roll, along with successes for each temporary Willpower that remained. Aspects of Fortune may be chosen to be two levels higher than the character’s Path rating for this effect. After casting it, the character dies, having burned themself to attempt to destroy an enemy.
Associated Spheres: Entropy
Source:
Sorcerer: Revised EditionGauntlet Manipulation
The Gauntlet is the barrier that separates the world of everyday experience from the world of the spirits. Naturally, spirit-oriented sorcerers need to be able to bypass it, often to either bring spirits into the physical world or to banish spirits to their own. They must also overcome it to speak with spirits under most circumstances.
Because of this, some sorcerers have developed the Path of Gauntlet Manipulation to take control of this barrier and learn to raise and lower it as they desire, giving them control over how close together the two worlds are in any given place.
This Path is unusual in that two different practitioners of the Path attempting to do the same thing can be working at cross purposes. Certain scientific approaches to Gauntlet Manipulation use an inverted Gauntlet strength chart, where scientific laboratories are the easiest place to work and the wilderness is the most difficult. These technomagical sorcerers are often Extraordinary Citizens of the Technocratic Union, and especially are often Void Engineers. When they attempt to lower the Gauntlet, they raise it for mystic and shamanic characters and spirits, and vice versa.
Cost
None
Roll
Wits + Ability, the difficulty will always be the Gauntlet strength (see M20 page 505).
Modifiers
The Natural Channel Merit gives a -2 difficulty on all rolls with this Path.
Time
5 minutes per level
Duration
See below
Cost of Failure
On a botch, the sorcerer can become trapped in the Gauntlet, requiring that someone rescue them by either directly pulling them out or reducing the Gauntlet where they have become trapped to zero.
Effects
* The basics of Gauntlet manipulation allow the sorcerer to increase or decrease the strength of the Gauntlet by a single point for up to three turns.
- The sorcerer can now alter the Gauntlet rating by up to two points and the change lasts for a scene.
- With this level of mastery, the sorcerer can alter the Gauntlet rating by up to three points and their changes will last for up to a day. They are also able to create artificial Shallowings, places where the Gauntlet has dropped to zero and anyone, with or without supernatural abilities, can simply step through to travel between the physical and spiritual worlds. Such a Shallowing will last no more than a scene until the sixth rank.
- Once the sorcerer can alter the Gauntlet by four points, their changes will last for up to a full month. A Shallowing will now last for up to a day.
- Masters of Gauntlet Manipulation can alter the Gauntlet rating by five points and for up to six months without having to do anything special. They can, however, craft special items to mark the area (stones for mystics, technological devices for technomancers) and if they do, the change will last for as long as the markers are undisturbed. Shallowings created in this way can last up to a month.
- Legendarily powerful Gauntlet manipulators are able to set the local Gauntlet to whatever they want it to be and it can be made permanent if they wish, or until someone else changes it. They are also able to make a Shallowing that lasts six months on its own and can be made semi-permanent through creating markers for the area.
- Masters of Gauntlet Manipulation can alter the Gauntlet rating by five points and for up to six months without having to do anything special. They can, however, craft special items to mark the area (stones for mystics, technological devices for technomancers) and if they do, the change will last for as long as the markers are undisturbed. Shallowings created in this way can last up to a month.
- Once the sorcerer can alter the Gauntlet by four points, their changes will last for up to a full month. A Shallowing will now last for up to a day.
- With this level of mastery, the sorcerer can alter the Gauntlet rating by up to three points and their changes will last for up to a day. They are also able to create artificial Shallowings, places where the Gauntlet has dropped to zero and anyone, with or without supernatural abilities, can simply step through to travel between the physical and spiritual worlds. Such a Shallowing will last no more than a scene until the sixth rank.
- The sorcerer can now alter the Gauntlet rating by up to two points and the change lasts for a scene.
Sample Rituals
*** Trap the Spirit: This ritual takes a half hour to perform, but at the end, the sorcerer is able to manipulate the Gauntlet with sufficient subtlety that it creates a “pocket” wrapped in the Gauntlet. A spirit summoned into this pocket through other Paths or magics will be trapped inside unless it can overcome a strong Gauntlet (up to 3 points higher than the surrounding area) or it is released by the sorcerer.
Associated Spheres: Spirit
Source:
Sorcerer: Revised EditionHealing
One of the most universally known Paths of sorcery, Healing has an expression in virtually every culture on the planet.
Whether done through odd herbs and brews, carefully crafted drugs, or prayers to a deity, so long as linear magic has been done, Healing has been done with it.
This is far from the fastest sorcery Path, very few of its abilities can be done quickly.
Instantaneous healing from grievous injuries or terrible illness is simply impossible for this Path.
It generally works with the body, accelerating natural healing and enhancing and shoring up the processes that could, ideally, handle the problems.
This often draws energy from the sorcerer, and the most powerful healers can even bring the dead back to life, though the cost is very, very high.
Requirements
The healer must know some form of Medicine, though it need not be modern scientific medicine.
Traditional techniques can be substituted, including acupuncture, herbalism, homeopathy, or other techniques appropriate to the sorcerer’s focus.
Cost
For each injury or disease healed, one Willpower point must be spent.
Roll
Manipulation + Ability (difficulty 7).
Modifiers
-1 difficulty if Medicine is higher than Path rating.
+1 difficulty to heal themself.
+1 difficulty on an unwilling subject.
+2 difficulty if working in a stressful environment.
Time
Healing rituals are long, often taking hours, but for some techniques, they can be prepared in advance.
Duration
Permanent
Cost of Failure
The biggest limitation of this Path is that it can only be used on any given injury or illness once.
If the healer fails, they can never try again, nor can they continue working to improve outcomes after they finish once.
Beyond this, botching can have terrible consequences, sometimes making the ailment worse, other times far worse things can happen: orifices “healing” shut, injured tissue growing in a cancerous way, but extremely quickly, etc.
Effects
This path can do many things: relieve pain, cure diseases and hasten healing.
At the higher levels, it can even restore lost senses.
Only truly legendary healers, though, can do anything about aggravated damage.
Pain
With 4 successes, wound penalties are reduced by 3 and with 5 they can be ignored completely.
Toxins and Diseases
Secondary infections are prevented with a single success.
Complex and virulent toxins and diseases can be cured at high levels.
Bashing Damage
A single success will close up minor injuries over 10-15 minutes.
Every 2 successes can reduce bashing damage by one level if treating an injury very quickly.
Lethal Damage
With 2 successes, the healer can stabilize an injury so that they can be moved safely.
Further successes allow faster healing, with 3 decreasing healing time by 25%, 4 by 50%, and 5 by 90%.
Other Injuries or Debilities
4 successes are needed to cure a congenital defect.
5 successes are needed for blindness or deafness.
6 successes are needed for neurological conditions.
Levels of Mastery
• Even the newest healer can soothe minor aches and pains.
Though this does not cure the source of the pain, it provides valuable relief for a couple of hours per success.
Additionally, they can examine a patient to learn what is wrong with them, with each success granting a piece of medical information.
•• The healer can handle medium aches and pains.
Provide a palliative for sprains, the flu, migraines, etc.
They can also decrease healing time at this level, with even severe injuries.
Toxins at level 1 can be counteracted.
••• Now the healer can mend bones and make many of the nastiest injuries heal faster.
Diseases can be cured at this level, including the common cold.
Characters who have been incapacitated can be healed so that they are back on their feet and can get to a safe place, but these injuries cannot yet be healed directly.
Toxins at level 2 can be counteracted.
•••• Now serious injuries can be healed, such as compound fractures.
Even many of the worst injuries can have their healing sped up, at least.
Chronic diseases and toxins at level 3 can be healed as well, allowing the healer to banish asthma and diabetes.
It will take weeks, rather than being instantaneous, but they can be cured.
••••• Very serious diseases, like AIDS, cancer, and heart disease are now curable.
Even the most brutal injuries can be healed in a few weeks, so long as they don’t involve acid, fire, or supernatural sources.
With sufficient effort, even genetic defects can be healed.
This, however, requires constant care for weeks or months, and exhausts the healer and causes them to suffer +1 or +2 difficulty on all non-Healing dice pools while caring for the patient.
••••• • The greatest of healers can do things that lesser students of the Path can only dream of.
Any toxin or illness whatsoever can be cured at this level, though it still takes immense effort.
Bashing and lethal damage can be healed instantly at this level, though it requires 2 successes per point of bashing and 3 per point of lethal, as well as a Willpower spent for each lethal point.
Finally, the healer can even handle supernatural trauma, such as aggravated damage, causing it to heal 50% faster if they can achieve 5 or more successes.
This requires the expenditure of a Willpower point and the Path roll is at difficulty 8.
Sample Rituals
• Healing Sleep: With a Healing roll at difficulty 6, the patient falls into a deep sleep for 10 minus the number of successes hours.
During that time, they sleep deeply and restfully, and they can relax and recover.
At the end of this period, all bashing damage is healed and a point of Willpower is regained.
•• Mike’s Cure-All: A specific formulation (from Chicago’s infamous speakeasies) of an ancient rite, the Cure-All will flush all the toxins from the patient’s body, including drugs, poisons, and alcohol.
This will occur in many ways, dependent upon the sort of toxin and how potent it is, but vomiting is often an essential component.
Though damage already done is unaffected, the toxin’s effects stop if the healer can achieve more successes than the Toxin Rating (and their ranking is high enough).
This version cannot affect the Vitae in a ghoul, but there is a legendary version of it, as difficult as Revive, which may be able to.
•• Wakey-Wakey: Sometimes, a Healing Sleep isn’t what’s needed, the patient is already unconscious and needs to wake up and move.
Even magically induced sleep can be broken by this ritual, if the healer can achieve more successes than the caster of the sleeping spell did.
Normally the ritual has difficulty 6 and a single success suffices, but more are needed for those who are drugged.
Source:
Sorcerer: Revised EditionHellfire
Not actually tied to the powers of darkness, the Path of Hellfire draws instead from the purest, most primally destructive of forces.
Because it is so often mistaken for a power that is actually evil, sorcerers who specialize in Hellfire (at least, mystic ones) are often believed to be Infernalists.
Scientific sorcerers have an easier time, because most people assume that the power is in the weapon, rather than coming straight from the depths of hell.
This Path doesn’t always appear as fire, though that is the most common manifestation.
Any sort of destructive energy can occur, including blasts of light, electricity, death lasers, and even more general destructive forces like earthquakes and decay can be called up with it.
The sorcerer using this Path should remember, however, that nothing is more dangerous than a little bit of knowledge and power, and if used injudiciously, it will eventually give them problems of their own.
Cost
One Willpower
Roll
Dexterity + Ability
Modifiers
-1 to -3 for a nearby source of whatever sort of energy is being used.
Time
One turn for spells
Duration
Instant
Cost of Failure
As the roll combines both targeting and damage, failure either malfunctions or simply misses, whereas a botch causes whatever damage the sorcerer was attempting to accomplish to rebound back on them.
Aspects
Damage
For each success allocated to damage, two dice of Lethal damage are done.
An additional two successes can convert the damage to Aggravated, as can the expenditure of a point of Mana.
Area
X A single target
• Roughly 3 square feet
•• Roughly 10 square feet (which can be arranged vertically to create a wall of fire)
••• Roughly 15 square feet
•••• Roughly 20 square feet
••••• Roughly 50 square feet
Range
X Touch Only, the caster needs to also make a Dexterity + Brawl roll, which can do regular brawl damage in addition to the damage from Hellfire
• Less than 10 feet
•• Less than 25 feet
••• Less than 50 feet
•••• Less than 150 feet
••••• Less than 500 feet
Special
These special effects are not just cosmetic and require purchasing.
They can be bought with freebies or experience points at the cost in successes + 1 and each is separate.
When casting, the sorcerer chooses which, if any, to include.
- Earthquake: The sorcerer cracks the ground open so that it attempts to engulf and crush the target.
The target must make an extended Strength roll against difficulty 6 and gain more successes than damage done to them to break free.
This cannot be made to do aggravated damage. - Lightning: While the Path may strike with electricity normally, this effect takes advantage of conductivity.
If the target is touching anything conductive, then anyone else touching that object will suffer the same damage as the target does. - Decay: While this effect causes no damage to living targets, it will rust, decay, warp or rot anything they are wearing or carrying.
It will destroy roughly three pounds of material per success (magical objects are more resistant, though) and those things will have been destroyed within 2-3 turns. - Dust Storm: Must have at least three successes allocated to Area.
This effect brings up a cloud of dust, blinding everyone in the targeted area for one turn per health level of damage taken. - Sleet: The attack takes the form of sudden freezing water and ice across the area.
In addition to the damage, for one turn per success on the roll, the area is slippery (+1 difficulty to all Dexterity rolls) and those caught in it have their vision obscured (+1 difficulty to all tasks requiring sight).
This cannot be made to do aggravated damage. - Smoke: Must have at least three successes allocated to Area.
A billowing cloud of smoke emanates from the caster to cover the targeted area.
Everyone within the area takes one level of lethal damage per turn (unless they have protection or no need to breathe).
The cloud lasts for one turn per damage dealt, and it completely obscures all vision, including most supernatural vision, in the meantime.
Associated Spheres: None
Source:
Sorcerer: Revised EditionMana Manipulation
Some sorcerers have a natural ability to work with mana (represented by the Technê background), but others study it and train to use it.
This Path focuses on more complex uses of mana, and some powers that will allow its use even without Technê.
Through the powers of this Path, a sorcerer learns to detect and manipulate the flow of mana in a variety of ways.
This Path rarely goes by the name “Mana Manipulation.”
It is usually processed more fully through the lens of their Practice.
Often it goes by names like Geomancy, Feng Shui, Channeling Ley Lines, etc.
The Path, more than any other, is shaped by the views of the sorcerer and the tools that they use to perform it.
Cost: 1 Willpower
Roll: Manipulation + Ability
Modifiers: -1 difficulty near a Node
Time: One turn per level
Duration: Varies
Cost of Failure: While on failure, nothing happens, a botch results in burns, a number of levels of bashing damage (unsoakable) equal to the rank of the spell.
Effects:
- The sorcerer can detect concentrations of Mana.
With a brief meditation or invocation, they can find anything and anywhere that it (or similar substances) have gathered.
This includes Mana, but also Quintessence, Vitae, Essence, Nodes, etc.
If they score at least three successes, then they also get hints of the resonance.
- Now the sorcerer can see magical energy directly.
They can determine if someone is using magic (broadly construed) near them, and even determine how potent a concentration of magical energy is.
Furthermore, they can detect disrupted magic, including blocked chi, curses, and other negative effects.
- While before they could detect when something is disrupted, now the sorcerer can alter and obstruct mana flows themselves.
They can block flows, causing Nodes to go dormant (for one turn per success), they can push it around, causing it to flow in a different direction or along a different path, and they can even store a single point of Mana in an object, albeit briefly.
- The ability to manipulate mana gets substantially more fine-grained.
The sorcerer can now increase the amount of mana that they can store temporarily, draw mana directly from a place of power, or even draw it directly from others, stealing their vitality.
When drawing from a place of power, each success grants the sorcerer a point of mana they can use the next turn.
Drawing energy out of a person is point-for-point with other sorcerers, but two successes for one point with other supernatural beings, including Essence from spirits, Gnosis from werewolves and Quintessence from mages.
Drawing the energy away from anyone, including completely mundane people, has no health effects immediately, but will cause long-term health problems if repeated, and can cause some long-term benefits if used to infuse energy into them rather than take it away.
- With mastery of this Path, mana can be used to create a magical “shield.”
This spends mana to decrease countermagic difficulties.
Other things that the sorcerer can do include blocking the use of mana (each success cancels out a point of mana being used by an opponent, two successes can cancel Quintessence, Essence, Gnosis, etc.).
At this level, the sorcerer can even alter the resonance of mana, with one success weakening it, three successes canceling it out and five or more allowing the sorcerer to reverse the resonance.
- Legendary sorcerers can call up a surge of magical energy in an area.
For a few moments, mana becomes available, with successes spent on number of turns and number of points of mana per turn.
Anyone who can access mana can access this source, but it’s dangerous.
For each success on magic channeling this mana, the sorcerer takes one level of bashing damage in burns.
Sample Rituals:
- Infusion: While a spell can only store a single point.
Source:
Sorcerer: Revised EditionMind Shields
Many psychic Phenomena and sorcerous Paths allow the invasion of other minds. Telepaths can read your thoughts, Psychic Vampires can feed on you, Alchemy can brew truth serums, and Oneiromancy can invade dreams. And of course, there are far, far worse things in the world than psychics and sorcerers. Vampires have Dominate, mages have the full and unbridled power of the Mind sphere, and that’s before worrying about what wraiths and changelings can do to an unguarded mind.
So some psychics either naturally have or train themselves to have mental defenses. Their minds are arranged in some way that makes them harder to attack. Depending on the psychic, though, this can take the form of being disciplined to the point of being able to force the invader out, thoughts that are too chaotic to make sense of, or even just a projection of a blank state where nothing, useful or useless, can be read.
This only affects mental attacks. A Mind Shield is useless against Pyrokinesis, for instance: no hope that an exceptionally ordered mind can just ignore a fireball! So any psychic power that stays outside of the mind works as normal. For those occasions when the psychic wants to allow access, they can lower their shields, but this leaves them vulnerable to others and to betrayal. At level three, however, the psychic can tell when an intrusion is friendly or hostile, and can selectively allow the friendlies in while maintaining their defenses.
When the psychic with a Mind Shield is mentally attacked, they make their roll and successes are subtracted from the successes on the attack’s roll, which fails if the difference is less than the number of successes required by the action. If the defender would normally get some kind of defense, such as a Willpower roll, the Mind Shield dice are added to that defense.
Roll
Against arbitrary mental attacks, the psychic rolls their Mind Shields rating at difficulty 6. Against other psychics, they roll twice as many dice.
Time
Instantaneous
Duration
Instantaneous
Associated Spheres
Mind
Source:
Sorcerer: Revised EditionOneiromancy
As often as spirit worlds appear in tales of sorcerers and shamans, dream worlds may be even more common.
Powerful sorcerers are often reputed to be able to enter the dreams of others and manipulate them.
The most powerful of all can even take things that exist only in dreams and bring them into the waking world.
Naturally, these powers are also often associated with the Fae, and sorcerers who can deal with them when they become problems invariably have the ability to confront them on their own ground.
Walking dreams can be an extremely powerful ability for one simple reason: almost everyone dreams.
Few people naturally don’t dream, and at times, some mages have caused themselves to not dream, but this is extremely rare.
Most people don’t even think to shield their dreams from invasion, assuming that they’re safe in their own home at night.
The dreamwalker or dreamweaver can view, interact with, and craft these dreams to order, though, giving horrific nightmares to their enemies that will haunt them through their waking hours, and giving pleasant, restful nights to their allies, and that’s on top of the intelligence gathering potential of seeing the dreams of others.
Note that an unwary Oneiromancer who targets someone with the Nightmares Flaw may be in for a nasty surprise as the dreams are harder to control and decidedly unfriendly!
Cost
None
Roll
Wits + Ability
Cost of Failure
Botches tend to introduce the Oneiromancer to the concept of a Nightmare Realm.
Their own subconscious takes control, throwing fears and memories at the sorcerer that may look a lot like a Harrowing as described in Wraith: the Oblivion.
Aspects
Distance
X The sorcerer must be in direct physical contact with the target
• Must have knowledge of the target’s True Name
•• Must have some body part, including blood, hair, nail clippings, urine, etc., and it must be unmixed with other substances
••• Prized possession of the dreamer
•••• Any possession of the dreamer
Effects
X The oneiromancer can touch the dreams of others, seeing disjointed images, distorted by the subconscious.
These dreams may be interpreted from the shattered fragments, giving the sorcerer some insight into the target’s nature, past, goals or fears.
• The oneiromancer can now actually enter dreams, though they lack much in the way of control.
They are integrated into the narrative, given a role that fits the dream.
Though small changes are simple (conjuring an object that is thematically related to the dream would require a simple roll for the Path at difficulty 6), larger changes are difficult (difficulty 8 with multiple successes required), and the sorcerer cannot yet change the larger narrative of the dream, only make small changes.
The larger changes will even fade as the dream asserts itself unless the sorcerer focuses on maintaining them.
•• The sorcerer can now hold themselves separate from the dream while still observing it clearly.
When entering, they can banish or create nightmares and fantasies.
The oneiromancer has enough control to create pleasant dreams to help the target regain Willpower or to create horrors that will mimic the Nightmares Flaw for the night.
••• The sorcerer can now send dreams to the target that will repeat (once per success), divided over however many nights they choose.
Sending the dream without entering is much safer, but the sorcerer must be careful not to overdo things and tip off their target to the effect.
•••• A master of Oneiromancy can bring people into a shared dream.
Though they can’t directly craft the dream, as the initial version will be some strange merging of their separate dreams, they can influence it after that (using the lower levels of this Path) allowing them to guide and manipulate their targets.
••••• Legendary dreamweavers no longer are restricted to the realm of dreams.
At this rank, they can physically enter the Dream Realm, walking from dream to dream almost at will.
They can even bring items (and sometimes living things!) out of the dream and into the real world, though they will tend to fade, often unpredictably, without being maintained.
Associated Spheres: Mind
Source:
Sorcerer: Revised EditionPrecognition
Precognition is one of the rarest psychic abilities and also one of the most sought after. It allows the psychic to see the future, sometimes even accurately. No psychic ever achieves perfection, partly because the future is unknowable and only probabilities are possible. The most accurate and famous precogs specialize in tracing these probabilities and understanding how to find the future that is most likely to come to pass.
Cost
One Willpower
Roll
Perception + Awareness
Cost of Failure
The character receives a vision of something wildly incorrect, but is supremely confident in it when they botch a Precognition roll. On a Danger Sense roll, the character is distracted inconveniently.
Effects
* Intuition - The character rolls Precognition and they are more likely to guess something correctly. This is not a terribly accurate guess, and tends to work on simple things, like random drawing, but can work in complex situations like matchmaking. The more successes they achieve the more accurate, though 100% is never achievable.
- Insight - The psychic can now induce dreamlike visions of the future. They require interpretation (usually through Enigmas) and are highly symbolic. Though it will always remain a metaphorical explanation of the future, more successes will make the vision more accurate.
- Danger Sense - Unlike other powers, this one is passive. A roll is made when the psychic is in danger, though it is suppressed by Anti-Psychic and some other supernatural abilities. The number of successes determines how much the character knows about a source of danger:
* 2 successes: The character knows what to do to avoid the danger
* 3 successes: Additionally, the character knows the source of the danger
* 4 successes: The character also has a full turn of warning
* 5 successes: The character also gains a psychic impression of the person responsible for the danger and will recognize them
- Show Me the Cards - The character can now achieve a near-perfect view of the short-term future. Each success allows them to see one turn into the future, and they get information that is accurate based on the time of the Precognition (events the precog does differently can change them in response).
- Clear Vision - The precog can now predict, with high accuracy, the distant future. The character can see the most probable future of themselves, the immediate surroundings, or of a person or object touched. The following table describes how far they can see based on their successes:
* 2 successes: One Day
* 3 successes: One Week
* 4 successes: One Month
* 5+ successes: One year, plus one year per additional success
Associated Spheres: Time
Source:
Sorcerer: Revised EditionPsychic Healing
Some psychics are gifted with the power to heal.
This is rare, and such psychics often have to keep their powers hidden, as there are many who would want to take advantage of them.
The healer also often has problems with the medical establishment, who are not particularly friendly towards what appear to be faith healers or anyone practicing medicine without a license.
However, most psychic healers consider it all to be worth it, given the miracles they can perform.
Cost
One Willpower
Roll
Perception + Empathy
Cost of Failure
Botching this power can be especially dangerous to both the patient and the healer.
Sometimes the error will heal the injury incorrectly (for instance, fusing bones out of alignment), other times it will make the condition worse, and sometimes it will even cause the psychic to take on the injury, as with Empathic Healing, but won’t even heal the patient!
Effects
* Diagnosis: Though not nearly as flashy as later powers, this one is at the root of Psychic Healing’s effectiveness.
It doesn’t allow the psychic to make any changes at all to their target’s body, but it does allow them to see exactly what is wrong with them.
Some doctors have this power and don’t even realize it, giving accurate diagnoses and therapeutic regimens based on spotty and incomplete information.
If the psychic does provide medical care, then their Medicine roll gains additional successes for each success on Diagnosis.
* A Good Night’s Sleep: Any doctor knows that a good night’s sleep is essential to healing.
At this point, the psychic can give a patient the benefit of sleep in a single minute of effort.
They must touch the patient, and then roll.
If they succeed, the patient feels rested and the “night” counts towards healing as though the damage were two levels lower.
With at least three successes, the patient may regain a point of Willpower.
* Basic Healing: The healer can now directly heal injuries rather than merely act as a skilled medical professional.
Each success can heal one level of Bashing damage in the patient, and two successes can reduce the toxicity level of a toxin or disease (at most Level Three) by one.
* Triage: While before, the psychic could heal blunt force trauma, now broken bones and more serious injuries are possible, as well as deadlier diseases and toxins.
Each success can heal up to one Lethal damage or reduce the toxin level by one for any toxin of at most Level Four.
Each wound level or toxin level does require about ten minutes of work.
* Psychic Surgery: The psychic can now just reach into the patient and pull out the sources of problems, like infections or even tumors.
This takes 10 minutes times the level of the disease or toxin, but afterwards it is gone.
The healer can also use this power to pull out healthy tissue, causing one level of unsoakable aggravated damage per success, but as it takes so long, it is worthless in combat.
Associated Spheres: Life
Source:
Sorcerer: Revised EditionPsychic Hypnosis
Lacking the sheer power of Dominate or the Mind Sphere, psychics have to resort to different techniques to control the minds of others. Hypnosis is one of the subtlest of these techniques, and one of the safest. However, with time and effort, the hypnotist can achieve dramatic acts of brainwashing, competing with vampires and mages in their own way.
Cost
One Willpower
Roll
Manipulation + Expression
Time
Inducing a trance for rank 1-3 powers requires five minutes and for the rank 5 power requires ten minutes.
Cost of Failure
One major benefit of Psychic Hypnosis is that a botch only prevents the use of Hypnosis on the subject for the next day.
Effects
• Trance State: Any willing subject can be placed into a hypnotic trance with this power. While in this state, their memories are clearer and more easily accessed, surprising amounts of body control are possible, and the subject of the trance becomes relaxed. The trance is broken if the subject is shaken or disturbed in any way. Because this power can be used on the psychic themselves, it is very popular for psychics who need perfect recall.
•• Sideshow Suggestion: The psychic may now give commands to a subject who is in a trance. The subject will follow any command they would not normally have any problem with doing. The additional control of their body that the trance provides allows the subject to walk over coals, use less oxygen, ignore wound penalties and more. Furthermore, the hypnotist can make the subject forget the actions they performed while in the trance. The difficulty is 6 for simple commands, 7 for embarrassing commands and forgetting actions, and 8 to ignore pain. The subject will now remain hypnotized until the hypnotist commands them to wake up.
••• Delayed Action: Now the hypnotist can implant commands to be performed after the subject wakes from the trance. These commands are programmed to happen at a specific time, rather than immediately. The specifics of the commands are like in Sideshow Suggestions, but the difficulty is one higher. Each condition for triggering the command requires a success.
•••• Fast Trance: At the cost of an additional point of Willpower, the hypnotist can put their subject into a trance in a single turn, rather than five minutes. The subject is entranced for one round per success.
••••• Manchurian Candidate: This power allows the psychic to perform substantial brainwashing on their subject. The trance takes longer to induce at ten minutes, and then the psychic must spend an hour carefully inserting each command that they want their subject to perform. These commands can be anything, and can involve the subject’s death if the hypnotist so chooses. Each command requires the hypnotist to spend two Willpower and roll Manipulation + Leadership (difficulty 7 for commands violating the subject’s ethics, difficulty 9 for commands leading to death) in addition to the roll to use this power.
Associated Spheres: Mind
Source:
Sorcerer: Revised EditionPsychic Invisibility
Description: The ability to become invisible to others.
Cost: One Willpower
Roll: Wits + Stealth
Duration: As long as the psychic maintains the effect.
Effects:
• Hide: Remain completely still to remain unnoticed.
•• Slow Movement: Move slowly without drawing attention.
••• Invisibility: Move normally unless directly observed.
•••• Selective Invisibility: Be invisible to some people but not to others.
••••• Forget You Ever Saw Me: Make a group of people forget seeing the psychic.
== Psychic Invisibility ==
While some mages take advantage of Arcane to walk unnoticed through society, psychics can make use of this Phenomenon. A sort of mass hypnosis, it projects “don’t notice me” into the minds of everyone nearby. It isn’t true invisibility: the psychic still shows up on cameras and electronic surveillance equipment in general, animals are unaffected because their minds are so different, etc. Even some people might shrug it off because they can tell something is wrong indirectly. Those looking for something amiss can roll Perception + Stealth against the psychic’s roll, and if they have more successes, they can see the psychic with no difficulty.
The number of successes on the roll determines how thoroughly hidden the character is: one success makes the characters still noticeable but people will tend to avert their eyes, whereas with three or more successes almost no one will notice them. Mind Shields, of any sort, do protect against this. The levels of this power dictate how the psychic can behave and still remain hidden, and at the higher levels, they can interact with select others and even disappear from memories.
Cost: One Willpower.
Roll: Wits + Stealth
Duration: As long as the psychic actively maintains the effect (this counts as an action).
Cost of Failure: On a botch, the psychic instead sends out a “look at me!” signal to everyone in the vicinity.
Effects
• Hide: The character must remain completely still to remain unnoticed. If they move, speak, or do anything else, the effect ends.
•• Slow Movement: Now the psychic can move while maintaining their invisibility. However, they can only move slowly, and cannot do anything that would draw attention to them while maintaining the effect.
••• Invisibility: Now the psychic can walk and behave normally, so long as they are not attempting to disappear while being directly observed.
•••• Selective Invisibility: At this level of control, the psychic can be invisible to some people but not to others. This requires a Wits + Empathy roll (difficulty 7) and each success allows another person to see them while everyone else is fooled by the Psychic Invisibility.
••••• Forget You Ever Saw Me: At the peak of power, the invisible psychic is able to make a group of people forget seeing them. The group’s highest Perception + Alertness pool is rolled (at difficulty 7) against the psychic’s roll. If the psychic gets a single success more than the observers, they simply vanish from view. If they get at least three successes more, they not only vanish but the observers forget the psychic was there, losing memories one turn back for every two successes.
Associated Spheres: Mind
Source:
Sorcerer: Revised EditionPsychic Vampirism
Description: Allows the psychic to feed on the emotions of others.
Cost: Not specified
Roll: Not specified
Effects: The psychic vampire becomes a predator, feeding on the emotions of their prey. It is particularly effective against vampires, with a -2 difficulty to target them.
== Psychic Invisibility ==
While some mages take advantage of Arcane to walk unnoticed through society, psychics can make use of this Phenomenon. A sort of mass hypnosis, it projects “don’t notice me” into the minds of everyone nearby. It isn’t true invisibility: the psychic still shows up on cameras and electronic surveillance equipment in general, animals are unaffected because their minds are so different, etc. Even some people might shrug it off because they can tell something is wrong indirectly. Those looking for something amiss can roll Perception + Stealth against the psychic’s roll, and if they have more successes, they can see the psychic with no difficulty.
The number of successes on the roll determines how thoroughly hidden the character is: one success makes the characters still noticeable but people will tend to avert their eyes, whereas with three or more successes almost no one will notice them. Mind Shields, of any sort, do protect against this. The levels of this power dictate how the psychic can behave and still remain hidden, and at the higher levels, they can interact with select others and even disappear from memories.
Cost: One Willpower.
Roll: Wits + Stealth
Duration: As long as the psychic actively maintains the effect (this counts as an action).
Cost of Failure: On a botch, the psychic instead sends out a “look at me!” signal to everyone in the vicinity.
Effects
• Hide: The character must remain completely still to remain unnoticed. If they move, speak, or do anything else, the effect ends.
•• Slow Movement: Now the psychic can move while maintaining their invisibility. However, they can only move slowly, and cannot do anything that would draw attention to them while maintaining the effect.
••• Invisibility: Now the psychic can walk and behave normally, so long as they are not attempting to disappear while being directly observed.
•••• Selective Invisibility: At this level of control, the psychic can be invisible to some people but not to others. This requires a Wits + Empathy roll (difficulty 7) and each success allows another person to see them while everyone else is fooled by the Psychic Invisibility.
••••• Forget You Ever Saw Me: At the peak of power, the invisible psychic is able to make a group of people forget seeing them. The group’s highest Perception + Alertness pool is rolled (at difficulty 7) against the psychic’s roll. If the psychic gets a single success more than the observers, they simply vanish from view. If they get at least three successes more, they not only vanish but the observers forget the psychic was there, losing memories one turn back for every two successes.
Associated Spheres: Mind
Source:
Sorcerer: Revised EditionPsychokinesis
One of the most well-known Psychic Phenomena, Psychokinesis, also called Telekinesis, is the ability to move objects with only the power of the mind.
With practice and skill, a psychic can move a feather without crumpling it, weave thread, or even knock someone so hard they go flying across the room, all without lifting a finger.
Psychokinesis requires some focus, but not so much that the user can’t do other things while using it, though it counts as multiple actions.
After the duration of the power, the psychic may spend another Willpower and make another roll to attempt to renew it without losing control in the middle.
Cost
One Willpower
Roll
Wits + Athletics
Duration
The psychic’s control lasts for one turn per success.
Cost of Failure
On a botch, the psychic has completely exhausted themselves. They lose an additional Willpower point and can take no further actions for the scene.
Effects
• The psychic’s hold is at an equivalent of Strength and Dexterity 0, and can move an object up to 5 + Wits meters per turn.
•• Strength and Dexterity are now 1, and the object can be moved at 7 + Wits meters per turn.
••• The object is moved as though with Strength and Dexterity 2, and can travel at 9 + Wits meters per turn.
•••• Mental Strength and Dexterity are now 3, and the object moves at 11 + Wits meters per turn. Notably, at this level, the psychic can levitate themselves (regardless of their weight). Flying in this way can only be done at walking speed, however, due to the concentration needed.
••••• A master of Psychokinesis has a functional Strength and Dexterity of 4, and can move objects at 13 + Wits meters per turn. Furthermore, they can move two objects at a time, and when flying, can move at a running pace.
Associated Spheres: Forces
Source:
Sorcerer: Revised EditionPsychometry
Description: The ability to read psychic residues left on objects by people.
Cost: One Willpower
Roll: Perception + Empathy
Modifiers: Difficulty decreases with higher Resonance levels.
Effects:
• Read the Resonance of an object and recent events tied to strong emotions.
•• Get impressions of events a few days old.
••• Impressions from a few weeks back, with clearer details for recent events.
•••• Impressions from any time in the object's history.
••••• Perfectly clear pictures of recent events, forming a psychic link with the object's owner.
Psychometry
Psychometry is one of the harder to control Psychic Phenomena. When touching something with a particularly strong psychic residue (3 or more points of Resonance, for example) the psychic makes a reflexive roll and may be forced to visualize some random event connected to that residue. As a result, many psychometers avoid exposed skin, wearing long sleeves and gloves, regardless of the weather.
Cost: One Willpower
Roll: Perception + Empathy
Modifiers: -1 difficulty if Resonance at least 3, -2 for 4 and -3 for 5.
Cost of Failure: Instead of whatever they are attempting to see, when a psychometer botches they see an unrelated event, but a terrible one that just witnessing is unpleasant or traumatic, that is connected to whatever they were touching.
Effects:
• Even the least skilled psychometer can read the Resonance of an object by handling it. With at least three successes, they can also get impressions of recent events connected to strong emotions. The event must be both tied to strong emotions and recent, within the last few hours, for it to be seen.
•• At this point, the psychic can get impressions of events that are a few days old. Alternately, for events in the last few hours, they can get a somewhat clearer picture, at least of the person with the strongest tie to the object who was involved.
••• The time frame for impressions is pushed out to a few weeks, with a few days giving the information about the most connected person. For events in the past few hours, though, the psychic now gets a dreamlike vision of the event. It’s not perfectly clear, but the person most connected to the object can be somewhat identified: approximate age, emotional state, some personality traits, and what they were feeling at the time of the incident.
•••• The psychic can now get impressions from any time in the object’s history. The image for an event in the last few hours becomes crystal clear, as though witnessing it firsthand (from the perspective of the object) and others improve as well.
••••• The psychic now gets a perfectly clear picture of any event the object was present for in the last week, whether or not there is a strong emotional tie. Going further back improves as well, with the owner at any given time’s emotional state readily accessible. In fact, this connection is strong enough to form a psychic link, giving a -2 difficulty to use any psychic power on the owner of the item going forward.
Associated Spheres: Mind, Time
Source:
Sorcerer: Revised EditionPsychoportation</>
Description: Teleportation from one place to another without passing through the intervening space.
Cost: One Willpower point
Roll: Perception + Alertness
Effects: The psychic can carry up to 100 pounds of material. A botched roll can result in the psychic taking 6 levels of bashing damage.
Cost: One Willpower point
Roll: Perception + Alertness
Effects: The psychic can carry up to 100 pounds of material. A botched roll can result in the psychic taking 6 levels of bashing damage.
Psychoportation
This power allows a psychic to travel from one place to another without visiting the intervening space.
They simply disappear from one place and then reappear in another.
How this works is mysterious, but most of the psychics who do it don’t particularly care.
They only care that they can get where they’re going very, very quickly.
When the psychic teleports, they can carry a reasonable load of personal possessions with them.
No psychic has ever been recorded successfully transporting more than about 100 pounds of materials.
Whenever this is attempted, a feedback loop of some sort occurs causing the psychic to take 6 levels of bashing damage.
Cost: One Willpower point
Roll: Perception + Alertness
Time: Instantaneous
Cost of Failure: On a botch, the psychic ends up inside a solid object, taking 8 dice of Aggravated damage and the same to the object teleported into.
Alternatively, the psychic ends up somewhere wildly different than their intended location, often leaving behind valuable equipment and even their clothing.
Effects
- Short Hop: The teleporter can appear 12 + Intelligence meters from where they started.
Through some means, they must be able to perceive their destination.
- Simple Jump: Exactly like Short Hop, but with range 20 + (3 x Intelligence) meters.
- Long Jump: Similar to Simple Jump, though the distance is now 40 + (6 x Intelligence) meters and it can be doubled by spending a full turn in concentration to prepare.
- Very Long Jump: Exactly as Long Jump, though range is now 80 + (12 x Intelligence) meters.
- Blind Jump: Finally, with this power, the psychic no longer needs to be able to see their destination, but can teleport to places they are familiar with.
This requires that they spend a scene memorizing a location and spend a point of Willpower.
These locations must be stationary.
Associated Spheres: Correspondence
Source:
Sorcerer: Revised EditionPsychokinesis
Description: The ability to move objects with the mind.
Cost: One Willpower
Roll: Wits + Athletics
Duration: One turn per success
Effects:
• Strength and Dexterity equivalent to 0, move objects up to 5 + Wits meters per turn.
•• Strength and Dexterity 1, move objects up to 7 + Wits meters per turn.
••• Strength and Dexterity 2, move objects up to 9 + Wits meters per turn.
•••• Strength and Dexterity 3, move objects up to 11 + Wits meters per turn, can levitate themselves.
••••• Strength and Dexterity 4, move objects up to 13 + Wits meters per turn, can move two objects at a time, can move at a running pace while flying.
== Pyrokinesis ==
One of the most famous powers beyond Psychokinesis and Telepathy, Pyrokinesis is the ability to light things on fire with only the power of the mind. Just by concentrating, a pyrokinetic can ignite flammable material…and at high enough temperature, virtually everything is flammable.
The flame conjured is supernatural, so long as it remains “held” by the pyrokinetic. Once released, though, it is fully natural fire that need fuel and oxygen. The pyrokinetic has no immunity to their own flames once released, and many a pyrokinetic has died, misjudging their flames.
In all cases, the damage done is Aggravated, but it can be soaked by normal humans, as per M20 page 436.
=== Cost ===
One Willpower
=== Roll ===
Manipulation + Meditation
=== Modifiers ===
+1 if the target is wet, +1 if it is extremely cold
=== Cost of Failure ===
On a botch, the pyrokinetic loses control of their flame. The highest level effect of Pyrokinesis that they are capable of is triggered and engulfs them.
=== Effects ===
- Candle: The pyrokinetic can create roughly a candle’s worth of flame. This flame will naturally grow or die based on circumstances, but will not do more than 1 health level of damage per turn and can be soaked at difficulty 3.
- Palm of Flame: Filling their palm with fire, the pyrokinetic can then unleash it at some target (requiring a Dexterity + Athletics roll to hit) or they can grab hold of it (Dexterity + Brawl if the target is living and resists). This flame causes one level of damage per turn, and can be soaked at difficulty 4.
- Fireworks: Now the pyrokinetic can fire off bursts of flame, like fireworks. These bursts can be created at Willpower x 10 meters distance. These bursts will do two levels of damage per turn, and can be soaked at difficulty 5.
- Pyrotechnics: The pyrokinetic can now control the path and the shape of the fire that they create. They must roll each time they want to change these things, and the difficulty depends on the size of the flame (4 for a torch, 6 for a bonfire and 8 for an inferno) as well as how complex the action is (+1 difficulty to make gaps or spread a fire, +3 to dampen it). If they choose to create shapes in the fire, the difficulty can range from 5 to 9, depending on the complexity. This fire will cause 2 health levels of damage per turn and is difficulty 7 to soak.
- Inferno: Now fires can be created up to Willpower x 15 meters away from the pyrokinetic, and it can be quite massive. Two successes can create a bonfire while three can engulf a room in flame. Not only are these flames large, but they are also extremely hot, causing three levels of damage per turn and can only be soaked at difficulty 9.
=== Associated Spheres ===
Forces
Source:
Sorcerer: Revised EditionShadowcasting
To a shadowcaster, shadows are not merely the absence of light, but are a thing unto themselves.
Rare under most circumstances, many Fellowships consider Shadowcasting to be a Left-Handed Path, uncouth at best and a sign of evil at worst.
Despite this, it has no ties to the Infernal, and is simply a Path that disturbs those who haven’t studied it…and sometimes those who have.
The shadowcaster learns to manipulate and conjure up shadows.
This allows them to tap into the primal fear of the dark that lies in all humans, and even in many other creatures.
The ability to manipulate the shadows also allows them to hide more easily, making it perfect for sorcerers who use their powers for espionage.
At the peak of power, almost exclusively existing in legends, is the power to make shadows physical.
Cost: One Willpower
Roll: Manipulation + Ability
Cost of Failure: Botching when attempting to control shadows brings out the question of who is truly in charge, the sorcerer or the shadows?
Botching can inflict the negative emotions on the caster rather than on targets.
In the worst cases, shadows come into existence in impossible places, and the shadowcaster may be pulled into them to someplace else…and possibly never seen again.
Even those who return are never quite the same.
Effects
- Within a single room, the shadowcaster can deepen the shadows.
They don’t get larger, just darker.
The shadowcaster can also make them transmit a feeling of unease or spookiness.
In a poorly lit area, this can be used to add one die to Stealth rolls.
- The sorcerer can shape shadows in the area, hiding themself and muffling any sounds they make.
Their appearance becomes indistinct and their voice takes on an eerie quality.
All of this adds two dice to Arcane, disguise, Intimidation and Stealth rolls.
When used on someone else, they will start to see strange things out of the corners of their eyes that dissolve whenever they try to look at them.
To avoid hesitation and fumbling, the target rolls Willpower (difficulty is the number of successes rolled) or they will at least reconsider whether they want to be in this darkened area.
- The shadowcaster can mute color in the area, dampening sound to whispers or else amplifying it to sound like screams of terror.
Anyone affected must roll Willpower with difficulty two more than the number of successes or else suffer -1 die on all tasks and an overwhelming desire to be elsewhere.
The caster may add 3 dice to attempts to conceal themself or others.
- When cloaked in shadows, the shadowcaster not only adds 4 dice to Arcane, Intimidation and Stealth, but camera and other recording devices will fail.
Operators may attempt an Intelligence + appropriate ability roll to keep them going, though they are almost always difficulty 8.
Anyone confronted by these shadows must make a Willpower roll at difficulty 8 or else suffer a -2 dice penalty on all tasks, and if relevant, make frenzy checks.
- The shadows that the caster controls can become truly nightmarish.
Anyone engulfed in them makes a Willpower roll at difficulty 8, and if they fail to get 3 or more successes, they are rendered useless, shivering wrecks for several turns by what they see.
Anyone who had a phobia of darkness or enclosed spaces will not fully recover without significant psychiatric help.
Recording devices fail automatically, and the caster is functionally rendered invisible in the shadows.
- Legendary shadowcasters can turn their terrifying shadow creations solid.
These solid shadows, often tentacles, chains, or the like, have Strength equal to the number of successes rolled, divided among the constructs.
They aren’t extremely durable, however, and bright light will weaken them and sunlight destroys them utterly.
Alternately, in bright conditions, the shadowcaster can find and enhance darkness.
Even the sun on a cloudless day at noon will at least dim, though only in a small, enclosed area and only temporarily.
Associated Spheres: Forces, Mind
Source:
Sorcerer: Revised EditionShapeshifting
Natural shapeshifters hardly have a monopoly on taking on other forms. Sorcerers on the Path of Shapeshifting often view their bodies as completely mutable and control it through focus and study rather than sheer supernatural talent.
Key Differences
One key difference between shapeshifting sorcerers and the Changing Breeds is that sorcerers don’t have a fixed other form; they can become anything they want within the reach of their powers. Even the newest shapeshifter can make cosmetic changes to themselves, but the true master can take on fully animal forms, and legends speak of sorcerers turning into dragons and other mythological creatures.
Cost
One Willpower
Roll
Stamina + Ability
Modifiers
-1 difficulty on all rolls if the character has the Kinfolk Merit.
Duration
One Scene
Cost of Failure
Botching shapeshifting attempts can take two distinct forms. The first is to transform into something that wasn’t intended, including a more full transformation than the sorcerer wants or is normally capable of. The other is for the sorcerer to lose their mind and start to think like the animal they were shifting into the form of. This effect is usually temporary.
Aspects
Shift Scale
* X - Minor cosmetic changes like hair or eye color
- • - More noticeable changes like small claws, scales on one part of the body, or the like, or radical cosmetic changes within the range of human (though not to appear as a specific other person)
- •• - Some body part can be replaced by an animal feature: a clawed paw, a shark’s mouth, gills, etc.
- ••• - Roughly a halfway shift, either half of the body or halfway to an animal form
- •••• - Full transformation into an animal
- ••••• - The sorcerer can now take on mythic animal forms, not just natural ones.
Subject
* X – •• - The sorcerer can only target themselves
- ••• - The subject may be another person
- •••• - Two subjects may be transformed at once
- ••••• - Three subjects at once
Disparity
* X – •• - The sorcerer can only take one animal feature
- ••• - The sorcerer can mix and match two different features from different animals
- •••• - The sorcerer can make three unrelated shifts
- ••••• - The sorcerer can mix and match features completely freely
Associated Spheres: Life
Source:
Sorcerer: Revised EditionSoul Stealing
Despite having an even worse reputation than the Path of Hellfire, the Psychic Phenomenon of Soul Stealing is not an Infernal Investment, but most psychics of strong morals deeply and truly wish that it were.
With this power, the psychic is capable of destroying pieces of their target’s personality, permanently scarring them and even potentially leaving them as mere shells of who they had been.
To most psychics, sorcerers, and other sorts of supernatural beings, this is one of the worst crimes you can commit against someone else.
As such, the majority of practitioners are in some way already outside of “polite” society, whether that means they are Black Spiral Dancer kinfolk, Nephandic acolytes, or just loners who don’t care who they hurt.
Cost
1 Willpower
Roll
Willpower, difficulty is target’s Willpower + 2, with an additional +1 if the victim recognizes what’s happening (that requires Perception + Enigmas with difficulty the psychic’s Willpower) and resists.
Modifiers
Difficulty can be decreased by the highest rank of Soul Stealing used on the target by the psychic before, to a maximum of -3.
Cost of Failure
Attempting to steal someone’s soul and failing comes with terrible consequences.
The Soulstealer will sometimes have their attack rebound on them on a botch, but sometimes it will do something worse, cutting out some of their memories as they lose bits of their souls.
Effects
• Dream Invasion: Though the psychic cannot yet actively edit their victim’s mind, they can enter the victim’s dreams and act freely there, both participating in them and remembering what they see.
•• Will Sapping: This power allows the psychic to steal Willpower from their victim.
For each success, they can drain one temporary point of Willpower from the victim and take it for themselves.
••• Drain Vital Essence: For each two successes with this power, the victim’s mind is degraded to the point where they take one Health Level of Bashing damage.
This is a mental attack, and so the victim ends up listless and unfocused, with no physical signs of injury.
•••• Shift Life: Combining Drain Vital Essence with Will Sapping, the psychic can now not only drain the victim’s Health Levels (two successes each) but can convert them to extra Bruised Health Levels for the psychic.
They can also use them to heal damage done to them.
The maximum number of additional Health Levels the Soulstealer can gain is their baseline number (seven for an unenhanced human).
••••• Gnosis Theft: For every two successes, the psychic can steal one point of Gnosis from a werewolf or spirit, Quintessence from a mage, Glamour from a changeling, or Pathos from a wraith.
This resource does not return, and the psychic may still need to figure out some way to use it or else all they’ve done is remove it from their victim.
Associated Spheres: Spirit, Mind, Prime
Source:
Sorcerer: Revised EditionSpirit Awakening
Linear shamans can actually do quite a few of the things that Awakened ones do, and the Path of Spirit Awakening is usually the key to it.
One of the techniques available to shamans that gets them the most diverse outcomes is the ability to create Fetishes, Wonders that consist of a spirit bound into an object and obligated to give the user access to some of their powers.
Another is the ability to awaken the spirit of an object, so that the object can be spoken to and improved through discussions and negotiation with the spirit of the object.
The powers of this Path, however, are not automatic.
A spirit bound against its will into a Fetish will not cooperate, and an awakened object treated poorly will be disobedient.
The shaman must have some way of contacting the spirit (usually with Summoning, Binding, and Warding) and then must come to some agreement with it, in addition to the Path’s costs, before it will agree to become a Talen or Fetish.
The first two ranks, though, granting the ability to use Fetishes that have already been created, work by default unless the shaman mistreats the spirit in some way or it was bound against its will.
Cost
One Willpower and a point of mana.
Roll
Charisma + Ability
Time
At least a week for anything beyond the third dot, a day for it.
Cost of Failure
Failure to create a Fetish almost always results in an angry spirit that either believes they’ve been tricked by the sorcerer or is angered at the presumption that they should be bound somewhere.
A botch is even worse, and can result in some other spirit being bound, often antithetical to the intended purpose of the Fetish.
Effects
• The shaman may use Fetishes created by mages and sorcerers.
•• The shaman may use all Fetishes.
••• The shaman may create Talens, single-use Fetishes.
Additionally, they can awaken the spirit of small items that they create themselves.
The difficulty is 3 + the level of the Talen, rather than the usual difficulty.
•••• The shaman can create Fetishes and bind spirits to locations.
They can also awaken the spirits of complex devices like electronics, computers, and firearms.
These devices must be created by or modified significantly by the shaman.
The difficulty is 4 + the level of the Fetish, rather than the usual difficulty.
••••• The shaman may release spirits from bindings, including Fetishes.
They may also substitute creating the Fetish object themselves with at least three successes on the creation for the point of mana that it normally costs.
The shaman can awaken the spirits of large and complex devices like cars, machine tools, and statues, if they create them on their own or modify them significantly.
••••• • Legendary shamans can avoid spending mana, even when they have not created the item themselves, and can awaken the spirits in objects they have not modified or created.
Associated Spheres: Spirit, Prime
Source:
Sorcerer: Revised Edition== Spirit Command ==
•••
Your word is enough to make sure something comes, and usually, you can address it and either befriend or dismiss it. You can try to summon specific spirits at this point.
••••
You can now fully see and hear into the Umbra, and generally are respected by spirits unless you have had negative interactions with them. Some show up even without you having to call them.
•••••
You are known to the spirits of nature and the dead, and they almost always come when you call. You can harm those spirits that give you trouble and send away almost any that you want to be rid of.
••••• •
You may astrally enter the Umbra and Shadowlands. See the Psychic Phenomenon Astral Projection for details.
=== Sample Rituals ===
• Ward:
This ritual protects an area from ghostly incursion. It costs a point of Willpower and will keep wraiths out for one hour on a single success, a day on two, a week on three, a month on four, and three months on five.
• Forbiddance:
Drives a wraith from the area. The sorcerer rolls Willpower vs. difficulty 7, and successes can be canceled by the wraith spending Willpower. If the sorcerer wins, however, the wraith must stay away.
•• Seal:
Ward, but for nature spirits.
•• Banishment:
Forbiddance, but for nature spirits.
••• Gossip:
This ritual causes information to be passed quickly among the chosen contacts of the medium. For each success, one ghost or spirit the medium knows will learn the given information within the next 24 hours.
••• Dolor:
This is an enhanced version of earlier protective rituals. If the spirit attempts to fight against a Forbiddance or a Ward (or a Banishment or Seal), then a Mediumship roll is made and each success subtracts one damage from the spirit, generally taken out of Corpus or Essence.
•••• Grasp:
For seven days, the medium becomes a fetter for the targeted wraith.
•••• Command:
A minor nature spirit can be commanded to perform one small task.
••••• Distant Call:
The medium can, briefly, speak with someone who has proceeded to some afterlife and is no longer in the Shadowlands.
Associated Spheres:
Spirit
Source:
Sorcerer: Revised EditionSummoning, Binding, and Warding
Almost without question the most dangerous Path, Summoning, Binding, and Warding is also one of the most commonly studied among all sorcerers. The ability to summon creatures, living or dead, physical or spiritual, to the sorcerer is a common feature of stories of magic and of stories of hubris leading to those sorcerers falling. To succeed with this Path requires patience, research, and skill, and many sorcerers are unwilling or unable to do all three.
It is slightly incorrect to refer to Summoning, Binding, and Warding as a Path. It is actually roughly a dozen Paths bound together into four sets of three. When learned, the sorcerer must choose (or their teacher does) whether they are learning to summon and control Physical beings, Astral ones, Naturae, or Ghosts. The techniques for one may have similar appearance but require vastly different knowledge than the others, and these four specializations must all be studied independently.
Another major difference between this Path and others is that it has Aspects that can truly be set to zero. A Ward does not require a Summons, for example, and an unwary and trusting sorcerer can Summon with neither Warding nor Binding, though the three tend to be learned together.
Furthermore, there are no quick spells for this Path. All Summoning, Binding, and Warding magic is performed as rituals. Many sorcerers who focus on this Path have a place somewhere devoted to the rituals they perform, whether it is a library with a ritual circle (common for Astral), a quiet forest glade (for Naturae), or the location of a personally significant death (for ghosts).
There is, in fact, a fifth specialization (though some scholars consider it to be a further specialization of Astral Summoning): Infernal. This Path is not strictly a Dark Path but knowledge of it in most Fellowships is forbidden. It is considered an effective warning sign for Infernalism and allows the summoning of demons. Notably, books that teach the Binding aspect of this Path variant tend to be destroyed almost immediately after they come to the attention of a demon, though the rituals continue to find their way into the Tellurian, because demons are more than willing to screw each other over and sell a sorcerer the binding rituals for their rivals, though the prices are high.
Cost
One Willpower
Roll
Intelligence + Ability
Cost of Failure
The price of failure varies depending on which ritual is being performed. A failed summoning is often a minor annoyance, while a botch may get a very different being than intended. A failed warding or binding is a much bigger problem, as very few creatures are happy to be bound and surprise visitors are rarely welcome. A botched ward might even result in a summoning, while a botched binding could make the target immune to the sorcerer's powers, leaving them completely at the mercy of an undoubtedly annoyed being.
Aspects
Beings Affected
This aspect controls what sorts of beings are compelled by the Path. When summoning, they must still arrive of their own power, they are not teleported to the summoner. But a vampire in hiding who is summoned must emerge, and spirits may have to find their way from an Umbral Realm or even the Deep Umbra in a few cases.
Physical
X Simple creatures like small unintelligent animals
• Larger animals, like dogs, cats or wilder mammals
•• Humans, by type, so a plumber can be summoned
••• Specific humans, including those who are supernatural adjacent, like Kinfolk, ghouls, and sorcerers
•••• Supernatural beings like vampires or mages, by type (for an additional success, a Clan, Tribe, Tradition, etc. can be specified)
••••• Specific supernatural beings can be affected.
Astral
X The summoner can call up minor Umbrood and epiphlings
• Fairly intelligent but minor Umbrood along with the lowest ranks of angels
•• More powerful Umbrood and minor angels
••• Umbrood preceptors and lesser angels
•••• Umbrood lords and greater angels
••••• Deities and Celestines
Naturae
X Gafflings that serve powerful totems and weak elementals
• Slightly more intelligent and independent spirits
•• Reasonably powerful elementals and minor Jagglings
••• Powerful Jagglings
•••• The most powerful elementals and the actual totem spirits
••••• Deities and Celestines
Ghosts
X The newly dead, gone for only a few years at most
• Substantial ghosts who may have been haunting someplace for a decade
•• Powerful wraiths gone for a half century
••• The greater dead, gone for a century, even if they have no fetters left
•••• Ancient ghosts, perhaps a few centuries old
••••• Any ghost whatsoever, whether dead for hours or millennia
Infernal
X Minor imps from the infernal host
• Shrewd but weak bargainers
•• Demonic servitors from the lower infernal host
••• Powerful tempters such as succubi and incubi
•••• The Barons of Hell themselves
••••• The greatest of demons, including those from Demon: the Fallen can be summoned by those who know their names.
Number
For each dot in this Aspect, a summoner can affect one additional creature (or group, in the case of swarms of small animals and insects). This may be left at 0 for Binding and Warding rituals.
Warding
The affected creature loses one die to all actions when trying to act against the sorcerer. At the third rank, a warding circle can be created that the being cannot cross through mundane nor magical means.
Binding Strength
These levels are cumulative, and it should be noted that the being can resist binding by spending a Willpower point, though the sorcerer may simply reroll to cast it again so long as the binding ritual performed has not been directly disturbed.
X The being cannot directly harm the sorcerer
• The being must answer a question truthfully
•• The being must perform any one service within its power, though it can twist the intent
••• The being will follow the intention of the service
•••• The being will perform a service or answer questions posed by someone else designated by the sorcerer
••••• The being will follow the spirit of the sorcerer’s instructions
Source:
Sorcerer: Revised EditionSummon Naturae
The Summon Naturae Path focuses on summoning and controlling nature spirits, elementals, and totem spirits. This Path requires a deep connection to the natural world and an understanding of the spirits that inhabit it.
Aspects of Summon Naturae
Beings Affected
- X Gafflings that serve powerful totems and weak elementals
- • Slightly more intelligent and independent spirits
- •• Reasonably powerful elementals and minor Jagglings
- ••• Powerful Jagglings
- •••• The most powerful elementals and the actual totem spirits
- ••••• Deities and Celestines
Associated Spheres
- Correspondence
- Spirit
Cost
One Willpower
Roll
Intelligence + Ability
Cost of Failure
The price of failure varies depending on which ritual is being performed. A failed summoning is often a minor annoyance, while a botch may get a very different being than intended. A failed warding or binding is a much bigger problem, as very few creatures are happy to be bound and surprise visitors are rarely welcome. A botched ward might even result in a summoning, while a botched binding could make the target immune to the sorcerer's powers, leaving them completely at the mercy of an undoubtedly annoyed being.
Summoning, Binding, and Warding
Almost without question the most dangerous Path, Summoning, Binding, and Warding is also one of the most commonly studied among all sorcerers. The ability to summon creatures, living or dead, physical or spiritual, to the sorcerer is a common feature of stories of magic… and of stories of hubris leading to those sorcerers falling. To succeed with this Path requires patience, research, and skill, and many sorcerers are unwilling or unable to do all three.
It is slightly incorrect to refer to Summoning, Binding, and Warding as a Path. It is actually roughly a dozen Paths bound together into four sets of three. When learned, the sorcerer must choose (or their teacher does) whether they are learning to summon and control Physical beings, Astral ones, Naturae, or Ghosts. The techniques for one may have similar appearance but require vastly different knowledge than the others, and these four specializations must all be studied independently.
Another major difference between this Path and others is that it has Aspects that can truly be set to zero. A Ward does not require a Summons, for example, and an unwary and trusting sorcerer can Summon with neither Warding nor Binding, though the three tend to be learned together.
Furthermore, there are no quick spells for this Path, all Summoning, Binding, and Warding magic is performed as rituals. Many sorcerers who focus on this Path have a place somewhere devoted to the rituals they perform, whether it is a library with a ritual circle (common for Astral), a quiet forest glade (for Naturae) or the location of a personally significant death (for ghosts).
There is, in fact, a fifth specialization (though some scholars consider it to be a further specialization of Astral Summoning): Infernal. This Path is not strictly a Dark Path but knowledge of it in most Fellowships is forbidden. It is considered an effective warning sign for Infernalism and allows the summoning of demons. Notably, books that teach the Binding aspect of this Path variant tend to be destroyed almost immediately after they come to the attention of a demon, though the rituals continue to find their way into the Tellurian because demons are more than willing to screw each other over and sell a sorcerer the binding rituals for their rivals, though the prices are high.
Associated Spheres (Naturae)
- Correspondence
- Spirit
Source:
Sorcerer: Revised EditionSynergy
While sorcerers are often able to work together effectively, psychics tend to have a lot more difficulty.
This very rare Phenomenon allows one psychic to link several together to allow them to accomplish things that they never could on their own.
The synergist is able to link together two psychics per dot of Synergy, plus one for each success spent to do so.
Cost: Two Willpower points.
Roll: Perception + Awareness
Cost of Failure: On a botch, a random member of the group has a random Phenomenon activate uncontrollably, causing everyone to suffer the Cost of Failure for that power.
Effects
• Psychic Sense: This is a passive ability. Whenever the psychic touches another psychic, they roll Perception + Awareness at difficulty 6. With success, they detect that the person they are in contact with is a psychic and with three successes they get a general idea of the psychic’s strength and the nature of their powers. This only detects psychics, not other supernatural beings with mental powers.
• Share Will: Now, psychic links can be formed. When linked, the group can use any power known to any member of the link. The character with Synergy, however, makes the roll. Each other member may spend a point of Willpower to boost the effectiveness, however. For any sensory power, the entire group receives the results.
• Group Effect: The group of psychics become more in synch. In addition to being able to spend Willpower on the group’s working, the highest Attribute and highest Ability in the group is used for any Psychic Phenomenon.
• Share Powers: Now, the group can use multiple powers at a time (though they are not combined in any way). Each member can donate any two of the following to an effect: an Attribute, an Ability, a Power.
• Power Gestalt: In addition to using multiple powers, now the psychics can combine them. For example, Clairvoyance will allow them to target things they see from far away with other powers, such as Telepathy (or, if they’re in a more hostile mood, Pyrokinesis).
Associated Spheres: Mind
Source:
Sorcerer: Revised EditionTelepathy
Often, people run into the problem of not knowing what others are thinking. This leads to all sorts of other problems. Miscommunication has started wars, destroyed marriages, and caused valuable secrets to be lost forever. For the Telepath, though, this isn’t an issue. For better or worse, they have direct access to the thoughts and emotions of the people around them.
It is, of course, more complicated than that. Usually, all a Telepath can glean from a person is a thread of thought or two, some impressions, or an impulse. The phrase “your mind is an open book” is an exaggeration, though few Telepaths will admit that to others. After all, it can be very useful having those around you think that you can read their minds that easily.
Powerful Telepaths can go beyond reception, and can start sending thoughts to their targets. This could be as simple as an emotional impulse or as complex as rewriting someone’s personality and memories so that they are functionally a different person entirely. In these cases, it is fortunate for others that Telepaths must already sense their targets and can’t go after them truly remotely, or else no one would be safe from a Telepath gone wrong.
One thing to remember in the World of Darkness is that the deepest thoughts of the general public are terrible, and it can be dangerous exposing yourself to them. Many Telepaths have ended up in psychiatric wards because they dug too deep into the wrong person: a vampire’s Beast, a werewolf’s Rage, a wraith’s Passions, and the mind of a changeling are not things that a human mind is meant to handle.
Note: Telepathy is quite powerful and in many ways broader than most Psychic Phenomena. As an option, it can be split into three related powers: Telepathic Sensing, Telepathic Projection, and Telepathic Control. These, respectively, cover determining what is inside the minds of others, manipulating the minds of others by sending emotions, words, thoughts, and memories, and manipulating the behavior of others.
Cost
1 Willpower for any use.
Roll
Intelligence + Empathy. Successes determine the accuracy and the duration of the Telepath’s action. One success may result in a quick snippet of thought or an emotional impression, several would give a few turns of decent information, and five or more could let the Telepath root around for what they want for the whole scene. The difficulty of the roll is the target’s Willpower rating, and the target may spend a point of Willpower to reject a telepathic compulsion.
Duration
One turn per success spent
Effects
• Even the beginning Telepath can read basic emotions and current moods. Most can’t transmit anything, though with a lot of effort, they can color an emotion (i.e., turn righteous anger into incoherent rage, but not into calm).
•• The Telepath at this level can read surface thoughts: whatever they’re thinking about at the moment. This can be frustrating, but can work well with priming: ask a question and read their thoughts rather than listening to the answer they say. Now, the Telepath can project a word, not just an emotion, and can even take control of their target long enough to force them to make a quick motion.
••• Psychics who reach this level start to look truly dangerous to their enemies. They can read recent memories and plans for the near future, as well as current thoughts. They can project strong, complex emotions, bits of memory, and can even project mental illusions. With many successes, they can cause one short action that the target wouldn’t normally do, such as dropping a weapon during a fight.
•••• Real communication is possible through Telepathy: the psychic can now send several sentences of information. They can also implant false memories or hide real ones, and with effort, take control of their target for a single turn. When reading, they can go deep enough to find hidden thoughts and plans for the future, not just whatever is relevant at the moment.
••••• Finally, the psychic can delve as deep as they want, pulling out the darkest secrets of their target, including things that they keep hidden from themselves, like repressed memories. With enough effort, they can take complete control of their target, manipulating them like a puppet or just rewriting who they are on a fundamental level, rewriting memories and altering their personality to suit the desires of the Telepath.
Associated Spheres: Mind
Source:
Sorcerer: Revised EditionTrue Faith
True Faith does not need to be in any specific higher power.
It can be focused on anything larger than the self.
This belief in something greater is the cornerstone of the person's entire sense of self.
People with True Faith stand out, their identities are rock solid, even if they’re a little externally focused.
The thing they have Faith in doesn’t need to be good: whether the God of Abraham, the Machine, Gaia, or even the Wyrm, True Faith is morally neutral.
=== Acquisition and Limits ===
No character can start with more than a single dot of True Faith.
The trait goes up to five normally, but can go higher in exceptional circumstances, as with Hedge Magical Paths and Psychic Phenomena.
=== Powers Granted by True Faith ===
Willpower rolls made in critical situations add the True Faith rating.
This cannot apply to the use of supernatural powers.
True Faith can act as countermagic against any supernatural power that the Faithful doesn’t believe comes from the source of their Faith.
Someone with Faith in God would be able to counter Hermetic magick or a vampire’s disciplines but likely have more difficulty against a Chorister.
Under some circumstances, True Faith can repel the undead, including vampires and wraiths, and in some circumstances the Wyrm-tainted.
The Faithful spends a Willpower point and rolls their True Faith rating vs. the target’s Willpower as a difficulty.
Each success causes the target to flee for one turn.
True Faith may be used as temporary Willpower.
At higher levels, various sorts of miracles can occur, including healing someone’s last Health Level to keep them alive, a second chance to succeed on a critical and difficult action, or even a lucky intervention.
=== Acquisition Process ===
A character tends to only acquire True Faith after both a “long dark night of the soul” and significant study and soul-searching.
It is far easier to lose, and this can happen whenever the character feels abandoned by their higher power.
Regaining lost ranks of True Faith is nearly impossible, and should be the center of an epic story itself, at least on the level of a high-rank Seeking for a mage.
=== Faith Levels ===
• You are faithful, but inexperienced in your Faith.
•• Your faith has been tested in earnest.
••• Your faith has been tested consistently, and has passed.
•••• Your faith is regularly tested and regularly survives the tests.
••••• Your faith is legendary, on the level of the greatest prophets.
=== Objects of Faith ===
There are objects that radiate True Faith, often holy relics, but sometimes sacred swords and even stranger objects.
They can be created by the Faithful using the rules for the Numen Fetishism, though Intelligence + True Faith is rolled at creation (with difficulty the object's rating + 4).
This requires spending a point of Willpower, and a botch can cause the user to lose a point of True Faith, feeling abandoned by their higher power.
=== Effects ===
• At this level, the Faithful gains access to the general powers listed above.
•• During a quiet moment, such as meditation or prayer, the Faithful can sense creatures such as vampires or wraiths near them as a sinister presence.
••• Supernatural effects that manipulate emotions can no longer affect the Faithful.
•••• At this level, the Faithful is immune to all forms of supernatural mental control and illusion, including aspects of the Mind sphere and Dominate or Obfuscate.
At this level, they cannot be turned into a ghoul, no matter how much vampire blood they drink (though if they habitually drink large amounts, they may be abandoning their Faith).
••••• Malevolent creatures must roll against whatever sort of panic frenzy they have (for instance, Rötschreck in vampires) at difficulty 9 or else flee in terror at hearing the Faithful preach.
This lasts for
the whole scene and any creature that cannot flee is reduced to a gibbering wreck on the floor, begging for mercy.
Source:
Sorcerer: Revised EditionVia-Geniorum
The Via-Geniorum, also known as the Path of the Spirits, is a linear magic path that allows a practitioner to communicate with and control spirits. This path is associated with those who have a deep understanding and connection with the spirit world. It involves rituals and spells that enable the sorcerer to summon, bind, and command spirits for various purposes.
Levels of Via-Geniorum
Level 1: Sense Spirit
• Allows the practitioner to sense the presence of spirits in the immediate vicinity.
• The sorcerer can determine the general nature and strength of the spirit.
Level 2: Command Spirit
• Enables the sorcerer to give simple commands to a spirit, which it must follow if within the sorcerer's power range.
• The spirit can perform tasks such as moving objects, delivering messages, or providing information.
Level 3: Bind Spirit
• Allows the sorcerer to bind a spirit to a location, object, or person.
• The spirit remains bound until the sorcerer releases it or the binding spell is broken.
Level 4: Summon Spirit
• Enables the practitioner to summon a specific spirit from the spirit world to the physical plane.
• The sorcerer must know the name or have a strong connection with the spirit to successfully summon it.
Level 5: Control Spirit
• Grants the sorcerer full control over a spirit, compelling it to obey complex commands.
• The spirit can perform intricate tasks and provide significant assistance to the sorcerer.
Practices and Instruments
• Sorcerers practicing Via-Geniorum often use rituals, chants, and symbolic items to connect with the spirit world.
• Common instruments include spirit boards, candles, incense, and talismans.
Numina and Powers
• Via-Geniorum practitioners can tap into various numina (spiritual powers) to enhance their abilities.
• They can gain insights from spirits, perform spiritual healings, and protect themselves from malevolent entities.
Applications and Uses
• Via-Geniorum is used for both practical and mystical purposes.
• It can be employed to gather information, protect against supernatural threats, and assist in personal or communal endeavors.
Limitations and Risks
• Practitioners must exercise caution when dealing with spirits, as not all spirits are benevolent.
• Improper use of Via-Geniorum can lead to unintended consequences, such as spirit possession or attracting hostile entities.
Conclusion
The Via-Geniorum is a powerful path of sorcery that requires a deep understanding of and respect for the spirit world. It offers practitioners the ability to communicate with and control spirits, providing valuable assistance in their magical endeavors.
Source:
Sorcerer: Revised EditionVia Ignis
The Via Ignis, also known as Pyrokinesis, is one of the five Paths available to sorcerers of the Society of Leopold.
Focus
The Society of Leopold knows that this is A World of Gods and Monsters, though mostly monsters. To them, All Power Comes from God, and the only Practice that they make substantial use of is Faith. The Society contains sorcerers, though they don’t see that as what they’re doing, just channeling powers from God that they call Theurgy.
Numina
The Society functions almost entirely on True Faith. Those few members who do use sorcery, however, call it Theurgy. They are restricted to five Paths, which mechanically work like more standard Numina: the Via Ignis (Pyrokinesis), Via Medicamenti (Healing), Via Genoriam and Via Necromantiae (Mediumship, the first is the term for using it with spirits the second for ghosts), and Via Oraculi (Divination).
Source:
Sorcerer: Revised EditionVia Medicamenti (Healing)
This path can do many things: relieve pain, cure diseases, and hasten healing. At higher levels, it can even restore lost senses. Only truly legendary healers can do anything about aggravated damage.
Pain
With 4 successes, wound penalties are reduced by 3, and with 5 they can be ignored completely.
Toxins and Diseases
Secondary infections are prevented with a single success, and complex and virulent toxins and diseases can be cured at high levels.
Bashing Damage
A single success will close up minor injuries over 10-15 minutes, and every 2 successes can reduce bashing damage by one level if treating an injury very quickly.
Lethal Damage
With 2 successes, the healer can stabilize an injury so that they can be moved safely. Further successes allow faster healing, with 3 decreasing healing time by 25%, 4 by 50%, and 5 by 90%.
Other Injuries or Debilities
4 successes are needed to cure a congenital defect, 5 are needed for blindness or deafness, and 6 for neurological conditions.
Effects
• Even the newest healer can soothe minor aches and pains. Though this does not cure the source of the pain, it provides valuable relief for a couple of hours per success. Additionally, they can examine a patient to learn what is wrong with them, with each success granting a piece of medical information.
•• The healer can handle medium aches and pains, and provide a palliative for sprains, the flu, migraines, etc. They can also decrease healing time at this level, even from severe injuries. Toxins at level 1 can be counteracted.
••• Now the healer can mend bones and make many of the nastiest injuries heal faster. Diseases can be cured at this level, including the common cold. Characters who have been incapacitated can be healed so that they are back on their feet and can get to a safe place, but these injuries cannot yet be healed directly. Toxins at level 2 can be counteracted.
•••• Now serious injuries can be healed, such as compound fractures. Even many of the worst injuries can have their healing sped up. Chronic diseases and toxins at level 3 can be healed as well, allowing the healer to banish asthma and diabetes. It will take weeks, rather than being instantaneous, but they can be cured.
••••• Very serious diseases, like AIDS, cancer, and heart disease are now curable, and even the most brutal injuries can be healed in a few weeks, so long as they don’t involve acid, fire, or supernatural sources. With sufficient effort, even genetic defects can be healed. This requires constant care for weeks or months and exhausts the healer, causing them to suffer +1 or +2 difficulty on all non-Healing dice pools while caring for the patient.
••••• • The greatest of healers can do things that lesser students of the Path can only dream of. Any toxin or illness whatsoever can be cured at this level, though it still takes immense effort. Bashing and lethal damage can be healed instantly at this level, though it requires 2 successes per point of bashing and 3 per point of lethal, as well as a Willpower spent for each lethal point.
Source:
Sorcerer: Revised EditionVia Necromantiae
The Via Necromantiae, also known as the Path of Necromancy, involves the practice of mediumship, which includes communication with ghosts. This path is one of the five Paths used by the Society of Leopold, functioning similarly to standard Numina.
Focus
The Society of Leopold recognizes the existence of a world filled with gods and monsters, though predominantly monsters. To them, all power comes from God, and their primary practice is Faith. The Society includes sorcerers who view their actions as channeling powers from God, referred to as Theurgy.
Numina
The Society of Leopold primarily relies on True Faith. However, the few members who engage in sorcery call it Theurgy. They are limited to five Paths, each functioning like standard Numina:
- Via Ignis (Pyrokinesis)
- Via Medicamenti (Healing)
- Via Genoriam (Mediumship with spirits)
- Via Necromantiae (Mediumship with ghosts)
- Via Oraculi (Divination)
The Via Necromantiae specifically deals with communicating with ghosts, allowing practitioners to interact with and understand the deceased. This path requires a deep understanding of the spiritual world and the ability to connect with spirits that have passed beyond the physical realm.
Via Oraculi
The Via Oraculi is a path of Divination.
It is primarily used for predicting the future or gaining insight into the unknown.
Practitioners of Via Oraculi are often consulted for their ability to foresee events and provide guidance based on their divinatory insights.
This path involves various techniques such as scrying, tarot reading, astrology, and other methods of predicting and interpreting signs and omens.
Via Oraculi requires a deep understanding of the symbols and methods used in divination, as well as a strong intuitive sense.
The practice is not just about seeing the future, but also about interpreting the information in a meaningful way to guide decisions and actions.
Divination through Via Oraculi can be a powerful tool for individuals and organizations seeking to understand potential outcomes and prepare accordingly.
This path emphasizes the importance of clarity, focus, and the ethical use of divinatory practices to help and guide others.
Source:
Sorcerer: Revised EditionWeather Control
Weather Control is a powerful and ancient form of magic practiced by sorcerers who have been pillars of their communities for millennia. These sorcerers are capable of bringing both beneficial and destructive weather effects, such as rain for crops or storms to thwart enemies.
Cost: Weather Control costs 1 Willpower per 2 dots of Intensity plus 1 for each three dots of Duration, Speed, and Scale (rounded up, so Duration 4 costs 2 Willpower).
Roll: Stamina + Ability
Time: Almost every Weather Control spell is performed as an extended action over the course of hours or days. Each aspect dot requires 15 minutes of work between rolls.
Cost of Failure: Even failure with Weather Control can result in unplanned effects. Failure will cause strange weather that is unlike what the sorcerer intended. Botching can cause impossible weather, such as snow in the Sahara or a heatwave in the Arctic.
Aspects
Intensity
X: Small changes such as a sudden breeze, drop in temperature, or flaring of candles.
•: Larger changes like dense fog, cloudy skies, or favorable winds.
••: Rain, strong winds, and temperature shifts up to 30 degrees Fahrenheit.
•••: Storm surges, powerful rains and winds, temperature shifts up to 40 degrees, and massive tidal shifts. Control of aspects of storms to attack specific targets, causing 4 + successes damage (bashing or lethal depending on the attack).
••••: Absolute control over storms and waves. Can send blizzards and droughts, with attacks causing 6 + successes damage.
•••••: Summon tornadoes, hurricanes, dust storms, deadly cold and heat, and monsoons. Disrupt local weather patterns for weeks or months. Attacks cause 8 + successes damage.
Duration
X: Effects last only a few seconds.
•: Effects last about a minute or two.
••: Effects last between a few minutes and a half hour.
•••: Effects last up to one hour.
••••: Effects last up to a day.
•••••: Effects last up to a week.
Speed
X: Changes happen slowly, taking from minutes to weeks.
•: Minor changes happen in seconds, largest changes take days.
••: Extreme shifts take a few days, moderate changes near instantaneous.
•••: Extreme changes happen within a day, large changes within an hour or two.
••••: Largest changes occur within a day, small changes at will.
•••••: Extreme weather summoned within an hour or two, altering local weather patterns significantly.
Scale
X: About 50 square feet.
•: Half mile square.
••: A mile or two in diameter.
•••: Five miles in diameter.
••••: Up to 20 miles in diameter.
•••••: An entire region, 100 miles across.
Associated Spheres: Forces