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Sorcery

The fusion of different magical energies results in a clash of the natural order. Results are always more powerful than had a spell been cast normally; however, there is a chance that it will backfire on the caster. All mixing of mana types can occur without additional training excluding life and divine energies.   It is not uncommon to see the results of sorcery take on a life of their own and display a crude level of intelligence.  

Backlash

The act of mixing two types of mana requires an additional effort, a violence, against their nature. When a caster attempts this there is always a chance that they will find the energy of their spell wreaking havoc within their body. As they grow and become accustomed to the searing of their nerves and abundance of unchecked power a mage is more able to save themselves from disaster.  

Legality and Public Reception

Due to the financial losses and deaths incurred by the practice of sorcery it is illegal to use in every settlement. Mages wishing to engage in sorcery in the field or sequestered in their towers away from the city may do so without fear of the law.   A social stigma pervades users of sorcery due to its common usage by mad wizards. Practitioners wishing to maintain relations with the commonfolk know to keep their mouths shut and their magic well hidden.  

Game Mechanics

This is a feat of spellcasting which exceeds the spells cast by the sorcerer class. You will not be penalized for being a sorcerer unless you also opt to cast the spell with the following feat.  

Sorcery

Sorcery is available to all magic casters and counts as their damage perk.

Anyone may cast a non-healing spell as a sorcery if they want to risk having it backlash through their bodies. Perverting the nature of the spell pattern, two different types of energy attempt to mix and the results are quite often dangerous for all involved. The player may cast a spell as a sorcery prior to the roll.

Type Bonus Damage Increase
Cantrips 1d4 -
Damage Spells 1d6 1d6 at Level 5, 11, and 17
Spell Save DC - 1d4 at Level 5

Backlash

You must also roll a d20. Results of a 5 or less represent a backfire.
At 1st level make a DC 23 intelligence or wisdom save to resist backfire consequences, at 8th a DC 20, and at 16th a DC 16.  
Backlash Consequence
For every level of spell cast take 1d6 damage on a failed save. Subtract the amount of backlash damage from the spell damage.
  • The backlash damage may be higher than the damage caused by the spell.
  • Minimum creature damage is 1 per damage dice rolled.
In the case of a backlash on a non-damaging spell the bonus to DC still counts and the monster must still make the check. Backlash damage is applied regularly by spell level.

  The intention is that no matter your level you can always backfire, it is a fixed chance within the magical system. At lower levels this is really risky, you're not a legendary magical user yet, and is why there's such a high save.  

Example

  • You cast a 3rd level spell as a sorcery and fail your backlash roll. You fail to hit the creature. You roll 3d6 for backlash damage, 1d6 per spell level, and get 8. You take 8 damage.
  • You cast a 3rd level spell as a sorcery and fail your backlash roll. You hit the creature and roll your regular damage plus bonus sorcery damage (you are 3rd so 1d6) and get 15. You roll 3d6 for backlash damage and get 8. You take 8 damage and the creature takes 7.

Manifestation

Each spell cast in a sorcerous fashion appears differently than its bog standard result.
  • Fiendfyre, which is created by infusing the elemental power to create fire with the divine, appears to shimmer with a brilliant light.
  • Insect Plague, changed by drawing upon the energy of life and the concepts of the astral plane, create a short lived insect elemental which bites and doggedly pursues its target.

Contents

  Table of Contents
  • Sorcery
  • Backlash
  • Legality
  • Gameplay Mechanics
  • Manifestation
  • Type
    Metaphysical, Arcane

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