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Divining

The first thing that most Sorcerers learn is how to interpret the hidden signs of The World and put them to use. Whether they do it through calendrical calculations, observing nature, or speaking to spirits, they gather information in ways that are inaccessible to other mortals.


 

Inherent Technique: Read the Signs

Skill Roll: No
Cost: 1 Momentum or imbue 1 Legend
Duration: One roll or indefinite
Subject: Self
  During procedural play, the Sorcerer can spend a point of Momentum to use his Sorcery skill in place of any other skill roll required to gather clues. In addition to the usual Stunts available when finding clues, he also gains the following:
  • Mythic Traces (1s): If the scene that the Sorcerer is investigating involves magic or is connected to supernatural beings, he can identify the Pantheon to which they are most closely aligned.
  • Guilt-finding (2 or 4s): As a 2s Stunt, the player can ask the Storyguide for a general description of the cause of a situation that her character is studying. For four successes, the Sorcerer learns the current location of who- or whatever has caused it and can choose to imbue a point of Legend to continue to track that cause wherever it goes.

 

DIVINING TECHNIQUES


 

Avert Doom

Skill Roll: No
Cost: 1 Legend
Duration: Scene
Subject: One character
Range: Short
 

The Sorcerer spends 1 Legend and names a specific source of damage. For the duration of the scene, the subject of the spell cannot be killed by that source. She may suffer all other appropriate Conditions, including being Taken Out, so long as none of them are fatal.


 

Ecstatic Trance

Skill Roll: No
Cost: 1 Legend
Duration: Scene
Subject: Self
 

The Sorcerer invites a spirit into his body to offer guidance to others while also protecting him from harm. The character names the spirit or type of spirit to call up, after which he can use his Sorcery skill in place of a specific skill roll for the duration of the spell. For example, by becoming possessed by an ancestor who was a great warrior, he can substitute his Sorcery skill for Close Combat, while the spirit of a wise sage allows him to substitute it for Academics. In addition, being in the trance allows the Sorcerer to ignore pain to a limited degree. For the duration of the spell, she gains one extra Bruised Health Level and is Resistant to one of the following: fire, cold, sharp weapons, poison, or drowning.


 

The possessing spirit may have its own agenda if it is summoned without a clear purpose or if it completes its task before the spell is done: the warrior might demand a feast when it has defeated its enemies, the sage might become engrossed in learning about the internet, and so on. If the player accepts an inconvenient distraction as a result of the possession, he gains Momentum. If the character wants to end the trance before the scene has finished, she must succeed at a Sorcery skill roll.


 

Necromantic Consultation

Skill Roll: Yes
Cost: Imbue 1 Legend
Duration: Scene
Subject: One corpse
Range: Close
 

The Sorcerer calls up the spirit from a corpse in order to communicate with it. If she wishes, she can make it visible and audible to others, but by default, only she can see or hear it. The spirit has the same Attitude to the Sorcerer as it did when it was alive and cannot interact with its surroundings in any way beyond speaking and gesturing.


 

Pronouncement

Skill Roll: Yes
Cost: None
Duration: Scene
Subject: One character
Range: Short
 

The Sorcerer offers advice to another person on how to succeed at a specific task and makes a Sorcery skill roll. The number of successes become a pool of Enhancements that the subject can draw on, up to 3 at a time, for any rolls to complete that task for the duration.


 

Sudden Insight

Skill Roll: Yes
Cost: None
Duration: Scene
Subject: One character
Range: Short
 

Through her experience in recognizing portents, the Sorcerer is able to determine the best way to navigate obstacles before her. The subject of the spell gains an Enhancement equal to the number of successes on any one skill roll within the duration. This Enhancement can only be used to overcome Complications or difficulty penalties on that roll; any leftover Enhancement has no effect.


 

Synchronicity

Skill Roll: Yes
Cost: 1 Momentum or 1 Legend
Duration: Instant
Subject: One character
Range: Medium or unlimited
  The Sorcerer creates a Twist of Fate for herself or another without having to invoke a Path. The magnitude of the effect is based on the number of successes. If she possesses something belonging to the subject and spends a point of Legend, she can do this at any distance.
 

Haruspicy

Skill Roll: Yes
Cost: None
Duration: One scene
Subject: Self
Range: Close
 

You may spend a round concentrating and examining a character’s injuries to get a glimpse of the near future. You generate a pool of points equal to the value of the highest Injury Condition involved (or 5, for Taken Out). If you use this on a mundane animal that is not an Antagonist, you receive only 2 points. You may spend these 1 for 1 to grant Enhancement to any roll by anyone for the rest of the scene, with a cap of Enhancement 3 from this to any specific roll. If you personally inflicted the Injury Condition, apply this Enhancement before the rolls it enhances. You may only examine a given character once per day this way.


 

Red String

Skill Roll: Yes
Cost: 1 Momentum, optionally 1 Legend
Duration: One roll or one session
Subject: Self or one character
Range: Short
  You have a sense for the people around you, identifying the strands of Fate connecting them and how they can be manipulated. You may take a round to concentrate and use your Sorcery skill roll as a Shift Attitude action. If you also spend 1 Legend when doing, you may allow one character (which can be you) to acquire an additional Fatebinding this session, though they are still bound by the normal limits on how many Fatebinding Conditions they have.
Charms: Divining charms allow casters to gain knowledge in ways that would generally be available through non-supernatural means, but without having to go through the effort of research. Using a divining charm during Procedural play gives 1 Enhancement to attempts to gather information.

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