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Sorcery (Basics)

Prerequisites

Skill Cost
Prerequisite
Lore: Sorcery 1
  • 33 MP
  • Two 4th Rank Mage Spells
  • The Mage list
  • 7th level
1st Primary Color Free Lore: Sorcery
2nd Primary Color 4 One 3rd Rank Ritual
3rd Primary Color 8 One 3rd Rank Ritual in two Primary colors
1st Secondary Color 6 Two 3rd Rank Rituals in adjoining Primary colors
2nd Secondary Color 12 One 3rd Rank Ritual in each Primary Color
3rd Secondary Color 16 One 3rd Rank Ritual in each Primary Color
1st Rank Ritual 1 Appropriate color opened
2nd Rank Ritual 1 One 1st Rank Ritual of the same color
3rd Rank Ritual 2 One 2nd Rank Ritual of the same color
4th Rank Ritual 2 One 3rd Rank Ritual of the same color
Sorcery Wand (Rank I - IV) 1 / 2 / 4 / 6 None
Sorcery Staff (Rank I-IV) 2 / 4 / 6 / 8 Sorcery Wand Rank IV
Sorcery Color Mastery 8 Every known ritual in the chosen color
Black or White Sorcery 6

One 4th Rank Ritual in any given color
Black and White Sorcery are aligned lists, and as such, must be learned as if they were a separate Tier IV list.

Dissect 3 Sorcery Lore
Sorcery Teacher 1 40 build worth of Sorcery skills ad rituals

Notes

Primary Colors are defined as Red, Blue, and Yellow.  Secondary colors (and their adjacent colors) are defined as Purple (Red + Blue), Green (Blue + Yellow), and Orange (Red + Yellow).

You may not purchase a secondary color ritual unless you currently have an equal or higher ranked ritual in the two adjoining colors.

Sorcery Lore gives the player 1 free primary color sphere along the color wheel of his choice as well as the ability to identify and recognize sorcery components.

The Black and White spheres of sorcery are special in their nature and are highly guarded disciplines of magic.  Only those who are the purest of heart as well as the darkest and most depraved are privy to the knowledge they hold.

Anyone who PCs or NPCs a sorcerer must ask for a stack of Ritual Cards. Ritual Cards are 2 ½ x 3 ½ and printed on heavy stock paper. After a ritual is cast successfully A Ritual Card must be filled out in duplicate.  The Ritual Card must be filled out in as much detail as possible.  The sorcery marshal then signs both copies. One copy goes to the target of the ritual. And the other copy must be handed in to the Director by the end of the event. Failure to hand in your Ritual Cards at the end of the event will result in the rituals becoming immediately void. If the rituals effect already happened in this case the player will receive a 1 point build reduction demerit for not following the Sorcery Rules.

Some rituals require Sorcery Ritual Points (SRPs) to cast.  Permenanrt Magic Points may be converted to SRPs at a 1 to 3 ratio, during the course of a ceremony.  SRPs are spent permanently, and do not refresh.

Skills

Sorcery Wands

Sorcery Wands are a physical manifestation of the sorcerer’s power.  A Sorcerer may only have one Wand at any time, and as they learn to make a more powerful one, it will supercede the old wand.  A Sorcery Wand may only be used by the Sorcerer that created it, and no one else.  If a wand is lost or stolen, the Sorcerer can choose to dispel it (allowing them to make a new one), but it will take them until the next event to create the replacement (This does not require you to re-purchase the skill, however).  The chosen phys-rep must be present and accessible to you in order for the skill to work and the wand to be used.  If the sorcerer also knows Valance or Battle Casting, the wand can also be used as a focus (This is a feature of the Wand, and does not require Build to use it as a Focus).  Rituals cast with a wand increases success rate.

You must actually cast the spell upon the wand to store the magic spells in it, after which you must write the stored spells on the back of your character card. Only after both of these actions are complete will the spells be available for you to invoke through the wand. You must have the phys rep of the wand in one of your hands in order for you to be able to invoke the spells from within.  Unused stored spell can (if you choose to allow them) roll over onto the next month; however you can never exceed the maximum capacity of the Wand.  Once a spell is cast or discharged, those points may not be used again until the next event (i.e. – you cannot store 12 points of spells on Friday night, cast them, and then store 12 more points on Saturday.  The 12 points are for the entire weekend).

Sorcery Wand Rank I +2% to Ritual Roll / Store up to 3 MP worth of low magic spells to Invoke per event
Sorcery Wand Rank II +4% to Ritual Roll / Store up to 6 MP worth of low magic spells to Invoke per event
Sorcery Wand Rank III +6% to Ritual Roll / Store up to 9 MP worth of low magic spells to Invoke per event
Sorcery Wand Rank IV +8% to Ritual Roll / Store up to 12 MP worth of low magic spells to Invoke per event

Sorcery Staves

Sorcery Staves are a physical manifestation of the sorcerer’s power.  A Sorcerer may only have one Staff at any time, and as they learn to make a more powerful one, it will supercede the old Staff.  A Sorcery Staff may only be used by the Sorcerer that created it, and no one else.  If a Staff is lost or stolen, the Sorcerer can choose to dispel it (allowing them to make a new one), but it will take them until the next event to create the replacement (This does not require you to re-purchase the skill, however).  The chosen phys-rep must be present and accessible to you in order for the skill to work and the Staff to be used.  If the sorcerer also knows Valance or Battle Casting, the Staff can be used as a focus  (This is a feature of the Staff, and does not require Build to use it as a Focus).  The Sorcery Staff can be a staff or a walking cane, and may be used as a combat weapon with the appropriate skill. A Sorcerer may have both a Staff and a Wand at the same time.

You must pre-cast the Ritual as normal and store it in the staff.  Unused stored Rituals can (if you choose to allow them) roll over onto the next month; however you can never exceed the maximum capacity of the staff.  Once a Ritual is cast or discharged, those slots may not be used again until the next event (i.e. – you cannot store 4 rituals on Friday night, cast them, and then store 4 more ritual on Saturday.  The 4 slots are for the entire weekend).

Sorcery Staff Rank I Can store max 1 First Rank Ritual per weekend.
Sorcery Staff Rank II Can store max 2 First Rank Rituals per weekend.
Sorcery Staff Rank III Can store max 2 First Rank Rituals and 1 Second Rank Ritual per weekend.
Sorcery Staff Rank IV Can store max 2 First Rank Rituals and 2 Second Rank Rituals per weekend.

Color Mastery

The Sorcerer can cast the chosen color of sorcery in half the time with no penalty. The sorcerer also receives a benefit related to the appropriate color of sorcery.  A Sorcerer may choose only one color to master, ever.

Red Can ignore the effects of runes and cannot be expelled from lair or be hindered by a Gabriel’s door.
Blue Can disenchant magic weapons and armor through 60 seconds of uninterrupted concentration and contact, at will. The magical power of an Artifact will not be affected by this ability.
Yellow Can see through all ritual illusions and transformations, at will.
Purple Can disenchant magic items such as gems and jewelry through 60 seconds of uninterrupted concentration and contact, at will. The magical power of an Artifact will not be affected by this ability.
Orange Can suppress any other invoked orange sorcery if invoked within 20 feet of him, at will.
Green Can banish any creature summoned through green sorcery, at will.

There is no Black or White Color Mastery.

Casting Times

1st Rank 10 Minutes
2nd Rank 15 Minutes
3rd Rank 20 Minutes
4th Rank 25 Minutes

 

Sorcery Success

Due to the nature of magic involved in sorcery, ones chances are never guaranteed. To represent this we role percentile dice to determine if the ritual worked or flawed in some way.  A flawed ritual means the magic was released but not controlled and the effects are random, ranging from very good to very bad.  However these events of uncontrolled magic can be regulated, to a degree, depending on how experienced or in-experienced the caster may be as well as extra preparation and care taken or not taken while conducting the ritual.

One must also take into account that if the caster is damaged or interrupted then all who are within 100 feet take 20 times the Rank worth of elemental damage (20-80 Elemental Damage).

Success is determined by calculating the base percent and then adding or subtracting modifiers as necessary. To determine the base chance for success, take the caster’s sorcery level (in the color of sorcery being cast) and then subtract the level of the attempted ritual to get the base chance.

Highest Rank Known
minus attempted Rank
Base percentage
of success
4 100%
3 90%
2 80%
1 70%
0 60%

Ritual Roll Modifiers

  • Double the casting time: +5%
  • Triple the casting time: +10%
  • Half the casting time: -20%
  • Double the Rare components: +10%
  • Sub-standard components: -10% to automatic failure
  • Every other color of sorcery known by caster: +2% per color of sorcery known
  • When casting black or white: -20% if opposing sorcery is within 100 feet
  • Target is already enchanted and is being modified: -10%
  • An assistant (other sorcerer with specific ritual cast): +2%
  • An assistant (other sorcerer): +1%
  • An assistant (at least one 4th Rank): +0.5%
  • An assistant (no 4th Rank magic): +0.25%
  • Role-playing modifier: +10% to automatic failure

Maximum Success Chance for Sorcery Rituals

1st level 95%
2nd level 90%
3rd level 85%
4th Level 80%

 

Ritual Failure Chart

When a ritual fails, percentile Dice must be rolled.

  • No effect from this failure chart can be defended against.
  • If the ritual is purposefully disrupted, it fails and the person performing the disruption is counted as an assistant.
01-05 Ritual fails, and Caster and all assistants immediately die, and must resurrect. Any so affected may opt to take a 30 build loss, instead.
06-10 Ritual fails, and Caster and assistants are brought to 1 Body Point and may not be healed above 1 body for the duration of the period.
11-13 Ritual fails, and the ritual consumes double the normal magic points contributed by both the caster and assistants.
14-16 Ritual fails, and Caster and assistants suffer memory loss (-10 build of existing skills), or cannot learn new skills for six months.
17-20 Ritual fails, but no components are used up.
21-22 Ritual fails, and points expended are not regained till the next event.
23-35 Ritual fails, and all low magic, alchemical, and valence buffs are removed from the caster and participants.
36-40 Ritual succeeds, but the next fourth rank sorcery ritual of any color attempted by the caster requires double the components. Using the double component modifier will require four sets of components.
41-45 Ritual succeeds, but the Caster and assistants loose all remaining MP for the remainder of the period.
46-50 Ritual fails, and ritual may not be attempted again by the Caster for 6 months.
51-55 Ritual succeeds, and the caster and assistants gain clarity and no points and components are expended.
56-60 Ritual fails, and Caster receives a –15% to all ritual rolls for the next three months.
61-65 Ritual fails, and all within a 10 ft radius or in room are turned to Stone. This can be dispelled or will expire in 30 min.
66-70 Ritual fails, and all within a 10 ft radius or in room take “400 elemental” damage.
71-84 Ritual fails, with no other effects.
85-89 Ritual fails, and the Caster and assistants may not receive any spell, valence, and alchemical protections for the remainder of the event.
90-92 Ritual succeeds, but the ritual costs double MP.  If the caster does not have enough MP, they expend all remaining MP and suffer the effects of a Waylay.
93-96 Ritual fails, and if the caster has a Sorcery Wand it is now broken, and may not be recreated for four months.
97-99 Ritual fails, and if the caster has a Sorcery Staff it is now broken, and may not be recreated for four months.
100 Ritual fails, and the caster forever loses the knowledge of the ritual (without a refund of build) and may not relearn it.

Ritual Values

It is extremely common for a sorcerer to offer their services to others in return for payment. Below is a basic guideline among sorcerers.  Most of the sorcerer guilds in Kormyre closely follow this chart.

1st Rank Primary color ritual 15 Gold 1st Rank Secondary color ritual 30 Gold
2nd Rank Primary color ritual 30 Gold 2nd Rank Secondary color ritual 60 Gold
3rd Rank Primary color ritual 45 Gold 3rd Rank Secondary color ritual 90 Gold
4th Rank Primary color ritual 60 Gold 4th Rank Secondary color ritual 120 Gold
Per Sorcery Ritual Point: 20 Gold additional
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