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Workings, Techniques, and Charms

The many magical powers attributed to Sorcerers in The World fall into five broad categories called Workings. Every Sorcerer knows at least one of these, and the vast majority of them that mortals encounter will never master more than one. Within each Working are several Techniques that hone the Sorcerer’s abilities and add new ones. For example, the Wonderment Working at its basic level allows a character to disguise people or change the appearance of objects, but Wonderment Techniques give him the power to turn invisible, create entire illusory scenes, or conjure items out of thin air.


 

When a character learns a Working, she also acquires that Working’s inherent Technique. She gains two Techniques of that Working at Legend 1, then one more for every point of Legend after that. Sorcerer characters know one Working and its inherent Technique at Legend 0, and gain additional Workings upon reaching Legend 1, 5, and 9. Learning a new Technique beyond those gained naturally costs 10 Experience. Additional Workings cannot be purchased with Experience.


Charms are minor magical effects available to any Sorcerer who knows a Working. Most of them can provide a 1 Enhancement or Complication to mundane actions associated with the Working, such as using a Divining charm to enhance research or a Binding charm to briefly inconvenience an enemy. Charms cannot be used on anyone of a higher tier than the Sorcerer.

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