Ability |
Mod |
Cost |
Flavour |
Rules |
Rank 1 |
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Deceitful Image |
5 |
5 |
From birth sorcerors conjure their own friends. Such phantoms never fail to aid in battle. |
Conjure an illusion to deceive or entertain. Out of combat it performs generic tricks. In Combat +5 to defense for 5 rounds. |
Disassemble |
10 |
15 |
Armour is useless against a sorceror. They can dent even steel plate. |
Target loses any armour mod they have for two rounds |
Fiery Cloak |
15 |
10 |
Fire flickered about her like a cloak. The first thug stretched out his hand and caught alight. |
For three rounds anyone who hits you suffers 1d10 damage |
Gale |
10 |
10 |
Magic may move as the wind does, even more so under a sorceror's touch. |
No damage. Your target is pushed back 3 spaces |
Elemental Blast |
10 |
10 |
Every sorceror can instinctually unleash basic blasts of fire or ice. |
Damage |
Lightning Arc |
10 |
10 |
A sorceror may unleash sparks that incapictate a target but leave them uninjured. Few bother with such mercies. |
No damage. The target is dazed for 1 round. |
Weapon Enchant |
20 |
20 |
If you want the most powerful blade you ask the most powerful people. |
Enchants a weapon, see the list of enchantments for more. |
Rank 2 |
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Animate |
10 |
20 |
Magic infuses everything a sorceror touches. Woe betide those who let a sorceror lay hands on their ancestors. |
Summon a friend from beyond the grave. You can call up an allied undead with 10HP who may make a single +10 attack each round in addition to your action. Alternately if cast on a dead target, they rise under your command with 10HP. They may only use whatever items they have on them, no abilities. You may only ever have one Animate active at a time. |
Chain Lightning |
10 |
20 |
Lightning jumped from his fingers, a split second later there was an earthshattering boom. His foes already lay dead. |
You may make two immediate +10 attacks on separate targets |
Dragon's Breath |
10 |
30 |
Not all sorcerors spit this from their mouths but most prefer the impression of breathing oily dragon smoke. |
All foes take a -10 to their attacks and suffer an extra 10 damage from your attacks. Lasts 3 rounds |
Shield Mine |
15 |
20 |
They hold up like steel from a distance but touch one and it will shatter, unleashing the energy within. |
Energy discs form about you, providing a defensive barrier. Defense +15/3 rounds. If anyone moves within 1 space of you the discs explode as an immediate +15 attack and the spell effect ends. |
Spatial Rip |
15 |
15 |
A wizard through much study may discover the secret of teleportation. Sorcerors are far less subtle. |
Teleport. The distortion effect leaves the target dazed for 1 round. May be used as an escape roll. |
Spellbreaker |
15 |
15 |
Magic can be dealt with in two ways. It can be carefully decomposed through wisdom and experience, or it can be blown apart. |
Destroys all magical effects on a target |
Hammer |
20 |
20 |
The sorceror gestured and I felt a blow like a smith's hammer in my gut. |
Damage |
Rank 3 |
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Energy Drain |
30 |
20 |
Even the mightiest wizards struggle to keep their power intact in the face of a sorceror. |
Damage target's MP, you regain half the damage in MP |
Exile |
20 |
80 |
At first we thought the poor victim simply vapourised. Then he reappeared with horror in his eyes. |
The target is blasted clear of reality. They must defend or they are for all intents and purposes gone. They may return to existence after three rounds, though they may be somewhat worse for wear. |
Overcharge |
30 |
50 |
Put a sorceror's back to the wall and they will gladly burn themselves out taking you down. |
1d20+30 and for every 5HP you pay you deal an extra +5 damage |
Reshape |
20 |
30 |
The land itself accords to a sorceror's will. |
The land shifts to suit your mood. Dead rock may become lush with life, or snowy barren smouldering lava. Everyone except you must roll defense or lose their footing, gaining a -20 to their next attack. Then they suffer 1d20 damage. |
Respawn |
30 |
-All |
I swear she was dead when we put her in the coffin. I swear. |
Death can hardly keep you. This ability may be used while dead. You immediately return to life, just as if you had been raised. Fill out the paperwork noting yourself as the caster |
Disintegrate |
30 |
30 |
The beam caught her and her flesh dissolved, what was left was a skeleton. |
With this attack you may choose to inflict 1d20+30 damage or destroy an item possessed by the target. The item is ruined until repaired by a merchant/smith. |
Sunscorch |
30 |
40 |
Perfected by the Royal Line. Few witness the fires of a sunscorch and live to tell about it. |
Blast 2. Everyone within 2 spaces of the target is hit by this attack. |