Sorcery Spell Book - Master

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DEFENSIVE SORCERY


Game Information: all slots INT Minimum (14-18) (-3/4), Requires Sorcery Roll (Skill roll, -1/2), Gestures (Requires both hands, -1/2), Incantations (-1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4).
1) Alzamar’s Cloak of the Unseen

Power: Invisibility Sight Group
Target: Self Only
Casting Modifiers:
Duration: Constant
Range: None
Energy (END): 4

Game Information: Invisibility to Sight Group (20 Active Points); OAF Fragile (Clouded Miror with mystic runes, -1 1/4), INT Minimum (14-18) (-3/4), Requires Sorcery Roll (Skill roll, -1/2), Gestures (Requires both hands, -1/2), Incantations (-1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4). Cost: 4 points

2) Alzamar’s Cloak of the Unseen & Unheard

A more potent version of Invisibility, this spell will hide the Illusionist from view, and will muffle any sounds or odors that he might emit. There is no fringe about the Illusionist to give away his location, and the spell is relatively easy to maintain. However, it requires a full turn to cast this spell. If the Magic Skill roll is failed, the Wizard continues to believe he is invisible while the spell is maintained, regardless of any evidence to the contrary
Power: Invisibility Sight Group, No Fringe, Hearing Group, Smell/Taste Group
Target: Self Only
Casting Modifiers: Focus (OAF), Extra Time (1 Turn (Post-Segment 12))
Duration: Constant
Range: None
Energy (END): 16

Game Information: Invisibility to Sight, Hearing and Smell/Taste Groups, No Fringe, Costs Endurance Only To Activate (1/4) (50 Active Points); OAF Expendable (Clouded Miror with mystic runes; Easy to obtain new Focus, -1), 8d6 Mind Control against self – believes he is invisible (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), INT Minimum (14-18) (-3/4), Requires Sorcery Roll (Skill roll, -1/2), Gestures (Requires both hands, -1/2), Increased Endurance Cost (x2 END, -1/4), Incantations (-1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4). Cost: 8 points

3) Alzamar’s Clouded Mind

Power: Compound Power (Defensive)
Target: N/A
Casting Modifiers:
Duration: Instant
Range: None
Energy (END): 0

Game Information: (Total: 59 Active Cost, 9 Real Cost) Mental Group Images, Reduced Endurance (0 END, 1/2), Triggered when Telepahtic Attack is detected (1), Invisible Power Effects (Inobvious to [one Sense Group], effects of Power are Invisible to both target and other characters, +1 1/4) (19 Active Points); OAF Fragile (Clouded Mirror, -1 1/4), Only vs. Telepathy (-1), INT Minimum (14-18) (-3/4), No Range (-1/2), 1d6 EGO Drain Side Effects (-1/2), Extra Time (Full Phase, -1/2), Requires Sorcery Roll (Skill roll, -1/2), Gestures (Requires both hands, -1/2), Incantations (-1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4) (Real Cost: 2) plus +20 Mental Defense (60 points total), Triggered when Telepahtic Attack is detected (1) (40 Active Points); OAF Fragile (Clouded Mirror, -1 1/4), Only Works Against Telepathy Rare attack (-1), INT Minimum (14-18) (-3/4), 1d6 EGO Drain Side Effects (-1/2), Linked (Images; Lesser Power can only be used when character uses greater Power at full value, -1/2), Extra Time (Full Phase, -1/2), Requires Sorcery Roll (Skill roll, -1/2), Gestures (Requires both hands, -1/2), Incantations (-1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4) (Real Cost: 5). Cost: 9 points

4) Alzamar’s Invincibility

Power: Mental Illusions
Target: ECV
Casting Modifiers: Focus (OAF)
Duration: Instant
Range: LOS
Energy (END): 5

Game Information: Mental Illusions 8d6, Triggered when hit by a Hand-2-Hand attacks – Trigger lasts 1 day (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Character does not control activation of personal Trigger, Trigger can expire (it has a time limit), 1/4), Reduced Endurance (1/2 END, 1/4) (60 Active Points); OAF Fragile Expendable (Glass; Easy to obtain new Focus, -1 1/4), Mandatory Effect EGO +20 (Must Always Achieve [Particular Effect], -3/4), INT Minimum (14-18) (-3/4), Conditional Power Power only to make opponent believe he failed to wound illusionist (-1/2), Requires Sorcery Roll (Skill roll, -1/2), Gestures (Requires both hands, -1/2), Incantations (-1/4). Cost: 11 points

5) Mass Spell of the Iron Mind Shield

On occasion, the Sorcerer has the need to operate with groups of mundane beings that have no defenses against mental powers. This spell will allow the adept to create a strong shield in the mind of each target that will block out most mental attacks. However, the Sorcerer will leave a back door in each shield that will allow him to manipulate the target without interference. If the Magic Skill roll is failed, the Sorcerer received a powerful psionic backlash.
Power: Mental Defense (Defensive)
Target: Target’s DCV
Casting Modifiers: Extra Time (1 Turn (Post-Segment 12))
Duration: PERSISTENT
Range: None
Energy (END): 0

Game Information: Mental Defense (60 points total) (20 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Side Effects 6d6 EGO Blast (-1), OAF (Small Iron Shield w/ Mystic Runes; 1/2 power without Small Iron Shield w/ Mystic Runes; Requires Multiple Foci or functions at reduced effectiveness, -3/4), INT Minimum (14-18) (-3/4), Usable By Other (Up to 32 other individuals, -1/2), Grantor can only grant the power to others, Recipient must remain within Line of Sight of Grantor, Requires Sorcery Roll (Skill roll, -1/2), Gestures (Requires both hands, -1/2), Incantations (-1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4). Cost: 3 points

6) Sicard’s Spell of the Varying Visage

Power: Shape Shift Sight Group, Hearing Group, Smell/Taste Group, Touch Group, Imitation, Variety of Shapes limited group of shapes
Target: Self Only
Casting Modifiers: Focus (OAF), Concentration (1/2 Target’s DCV), Extra Time (1 Turn (Post-Segment 12))
Duration: Constant
Range: None
Energy (END): 3

Game Information: Shape Shift (, Hearing, Smell/Taste and Touch Groups, limited group of shapes), Imitation, Reduced Endurance (1/2 END, 1/4) (44 Active Points); OAF Expendable (Drop of blood/hair from a target; Extremely Difficult to obtain new Focus, -2), Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), INT Minimum (14-18) (-3/4), Requires Sorcery Roll (Skill roll, -1/2), Gestures (Requires both hands, -1/2), Concentration (1/2 Target’s DCV, -1/4), Incantations (-1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4). Cost: 6 points

7) The Spell of the Diverse Self

Power: Images Sight Group, Normal Hearing, Normal Touch, +/-5 to PER Rolls
Target: Area
Casting Modifiers: Focus (OAF)
Duration: Constant
Range: None
Energy (END): 6

Game Information: Group, Normal Hearing and Normal Touch Images, +/-5 to PER Rolls, Reduced Endurance (1/2 END, 1/4), Area Of Effect (5m Radius, +1), Mobile (1m per Phase, 1/2) (70 Active Points); OAF Expendable (Five Tiny Humanoid Figurines w/ Mystic Runes; Difficult to obtain new Focus, -1 1/4), Set Effect – Creates 5 duplicates of caster that move around the caster (-1), INT Minimum (14-18) (-3/4), No Range (-1/2), Requires Sorcery Roll (Skill roll, -1/2), Gestures (Requires both hands, -1/2), Incantations (-1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4). Cost: 12 points

8) The Spell of the Iron Mind

Power: Mental Defense (Defensive)
Target: Self Only
Casting Modifiers:
Duration: PERSISTENT
Range: None
Energy (END): 0

Game Information: +20 Mental Defense (60 points total) (20 Active Points); OAF (Small Iron Shield w/ Mystic Runes; 1/2 power without Small Iron Shield w/ Mystic Runes; Requires Multiple Foci or functions at reduced effectiveness, -3/4), INT Minimum (14-18) (-3/4), Requires Sorcery Roll (Skill roll, -1/2), Gestures (Requires both hands, -1/2), Incantations (-1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4). Cost: 5 points


MISCELLANEOUS SORCERY


Game Information: all slots INT Minimum 14-18 (-3/4), Requires Sorcery Roll (Skill roll, -1/2), Gestures (Requires both hands, -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4).
1) Detect Illusion + 2 INT

Power: Detect A Large Class Of Things, Custom Adder, Discriminatory, Range
Target: Self Only
Casting Modifiers: Extra Time (Full Phase)
Duration: Constant
Range: None
Energy (END): 4

Game Information: Detect A Large Class Of Things 11- (no Sense Group), Custom Adder, Discriminatory, Range (22 Active Points); OAF Fragile (Finely Ground Lense, -1 1/4), INT Minimum 14-18 (-3/4), Extra Time (Full Phase, -1/2), Requires Sorcery Roll (Skill roll, -1/2), Gestures (Requires both hands, -1/2), Costs Endurance (Only Costs END to Activate, -1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 4 points

2) Detect Invisibility

Power: Detect A Class Of Things, Range
Target: Self Only
Casting Modifiers: Extra Time (Full Phase)
Duration: Constant
Range: None
Energy (END): 2

Game Information: Detect A Class Of Things 11- (no Sense Group), Range (10 Active Points); OAF Fragile (Finely Ground Lense, -1 1/4), INT Minimum 14-18 (-3/4), Extra Time (Full Phase, -1/2), Requires Sorcery Roll (Skill roll, -1/2), Gestures (Requires both hands, -1/2), Costs Endurance (Only Costs END to Activate, -1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 2 points

3) Spell of the Clear Mind

Power: Aid
Target: Target’s DCV
Casting Modifiers: Focus (OAF), Extra Time (1 Turn (Post-Segment 12))
Duration: Instant
Range: None
Energy (END): 16

Game Information: Aid 3d6 INT & 3d6 EGO 6d6, Delayed Return Rate (points return at the rate of 5 per 5 Minutes, +1 1/4) (81 Active Points); OAF Expendable (Black Lotus Powder; Difficult to obtain new Focus, -1 1/4), Only to Aid Self (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), INT Minimum 14-18 (-3/4), Requires Sorcery Roll (Skill roll, -1/2), Gestures (Requires both hands, -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 13 points


OFFENSIVE SORCERYDREAM SPELLS


Game Information: all slots INT Minimum 14-18 (-3/4), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4).
1) Maligard’s Morphean Sleepless Nights

Power: Mental Blast (Human)
Target: ECV
Casting Modifiers:
Duration: Instant
Range: LOS
Energy (END): 6

Game Information: Mental Blast 6d6 (Human class of minds), Reduced Endurance (1/2 END, 1/4) (75 Active Points); OAF Fragile (Feather, -1 1/4), INT Minimum 14-18 (-3/4), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 17 points

2) Systrosa’s Spell of Dream Manipulation

Power: Mental Illusions (Human)
Target: ECV
Casting Modifiers: Focus (OAF)
Duration: Instant
Range: 0
Energy (END): 6

Game Information: Mental Illusions 12d6 (Human class of minds), Reduced Endurance (1/2 END, 1/4) (75 Active Points); OAF Expendable (Small piece of Lapis Lazuli wrapped in Black Velvet; Difficult to obtain new Focus, -1 1/4), Only to Alter Dreams (-1), INT Minimum 14-18 (-3/4), No Range (-1/2), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 12 points


OFFENSIVE SORCERYILLUSION SPELLS


Game Information: all slots INT Minimum 14-18 (-3/4), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4).
1) Algashar’s Glamour of Fright

Power: Drain (PRE)
Target: Area
Casting Modifiers:
Duration: Instant
Range: 300m
Energy (END): 4

Game Information: Drain PRE 3d6, Reduced Endurance (1/2 END, 1/4), Area Of Effect (5m Radius, 1/2) (52 Active Points); OAF (Tiny Demon-Mask carved of jade; Very expensive to get made 20 sp, 1/2d6 weeks to prepare, -1), INT Minimum 14-18 (-3/4), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 12 points

2) Belzorath’s Invocation of Impassable Terrain

Power: Images Sight Group, Hearing Group, Smell/Taste Group, Touch Group, +/-8 to PER Rolls
Target: Area
Casting Modifiers: Focus (OAF), Extra Time (1 Hour)
Duration: Constant
Range: See text
Energy (END): 0

Game Information: Sight, Hearing, Smell/Taste and Touch Groups Images, +/-8 to PER Rolls, Reduced Endurance (0 END, 1/2), Uncontrolled of 1 hour +1 hour that the caster makes their Sorcery roll by (1/2), Area Of Effect (250m Radius, +1 3/4) (184 Active Points); Extra Time (1 Hour, -3), OAF Expendable (Tiny ball of wax sculpted with various terrains; Easy to obtain new Focus, -1), INT Minimum 14-18 (-3/4), Set Effect any type of terran (-1/2), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Limited Range (500") (-1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 23 points

3) Belzorath’s Spell of Waking Dreams

Power: Images Sight Group, Smell/Taste Group, Hearing Group, Touch Group
Target: Area
Casting Modifiers:
Duration: Constant
Range: 250m
Energy (END): 4

Game Information: Smell/Taste, Hearing and Touch Groups Images, Reduced Endurance (1/2 END, 1/4), Area Of Effect (4m Radius, 3/4), Mobile (1m per Phase, 1/2) (50 Active Points); OAF Fragile (Rune Covered Quartz Crystal, -1 1/4), INT Minimum 14-18 (-3/4), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 11 points

4) Prismatic Blast

Power: Blast (ED)
Target: Target’s DCV
Casting Modifiers: Focus (OAF)
Duration: Instant
Range: See text
Energy (END): 10

Game Information: Blast 4d6, STUN Only (0), Attack Versus Alternate Defense (Flash Defense (Sight), +1 1/2) (50 Active Points); OAF Fragile Expendable (Small Topaz Crystal with Mystic Runes; Difficult to obtain new Focus; 1 sp for crystal and 1d6 days fo ut on runes, -1 1/2), INT Minimum 14-18 (-3/4), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Limited Range (20") (-1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 10 points

5) Simbalon’s Fifth Spell of Illusion

Power: Mental Illusions (Human)
Target: ECV
Casting Modifiers:
Duration: Instant
Range: LOS
Energy (END): 6

Game Information: Mental Illusions 12d6 (Human class of minds), Reduced Endurance (1/2 END, 1/4) (75 Active Points); OAF Fragile (A small Prism treated with oil & black lotus powder; “Fragile” means the oil & black lotus powder needs to be reapplied each time., -1 1/4), INT Minimum 14-18 (-3/4), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 17 points


OFFENSIVE SORCERYMIND SPELLS


Game Information: all slots 14-18 INT Minimum (-3/4), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4).
1) Benthara’s Domination of the Mind

Power: Mind Control
Target: ECV
Casting Modifiers:
Duration: Instant
Range: LOS
Energy (END): 15

Game Information: Mind Control 12d6, Telepathic (1/4) (75 Active Points); OAF (-1), 14-18 INT Minimum (-3/4), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 18 points

2) Benthara’s Spell of Bliss and Despair

Anger
Annoyed/Frustrated – Greater than EGO : Triggers Enraged & Berserks; Character attacks those they would normally attack
Angry – Ego +10 : Attack people/objects the character dislikes but not necessarily angry with.
Furious – Ego +20 : Attack people/objects the character likes
Insanely Angry – Ego +30 : Attack people/objects the character loves
Fear
Apprehensive/Uneasy – Greater than EGO : Ego Roll +5 to maintain composure; if failed the character will avoid the situation or phenomenon causing the fear. Danger Sense automatically triggered
Fearful – EGO +10 : Same as above but no EGO roll modifier
Terrified – EGO +20 : Same as above but EGO roll at -5
Blind Panic – EGO +30 : Character moves away from feared object or phenomenon as fast as possible
Sadness
Pensive – Greater than EGO : Ego Roll +5 to maintain composure; if failed the character becomes listless and apathetic, and has difficulty taking action
Fearful – EGO +10 : Same as above but no EGO roll modifier
Terrified – EGO +20 : Same as above but EGO roll at -5
Blind Panic – EGO +30 : Character becomes totally listless and apathetic; he/she seriously considers suicide or other extreme “solutions”
Love
Sympathetic – Greater than EGO : Character is attracted to people he likes already; he will be inclined to do what they ask of him and will generally try and please them
Loving – Ego +10 : Character is attracted to people he feels neutral about; he will be inclined to do what they ask of him and will generally try and please them
Furious – Ego +20 : Character is attracted to people he does not likes; he will be inclined to do what they ask of him and will generally try and please them
Insanely Angry – Ego +30 : Character is attracted to people he hates or who repulse him; he will be inclined to do what they ask of him and will generally try and please them
Power: Mind Control (Human)
Target: ECV
Casting Modifiers: Focus (OAF)
Duration: Instant
Range: LOS
Energy (END): 12

Game Information: Mind Control 12d6 (Human class of minds) (60 Active Points); OAF Expendable (Difficult to obtain new Focus; Crystal Vial of Tears, -1 1/4), 14-18 INT Minimum (-3/4), Only to Alter/Inflict Emotional States (-1/2), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 12 points

3) Benthara’s Suggestive Mind

Upon casting this spell, the Sorcerer can suggest a course of action to the subject, who will come to view the idea as his own and carry it out. Any attempt to break free from the suggestion receives the usual +20 modifier. If the Magic Skill roll is failed, the Sorcerer will suffer from sudden disorientation.
Simple Suggestion (based on a feeling or natural response – thirsty, hungry, sleepy, etc)
Greater than EGO : Will act on the suggestion if they are already considering taking the action
Ego +10 : Will stop doing whatever they are doing as the earliest convience to carry out the suggestion
Ego +20 : Will stop doing whatever they are doing (as long as it doesn’t put them in danger) to immediately carry out the suggestion
Ego +30 : Will stop doing whatever they are doing (even putting themselves in danger) to immediately carry out the suggestion
Suggestion (Run away, Sit down, Quit attacking)
Greater than EGO : Will not act on the suggestion
Ego +10 : Will act on the suggestion as the earliest convience to carry out the suggestion
Ego +20 : Will act on the suggestion immediately (as long as it doesn’t put them in danger)
Ego +30 : Will act on the suggestion immediately (even if it does put them in danger)
Power: Mind Control
Target: ECV
Casting Modifiers: Extra Time (Full Phase)
Duration: Instant
Range: LOS
Energy (END): 15

Game Information: Mind Control 12d6, Telepathic (1/4) (75 Active Points); OAF Fragile (Crystal; Without Crystal only 1/2 power; Requires Multiple Foci or functions at reduced effectiveness, -1), Target will remember actions and think they were natural (-3/4), 14-18 INT Minimum (-3/4), Single Command (Suggestion) (Must have a list of suggestions, -1/2), Extra Time (Full Phase, -1/2), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 12 points

4) Darthuva’s Affliction of the Confused Mind

Power: Change Environment, -3 to Characteristic Roll or Skill Roll, -3 to Characteristic Roll or Skill Roll
Target: Area
Casting Modifiers: Focus (OAF)
Duration: Constant
Range: LOS
Energy (END): 12

Game Information: Change Environment (-3 to Characteristic Roll or Skill Roll, -3 to Characteristic Roll or Skill Roll), Costs Endurance Only To Activate (1/4), Area Of Effect (1m Radius, 1/4), Line Of Sight (1/2), Ranged (1/2), Usable as Attack (1) (63 Active Points); OAF Expendable (Complicated Knot of gold thread; Difficult to obtain new Focus, -1 1/4), 14-18 INT Minimum (-3/4), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Only Affects One Specific Person (-1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 13 points

5) Darthuva’s Spell of Torment

Power: Mental Blast
Target: ECV
Casting Modifiers:
Duration: Instant
Range: LOS
Energy (END): 12

Game Information: Mental Blast 6d6 (60 Active Points); OAF (-1), 14-18 INT Minimum (-3/4), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 14 points

6) Fekura’s Binding Fear

Power: Entangle
Target: Target’s DCV
Casting Modifiers: Focus (OAF)
Duration: Instant
Range: 400m
Energy (END): 7

Game Information: Entangle 4d6, 4 PD/4 ED, EGO Based Attack (uses OMCV against DMCV, 1/4), Takes No Damage From Attacks from Physical Attacks (1/4), Works Against EGO, Not STR (1/4), Reduced Endurance (1/2 END, 1/4) (80 Active Points); OAF Expendable (Two Tiny Mirrors w/ Mystic Runes which are glued together; Very Difficult to obtain new Focus; Take 1d6 days to prepare, -1 1/2), Vulnerable to Torment of the Mind Spell, Enraged, Berserk (Very Common, -1), 14-18 INT Minimum (-3/4), Mental Defense Adds To EGO (-1/2), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Cannot form barriers (-1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 12 points

7) Fekura’s Fear

Power: Drain (PRE)
Target: Target’s DCV
Casting Modifiers: Focus (OAF)
Duration: Instant
Range: 600m
Energy (END): 12

Game Information: Drain PRE 6d6 (60 Active Points); OAF Expendable (Fear Rune Inscribed piece of Obsidian; Difficult to obtain new Focus, -1 1/4), 14-18 INT Minimum (-3/4), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 13 points

8) Holkur’s Spell of Courageous Form

Power: Aid (PRE)
Target: Target’s DCV
Casting Modifiers: Focus (OAF)
Duration: Instant
Range: 360m
Energy (END): 11

Game Information: Aid PRE 6d6, Ranged (1/2) (54 Active Points); OAF Expendable (Miniture Gold Sword & Shield w/ Mystic Runes; Very Difficult to obtain new Focus; Cost 5 sp to have physical focus made, -1 1/2), 14-18 INT Minimum (-3/4), Only useful for resisting PRE based Fear attacks (-1/2), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 10 points


OFFENSIVE SORCERY – SORCERER’S HAND


Game Information: all slots 14-18 INT Minimum (-3/4), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4).
1) Bigby’s Crushing Hand

Power: Telekinesis, Fine Manipulation
Target: Target’s DCV
Casting Modifiers: Focus (OAF)
Duration: Constant
Range: 450m
Energy (END): 5

Game Information: Telekinesis (30 STR), Fine Manipulation, Reduced Endurance (1/2 END, 1/4) (69 Active Points); OAF Expendable (Hand shaped Talsman made of oak w/ Mystic Runes; Difficult to obtain new Focus; 1 sp for Talsman + 1/2d6 to put runes on, -1 1/4), 14-18 INT Minimum (-3/4), Can only be used to grab or crush/squeeze (-1/2), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Affects Whole Object (-1/4), Reduced By Range (10") (-1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 12 points

2) Bigby’s Hand

Power: Telekinesis
Target: Target’s DCV
Casting Modifiers:
Duration: Constant
Range: 150m
Energy (END): 3

Game Information: Telekinesis (10 STR) (15 Active Points); OAF (-1), 14-18 INT Minimum (-3/4), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 3 points

3) Bigby’s Scribe

Power: Transform Cosmetic, Healed back by (Book,Scroll,Tome, Volume → Book, Scroll, Tome, Volume)
Target: Target’s DCV
Casting Modifiers: Focus (OAF), Concentration (0 Target’s DCV), Extra Time (1 Minute)
Duration: Instant
Range: None
Energy (END): 8

Game Information: Cosmetic Transform 6d6 (Book,Scroll,Tome, Volume → Book, Scroll, Tome, Volume) (18 Active Points); Extra Time (1 Minute, -1 1/2), OAF Expendable (Quill with Mystic Runes; Difficult to obtain new Focus, -1 1/4), Limited Target – Only to copy a book, scroll, tome or volume ([Very Limited], -1), Concentration (0 Target’s DCV; Character is totally unaware of nearby events, -3/4), 14-18 INT Minimum (-3/4), No Range (-1/2), Increased Endurance Cost (x2 END, -1/2), Gestures (Requires both hands, -1/2), Requires A Sorcery Roll (Skill roll, -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 2 points


SENSORY SORCERY


Game Information: all slots 14-18 INT Minimum (-3/4), Requires A Sorcery Roll (Skill roll, -1/2), Gestures (Requires both hands, -1/2), Must meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4).
1) Benthara’s Nexus of Minds

Power: Mind Link One Specific Mind, Number of Minds (x16)
Target: ECV
Casting Modifiers: Extra Time (5 Minutes)
Duration: Constant
Range: LOS
Energy (END): 5

Game Information: Mind Link, One Specific Mind, Number of Minds (x16) (25 Active Points); Extra Time (5 Minutes, Character May Take No Other Actions, -2 1/4), OAF Fragile (Crystal for each person being linked to with mystic runes, -1 1/4), 14-18 INT Minimum (-3/4), Costs Endurance (-1/2), 3d6 EGO Blast Side Effects (-1/2), Stops Working If Mentalist Is Stunned (-1/2), Requires A Sorcery Roll (Skill roll, -1/2), Gestures (Requires both hands, -1/2), Must meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 3 points

2) Benthara’s Spell of Finding

Power: Mind Scan
Target: ECV
Casting Modifiers:
Duration: Constant
Range: None
Energy (END): 12

Game Information: Mind Scan 12d6 (60 Active Points); OAF (-1), 14-18 INT Minimum (-3/4), Requires A Sorcery Roll (Skill roll, -1/2), Gestures (Requires both hands, -1/2), Must meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 14 points

3) Benthara’s Spell of Knowing

Power: Telepathy (Human)
Target: ECV
Casting Modifiers: Focus (OAF)
Duration: Instant
Range: LOS
Energy (END): 6

Game Information: Telepathy 12d6 (Human class of minds), Reduced Endurance (1/2 END, 1/4) (75 Active Points); OAF Fragile Expendable (Tiny mirror painted with Mystic Runes; Easy to obtain new Focus, -1 1/4), 14-18 INT Minimum (-3/4), Requires A Sorcery Roll (Skill roll, -1/2), Gestures (Requires both hands, -1/2), Must meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 17 points

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