Sorcery [Magic]
You may wish to check out the Spellcasting Process here.
Sorcery Specializations:
s Spellcast [Magic]: is the rapid channeling of mana into supernatural effects. See page 4 for the Spellcasting Process and page # for the Listings of Spells. (See extended example in the green column to the right.)
s Metamagic [Magic]: is often performed as a spell is cast and has the effect of altering the spell in one way or another. Some Metamagic actions can be used when casting any spell, like Silent Spell (requiring 2 successes on a Sorcery: Metamagic + Magic Test) allowing the Mage to cast without being heard. Other uses modify spells like increasing the range of Detection spells or curving the line of hexes hit by an elemental combat spell like Jet of Cold. See the Metamagic entries in the Spell Categories and specific Spell listings (page #). (See extended example in the green column to the right.)
s Ritual Cast [Magic]: is far less commonly used than pure Spellcast due to the increased time and cost in Reagents to complete them. They are often used to target people that are outside one’s line of sight.
Step 1) choose the Ritual Leader, the spellcaster who will make the final rolls to determine the level of success for the casting; Step 2) declare the Ritual Spell and its Force, five such Ritual Spells allow the leader to cast a non-Ritual Spell through it (which the Leader must also know) from the five categories of Spells; Step 3) prepare the Magical Lodge, which is a location like a temple’s ritual room, a Wizard’s library, etc., or a temporary one which is expensive and still takes a few hours to set up (see Magical Lodges Step 4) spend the Reagents specified for the Ritual; additionally, the leader can use additional drams of Reagents to reduce the Drain Code of the Spell on a one-to-one basis (minimum Drain Code 2). Step 5) Perform the Ritual (see details in the specific Ritual listing Step 6) Seal the Ritual by making the Sorcery: Ritual Cast + Magic + Magical Lodge Force + synergy from the other participants’ similar Test versus the GM rolling the Force x 2; Step 7) Roll Drain Resistance Tests for all of the participants; unlike non-Ritual Spells, the Drain Code of Rituals is based on net successes the leader got on their Sorcery: Ritual Cast + Magic + synergy Test. The Ritual Drain Code is twice the GM’s successes from Step 6 with the Drain doing Physical damage if the number of successes are over the leader’s Magic Attribute, and Stun if they aren’t. Glitches in any step of a Ritual by any of the participants can increase the final Drain Code (usually by +2), increase the threshold for the Ritual Spell by +1, or force the leader to proceed without the synergy from the other participants. In situations like Dances, Leaders can choose which participants ‘count’ before rolling takes place
Having been a near drought in the southern area of Ngahere Koura (the ‘Golden Prairie’), the ani-yunwiya and ngeru-tangata elders of the village of Kari Teitei (‘High Garden’) have decided to perform a Force 6 Rain Dance Ritual Spell. The Ritual Leader is a catfolk priest of Hau, God of Wind , whose domains include tempests and storms. In this case, the holy shrine at the center of the town acts as the Ritual’s Magical Lodge (Force 8), maintained by priests of a variety of catfolk and liontaur deities and respected by all who reside in the area. Residents bring whatever smoked meats and dried fruits they can spare so that the participants can remain within the area of sanctified grounds during the Dance. Hau, God of the Wind, requires that incense be burned during Rituals, and this represents the primary type of Reagents used, equating to roughly 150 gold worth (25 gold per point of Force). The village high priest, an ani-yunwiya follower of the Bear Spirit commences by telling a parable of a similar event in their tribe’s history and how the devout people were granted respite by the gods. (This has no actual effect on the ritual.) The music and dance of the Ritual Spell begins. Many more mundane participants remain within the invisible Mana Barrier of the shrine’s Magical Lodge, but their actions also don’t directly affect the ritual. The dozen magically-inclined participants all strengthen the Ritual Leader’s final Test and he rolls a base of Sorcery 5 + Ritual Spell Specialization 2 + Magic 6 + Magical Lodge 8. The other participants make personal rolls of Sorcery: Ritual Spell + Magic and many have a -2 penalty for not being followers of Hau, and most have an additional -2 penalty for not having spent XP to learn this Ritual Spell. In all, the Ritual Leader gets 12 bonus dice from the additional participants, rolling a whopping 33 dice and getting 11 successes, the GM rolls 12 (Force x 2), getting 3 successes. With 8 net successes, 6 count as they are Limited by Force. The Leader resists the Drain Code of 6 with their Intuition + Willpower and participants also resist 6 (twice the GM’s successes), taking Stun Damage since the Force is not over the Leader’s Magic Attribute. After the 4 hours of the Ritual Spell, clouds move in over the mesa and it begins to steadily rain for the next 6 hours.
Sorcery: Metamagic example
Mystlevision of Anapsul Han (below) is a karboten illusionist of great renown. While actually having accomplished a number of the remarkable feats which stories give him credit for, and all before reaching his tender age of 27, his ambition knows no bounds. To further his need for exploration and magical discovery, he enjoys moving through aristocratic circles making use of his ability to manipulate mana to create memorable visual and auditory effects, hoping to impress the wealthy and influential enough to gain new patrons without getting directly involved in their politics.
s Counterspell [Magic]: can be used in two ways. Spell Defense is a pre-emptive tactic in which a Mage spends a Complex Action and rolls a Sorcery: Counterspell + Magic Test. The base size is a 2-meter sphere within LOS, but it can be expanded by 1 meter for each dram of Reagents spent or ; the successes are the number of synergy dice any friendly targets receive to resist hostile spells. When Spell Defense has not been declared, the conscious Mage themself is considered protected against undesired Spell Effects. Dispelling is the second use of Counterspell is an attempt to cease Sustained (ongoing) Spells and their effects. Using a Complex Action, roll a Sorcery: Counterspell + Magic Test against the Spell’s Drain Code x 2. Net successes on this Test reduce the Spell’s Force, ending its effects if the Force reaches zero.
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