Tue, Mar 1st 2022 08:59
Edited on Tue, Mar 1st 2022 09:08
Sorcerer Shaping Rituals
Bargain with Mara
You learned sorcery at the cloven feet of Mara, the demon-queen of love betrayed.
When a nontrivial character expresses unrequited love, admiration, or obsession for the sorcerer, she gains three Will.
God-Machine Weaving Engine
A fusion of technology and mysticism manifests as two spinning adamant rings embedded in your forehead, one inside the other, together granting access to reality-altering command protocols.
When the sorcerer incorporates local spirits or other subservient supernatural entities into creating a spell, such as commanding fire elementals into a casting of Flight of the Burning Raptor, gain three Will.
Ifrit Pact
You offered three labors to an Ifrit Lord — princes of fire — in exchange for the secrets of sorcery.
The sorcerer gathers strength from burning ritual offerings. Tokens grant one Will; valuable sacrifices grant two; and exotic, unique, or powerful sacrifices generate three.
The Jasmine Gems of Mishiko
The gems holding the thoughts and lessons of the first Lunar sorcerer have come into your possession, teaching you to channel Essence into spells. Mishiko’s spirit appears at dawn or dusk to pose a seemingly nonsensical riddle to the sorcerer.
Answering this twilight kōan correctly (or correctly recognizing the lesson it means to impart) involves a Sagacity roll at Difficulty 3 and grants the sorcerer two Will.
Raksi’s Teachings
The secrets of sorcery revealed themselves to you under the cruel tutelage of the Lunar Queen of Mahalanka, a fabulous and ruined city of sorcerers.
When a nontrivial character expresses fear of the sorcerer, or upon success of an intimidation roll against them, gain three Will.
Soul-Perfecting Elixir
You found enlightenment at the bottom of a cauldron, concocting awareness-expanding potions.
When the sorcerer has the opportunity to retrieve complicated or unusual ingredients and render them into an elixir through intricate procedures, she gains two Will.
Student of the Heptagram
You learned sorcery at the Heptagram, the preeminent institution of sorcerous learning in the Realm and the origin of most Realm sorcerers.
Students of the Heptagram learn to recognize dragon lines and the hidden geomantic mandalas in the world, using them to puissant magical effect. When the sorcerer spends a dramatic scene studying the local geomancy of an area, she gains two Will.
The Talisman of Ten Thousand Eyes
A great gleaming ruby with ten facets, set in a rune-etched orichalcum amulet, allows you to channel baleful sorceries.
The sorcerer may imbue a fraction of their Will inside the Talisman, banking one Will from a Focus Will action to use later. This Will persists until it’s used. The sorcerer may also use Evocations of the Talisman (see p. XX).
Theanoan Method
You apply divine numerology and written sigils towards calculating the strange, unintuitive truths of Creation.
The sorcerer gathers strength from arcane mathematics. As long as they’re able to inscribe some element of the spell they’re casting as a reflexive action, they gain one additional Will for every Focus Will action they take to a maximum of three per session.
Wyld Wisdom
You wandered the nightmare-tides of the Wyld in search of enlightenment.
When the sorcerer wakes from slumber, her player may ask the Storyteller for a strange taboo — something she must not do or, alternatively, must always do. The impact of this taboo determines how much Will she gains, up to three. If she violates the taboo, she loses all Will and the difficulty of Focus Will actions increases by two for the rest of the session.