Sorcerer Abilities

When determining what you can do with the following charts add your willpower + Ability

Here's an idea, though. Try +rolling your Ability, then using the success/failure to add (or subtract) from your Ability? So if you have Mind:15, you'd +roll/per 15. If you get a 10 Success, then it's 25. If you get a 10 Failure, then it's 5.

--------------------------=<< Magical Ability >>=---------------------------

The 'Magical Ability' is used to cover most everything not already covered under other departments found in '+abilities'.

  • Ability Under 5 - Good luck making anyone believe you actually have an ability. You actually -can- affect things, but it's so subtle and coincidental that if you run around saying 'I did that! I did that!' you'll get locked up.
  • 5 to 10 - Your ability is rather blatant, but nothing earth-shattering. Generally, it'd leave folks wondering if that happened on its own or by your design. WoD Mage-wise, it's the 'Coincidental Effects' that only sort've seem coincidental, but really aren't. Do it three times in a row quickly, and it's quite evident you're doing something funky.
  • 10 to 15 - It's blatantly funky, but still falls in the realm of the understandable. As in, someone could sit down and think, "ok, their powers made this do that, and these go over here, and moved this around". Impossible, but not illogical.
  • 15 to 20 - It's blatantly funky and kind of non-understandable. The effects of the Lycanthropy virus manifest at least 'Level 15' effects with the unnatural strength, healing, and ability to change to a critter. None of the effects of Lycanthropy could really have a pseudo-science basis, but are mostly just adaptations of plausible things. Think of it as 'the impossible on demand'.
  • 20 to 25 - Same as before, but it's just all kooky. The effects of Vampirism (dead folks walking and talking, but not rotting, and actually doing better than they were when alive) manifest at least 'Level 20' effects. Unlike the previous range, the impossible things don't happen on demand but instead are just always happening.
  • Alpha Shifters have 25+ Power, so being able to whistle up the dead whenever you want (Channel Munin) or changing shape any time you please (Call Beast) gets around there. Master Vampires have 35+ Power, so being able to up and cause damage for no explainable reason (Wounding) or transmutate emotions to vital energy (Alternate Feeding) gets around there.

Please consult Staff for working out a +cnote to express what your Magical Ability can and can't do. Oftentimes, one can get away with a higher range of effects if there is a limiting flaw to it (like being able to do something often limited to the 15-20 range when you only have Magical Ability:10, if you can only do it when the moon is full, you're wearing your shoes on the wrong feet, and you've just turned around clockwise one hundred times).


WARNING NOTE

The following Abilities are part of an experimental Sorcerer system. They're not set in stone, just yet.


--------------------------=<< Life >>=---------------------------

LIFE:
This is the school of magic focused upon healing and harming a person. The two go hand in hand.

  • 1 - 10: At this level the witch has the ability to sense how hurt a person is. +roll/per life + willpower divide success by 10 and that number is how many "issues" the person can see — This includes aura or metaphysical damage.
  • 11 - 20: At this level the witch can heal physical damage. +roll/per life + willpower divide success by ten and that is the amount of damage they can heal in one round.
  • 21 - 30: At this level the witch knows not only how to heal but how to harm. +roll/per life + willpower divide success by 10 and that is how much damage a witch can do in a turn.
  • 31 - 40: Major Healing? +Roll/per life + willpower divide success by 5 and that's how much a witch at this level can heal in a turn?
  • 41 - 50: Majoring harming? +roll/per life + willpower divide success by 5 and that's how much damage a witch can do in a turn?

Alternate System

Healing is easier than hurting, due to how the magic tries to encourage the body to do what it wanted to do anyway. Most damage from nefarious applications of Life is through tumors, indigestion, hormone imbalances, high blood pressure, et cetera.

To do a magical tricorder scan on someone, +roll/per Life to see if anything is found. If it fails, no reason why you can't do it next pose.

To heal someone, +roll/per Life and divide by 5. (so 50 success? 10 points) Same caveat as in the 'magical tricorder' if it fails.

To hurt someone, +roll/per Life and divide by 10. (so 50 success? 5 points) Same caveat as in the 'magical tricorder' if it fails.

All three of these can be attempted by anyone with any degree of Life magic, unlike the tiered system above. The skills of Biological Science and Medical can be added to Life when checking the above rolls, although either skill can't add more than the base Life (so both Bob with Life:5 & Medical:5, and Carol with Life:5 & Medical:15 will +roll/per 10 [5+5], but Ted with Life:5 & Medical:5 and Bio Sci:5 will get to +roll/per 15 [5+5+5] )

Willpower doesn't play into this alternate system.


--------------------------=<< Elemental >>=---------------------------

Elemental:
This is the power over the elements.

  • 1 - 10: Elemental Blessing, raises a stat based on element. +roll/per elemental + willpower divide success by 10 and that number is how much the specified stat is boosted for a number of hours equal to dots in elemental and willpower. (Earth: Muscle, Fire: Reflexes, Air: Fitness, Water: Willpower)
  • 11 - 20: Wards Against Elements, at this level the magic user can ward against a chosen elemental for a number of days equal to +roll/per elemental + willpower success divided by ten. The element will cause no harm to the person or object warded.
  • 21 - 30: Call Element. +roll/per elemental + willpower divide success by 10, this is how long the element is in the area after summoned. Fire shoots out of a near by stove, sprinkles burst open, earth erupts from the ground, wind comes rushing in, etc. The element has to be present or have some feasible way of arriving.
  • 31 - 40: Not certain.
  • 41 - 50: At this level the witch can permanently bless someone (permanently raise an attribute). +roll/per elemental + willpower divide success by 10 and the specified stat is permanently raised — cannot exceed racial caps (IE: 30 for humans, 50 for preternaturals).

Alternate System


Dunno!

Willpower doesn't play into this alternate system.


--------------------------=<< Morph >>=---------------------------

MORPH
This is the ability to manipulate shape.

  • 1 - 10: The beginning levels of morph allow one to fortify an themselves or an object. +roll/per morph + willpower divide success by 10 and add that number to the an object's sturdiness, or to temporary health points.
  • 11 - 20: At this level on can weaken objects or themselves (but who would want to?). +roll/per morph + willpower divide success by ten and that number is the amount of damage done to the structure of an object (or temporarily lowers health points).
  • 21 - 30: At this level presuming the witch has the right animal skin the witch can transform into an animal. +roll/per mental + willpower divide success by 10 and that number is how many hours the witch can remain in their animal form.
  • 31 - 40: Not certain.
  • 41 - 50: Not certain.

Alternate System

When in contact with an object or person (other than yourself), one can make the object/person more or less sturdy, should it be attacked. This manifests as a plus or minus to the attacker's +roll/per versus the target. To see how much it adds or subtracts, multiply the sorcerer's Morph by how many turns/rounds/poses the sorcerer has been in contact with the object, and +roll/per that product. (So if Manny Morpher with Morph:5 grabs onto Terry Target while Alex Attacker is beating on Terry, nothing special happens the first round. Second round, Manny's continued grabbing has a 5% chance of adding up to +5 to Alex's next attack. Third round, Manny's grab has a 10% chance of adding up to +10 to Alex's third-round attack. Fourth round, a 15% chance of adding up to +15 to Alex's fourth-round attack, etc..) Note that it doesn't work on yourself (nor the shirt you're wearing, etc..) and that one has to be in contact with the target the round/turn/pose before the attack and still be in contact with it during the attack(s). If the sorcerer loses contact with the target, the bonus/minus count goes back to zero.

With the hide of a mundane critter that the sorcerer has prepared (generally, the sorcerer either had to kill, skin, and tan the hide themselves, or have it in their possession for about a month. If had for about a month, try to limit the number of hides had to about one per every 5 points of Morph), a sorcerer can (gradually) turn into that critter. Each pose, +roll/per Morph and the sorcerer shifts that far along (could be bits and pieces, limb by limb, could be an all-over general thing, play it by ear). If the sorcerer is interrupted partway along or decides to revert back, they'll start to shift back to normal at a flat rate of <Morph>% per pose. The hide magically vanishes as the shifting progresses, reappears when the sorcerer shifts back, and the sorcerer can remain in animal form for as long as they want. Although the hide conveniently gets magically stored away, nothing special happens to the sorcerer's clothes or exterior possessions.

NOTE: If one is not shifting mid-scene, one can just presume full <Morph>% per pose without bothering rolling. It can also probably be presumed if one pre-planned on shifting, isn't being attacked or attacking or being otherwise distracted, et cetera.. So even with Morph:5, one can still do it, as long as one has 20 minutes to spare off-camera.

Willpower doesn't play into this alternate system.


--------------------------=<< Mind >>=---------------------------

MIND:
This school of magic is perhaps the most illegal magic there is, as it is specialized in influencing other people's mind and emotions.

  • 1 - 10: You can make someone more agreeable to your will. (While they won't do anything that would directly cause them harm or danger it will make someone want to be your friend. This is used to make a hostile person less hostile.) +roll/per mind + willpower, and then divide the success by 10 (round up) and for that number of turns they will be non-hostile to you and cannot attack you.
  • 11 - 20: At this level you have learned how to temporarily cause someone to pause. +roll/per mind + willpower and divide the success by 10 (round up) and for that number of rounds the target will be able to do no more than stagger or stammer.
  • 21 - 30: At this level you have learned how to suppress the will of others to the point of weakening their mental resistance and prowess. +roll/per mind + willpower - target's willpower and divide the success by 10 that number is how much of a penalty they take on any roll that requires their willpower.
  • 31 - 40: At this level you have not only learned how to suppress the will of another person, but you have learned how to flip a switch instead of their mind and cause them mind-boggling terror. +roll/per mind + willpower - target's willpower and divide success by 10 and that number is how many days the subject cannot approach you have fleeing your presence in terror.
  • 41 - 50: Master of Mental magics, rumors are at this level one can use mind control. (Theoretic system..+roll/per mind + willpower - target's willpower divide success by 10 and for that number of rounds the target must follow your commands).

Alternate System

Dunno!

Willpower doesn't play into this alternate system.


--------------------------=<< Meta >>=---------------------------

META:
This is the ability to counter or interrupt or dispel magic.

  • 1 - 10: You are able to temporarily give yourself a higher resistance to magic. +roll/per willpower + meta magic, and add the success to your resistance to any magic spells used against you.
  • 11 - 20: You have the ability to grant other people resistance from magic. Same as above, except to another person. On top of this you have the ability to dispel magic affects from yourself and your surroundings (but not other people).
  • 21 - 30: You have the ability to disperse magic affects from other people, as well you have the ability to set wards against magic. This makes it more difficult to cast magic in the area that is warded.
  • 31 - 40: Binding, you have the ability to temporarily bind another's power — this considered an attack spell. NOTE: Permanently binding someone is a curse, and the person doing the cursing usually dies.
  • 41 - 50: You are a master of meta magic.

Alternate System


Wow, really dunno!

Willpower doesn't play into this alternate system.


--------------------------=<< Divination >>=---------------------------

DIVINATION
The ability to divine. It is the ability to locate items, people, sense magic effects, and at VERY HIGH LEVELS divine the future and the past.

  • 1 - 10: You can locate items in a radius around you equal to 10 miles per dot of divination + willpower.
  • 11 - 20: You can locate people in a radius around you equal to 10 miles per dot of divination + willpower.
  • 21 - 30: You can divine the past of the location you are in, the number of years back you can go is equal to 10 years per dot of divination + willpower.
  • 31 - 40: You can divine the future, the number of years forward you can go is equal to 10 years per dot of divination + willpower NOTE this is highly unreliable magic due to the fluidity of the future.
  • 41 - 50: A master of divination, your divining powers are practically unlimited.

Alternate System

Fortunetelling generally doesn't work well on MU*. Dunno.

Willpower doesn't play into this alternate system.

[One Draft of an Alternate System]


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