HyperionSorcery

Sorcerer Abilities

------=« 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).

------=« Basic System »=-----

Sorcerers can cast great magics, but usually require preparation, study and ritual to do so. While they can cast ‘on the fly’, as it were, this is not their strength.

Rituals should be individually discussed with staff. Expect effort to be commensurate with results; strange and difficult-to-acquire physical components, long study of hard-to-find books and days of effort should be considered par for the course for high-powered effects.

These rules for the individual schools of magic are for on-the-fly casting only. Ritual magic is defined in 'news sorcery ritual'.

Casting Magic: To cast magic in any given situation the very basic formula of Ability + skill + skill = Base % to cast, where no one skill can count for more than the Ability, is all anyone need ever rely on. A roll to cast a spell using any magical ability would be typed in as "+roll/per Ability+Skill1+Skill2". Casting magic on the fly should rarely be subtle. Obviously, if only one skill can apply (or no skills), then just go with that one (or with the Ability alone).

Example: Bob with Life:5 & Medical:5, and Carol with Life:5 & Medical:15 will +roll/per 10 [5+5]. Although Carol has more Medical skill, she can't have it help her magic any more than her magic itself.

Ted with Life:5 & Medical:5 and Bio Sci:5 will get to +roll/per 15 [5+5+5], because the diversity of his skill-set helps.

A sorcerer is calling on knowledge, arcane pacts and ancient secrets; his or her Power stat is the limit of their abilities, and has little bearing on more day-to-day magic.

Resisting the effects of Failure: When a sorcerer fails a attempt at casting a spell, the strain of the backlash from the failure is felt in Drain. The only way a sorcerer can resist this magical drain is by strong will. The % the sorcerer fails by on a roll is divided by that sorcerer’s Willpower x 2 to get the amount of drain the sorcerer takes from the failure. NOTE TO LYLE: Write this code.

Example: Magnus Magus wants to cast a life spell to heal a friend of his, so he finds his basic success rate using Life: 10, Medical: 10, Biological Science: 10 to get the base cast chance of 30%.

The roll: Magnus rolls 60 against 30% : 30% failure

Magnus failed the spell by 30%. But he's strong willed, with a Willpower of 15. Taking the 30% Failure and dividing it by twice Magnus' Willpower, 30/(15x2)=1 (always round to the nearest number). So Magnus takes 1 Drain from the failure - just a minor headache, and he can try again next turn.

Sanctums: If a Sorcerer is attempting to use any of their abilities on the fly within their designated Sanctum, the base chance of success is doubled. A Sorcerer’s sanctum should be a room dedicated to the arts of magic. Sanctums are made through use of the Enchantment ability and by use of a ritual, and should be cnoted as such. A Sanctum can be no larger on any side than the Sorcerer's Power in feet.

------=« Life »=-----

LIFE: This is the school of magic focused upon healing and harming a person. Commonly used Skills are Medical and Biological Science, to a maximum of the Sorcerer’s Life ability. 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 scan someone medically, +roll/per Life+Medical+Biological Science to see if anything is found. If it fails, no reason why you can't try it again next pose.

To heal someone, +roll/per Life+Medical+Biological Science and divide the success by 5. (so 50 success? 10 points of healing.)

To hurt someone, +roll/per Life+Medical+Biological Science and divide the success by 10. (so 50 success? 5 points of damage.)

All three of these can be attempted by anyone with any degree of Life magic. 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 ability.

------=« Elemental »=-----

ELEMENTAL: This is the school of magic focused on the ancient alchemical Elements – air, earth, fire and water - rather than the modern elements of the Periodic Table. Commonly used Skills are Occult and Physical Sciences, to a maximum of the Sorcerer’s Elemental ability. Resisting the elements is easier than calling them, because pulling something from somewhere else takes more energy than stopping it.

Sense Element: To do a magical scan of elements present, +roll/per Elemental to see what is within Elemental yards. If it fails, no reason why you can’t do it next pose.

Resist Element: To defend yourself against the elements for Elemental minutes, +roll/per Elemental and divide by 5. (So 50% success in a defence against fire? 10 points of damage subtracted from every fire-based attack for as many minutes as you have Elemental ability).

Create Element: +roll/per Elemental and divide by 10 for the volume affected, so 50% success? 5 cubic inches of fire/air/earth/water. Things so created dissipate at a standard rate (IE: Fire goes foom, air drifts away, water runs away, earth sits there until it erodes), and are created in a literal form (Air is standard atmosphere, Earth is soil). This element can be created Elemental yards away.

------=« Transmute »=-----

TRANSMUTE: This is the ability to manipulate shape and composition. Manipulating inanimate objects uses Artisan and Architecture, while manipulating living beings requires Medical and Biological Science and suchlike, both to a maximum of the Sorcerer’s Transmute ability. Transmutation is based on cumulative successes, and as such success scored adds together each turn (and subtracts with failures) until the transmutation reaches the target number.

Transmute Inanimate: The Sorcerer can change the shape or composition of an inanimate object, over time. +roll/per Transmute+Artisan+Architecture to see how much of the object you manage to transmute this turn.

Transmute Self: The Sorcerer can change their own shape using +roll/per Transmute+Medical+Biological Science at 20% of success rate, so a 50% success is 10 points.

Transmute Other: The Sorcerer can change the shape of another living being using +roll/per Transmute+Medical+Biological Science at 10% of Success, so a 50% success is 5 points. This is resisted by subtracting the Fitness of an unwilling victim from the Sorcerer’s Transmute+Medical+Biological Science.

Changes to inanimate objects occur via Transmute+Artisan+Architecture at full success rate. 50 points of total success is require to change either shape or composition, while 100 points of total success is required to change both. The change will begin to undo after Transmute hours, and the object will revert back to normal after Transmute x 2 hours.

Changes to eye and hair color are cosmetic and take a 10 point total success, while changes to physical size are more difficult and require 25 points of success in total, as most parts of the body have to be altered in minor ways. Changes to such inbuilt things as gender require 75 points of total success – one is still the same species, but every part of the body has to be amended. Changing into an animal requires 100 points of total success, however long that takes, and a piece of hide of that animal ritually bound to the Sorcerer one way or another. Sensible Sorcerers remove their clothing before they start.

Changes to another being are not permanent with Transmute alone. Every time the sorcerer rolls to Transmute someone else against their will, that being can resist with Fitness (subtract Fitness from the Transmute roll, failure of the roll indicates how much the forced transmutation is undone by). Changing the shape of an unwilling lycanthrope or vampire is a feat only attempted by the greatest of sorcerers, and even small successes against human targets are frequently undone within seconds.

NOTE: If one is not shifting mid-scene, one can just presume full <Transmute>% 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 Transmute:5, one can still do it, as long as one has 20 minutes to spare off-camera.

------=« Mind »=-----

MIND: This school of magic is perhaps the most illegal magic there is under current American law, as it is capable of influencing other people's mind and emotions. Common Skills for Mind are Deception and Seduction, to a maximum of the Sorcerer’s Mind ability.

Sense mind-affecting: You can sense things affecting your own mind or the mind of your target, from exhaustion to that vampire over there, using +roll/per Mind+Deception+Seduction. You can also sense psychic abilities being used within Mind yards. This roll is automatic if mental magic is used within Mind yards.

Mental shield: You can work against things trying to affect your mind or the mind of another. Subtract your Mind ability (without skills) from whatever Ability is being used on your or your target.

Affect minds: You can alter the minds of others. See ‘news scare tactics’ and ‘news mind rolling’, though the Sorcerer gets to +roll/per Mind+Deception+Seduction (or substitute Intimdation for one of the other two) and add their success rating to the difficulty of what they are trying to achieve.

Communicate: With a successful roll (using Linguistics and all if it involves communication with people, Animal Handling and all if it involves communication with animals), one can understand a concept that another being is trying to to express for the duration of a scene. This can be someone talking in a foreign language, writing in a code, or working out why that dog is barking so much. While the effect is going on, one can also communicate back, although one can't make an animal understand any concepts broader than the animal can comprehend. One roll per target-type (so either one spoken or written language, or one type of animal) per scene.

------=« Enchantment »=-----

ENCHANTMENT: This is the ability to sense, counter or prolong magic. Commonly used Skills are Occult and Research.

Sense Magic: Sense magic (active and passive) in your area. This does not pick up psychic or innate abilities, only ‘active’ ability use by sorcerers, lycanthropes and vampires within Enchantment yards. This ability is reflexive.

Counter Magic: Dispels magic already in use. Does not work on purely mind-affecting Abilities such as Mind Rolling or Dominate, nor does it work on innate abilities (IE: a vampire would still be a talking corpse, but wouldn't be able to fly). Subtract 20% of Enchantment success rate from the strength of the effect.

Illusion: A successful cast (generally using Artisan and other crafty skills) can get a a cubic foot (about the volume of a standard microwave) of illusion for five minutes. For larger or longer illusions, multiple successful casts must be made.

Permanency: Prolongs another magic effect, at 10% of Enchantment success. 20 points total success will double the duration, while 200 points will make it permanent until Enchantment is used against it.

If one is unlucky enough to be the victim of a Permanent effect, one must seek the help of another Sorcerer to undo it (generally by having the other Sorcerer enchant you to experience a magically opposite effect)

For instance, if Magnus Magus Transmutes his wooden staff into metal with Transmute:18, it would normally stay metal for eighteen hours, and slowly turn into wood over the next eighteen hours after the first eighteen. With Enchantment, he could make it metal for twice as long (metal for a day and a half, slowly reverting back over the following day and a half) by achieving 20 points of success, and he could make it metal forever by achieving 200 points of successes. So if Magnus +rolls his 10 Enchantment + 5 Occult + 10 Research and gets a 5 (20% success), he'd have 2 points towards making it last longer.

------=« Divination »=-----

DIVINATION: The ability to scry and counter scrying. It is the ability to locate items, people, sense magic effects, Commonly used Skills are Interrogation and Occult.

Sense Scrying: You can detect others’ attempts to investigate you or the area you’re in, using +roll/per Divination+Interrogation+Occult. This ability is rolled automatically when Scrying is aimed within Divination yards.

Foil Scrying: You can actively cloud the scrying of others. Subtract your Divination ability from their Divination+Interrogation+Occult.

Scrying: You can look for objects, find other people or see into other places and find out what’s going on with a full audiovisual display via the Sorcerer’s chosen medium. +roll/per Divination+Interrogation+Occult and divide the percentage success by 10 to see how many rounds it lasts. (50% success? 5 rounds of watching.)

Scrying into the future or the past is considered to be impossible without engaging in ritual, and scrying into the future is generally considered to be not worth the bother except in the loosest, vaguest, most general terms. The roll of a dice has six different possible results, and all six are equally likely unless the dice are weighted. Wise Sorcerers generally look elsewhere for money.

Any futures seen are malleable and open to change (and depend on the agreement of other participants).

Cursing/Blessing: A successful curse or bless will prompt a minus or plus equal to a tenth of the success, against or for the next time the target attempts a pre-named task (EG: cursing someone the next time they try to cook food).

Rituals

Rituals are the Sorcerer’s friend. All manner of things which he or she cannot do ‘on the fly’ can be done in ritual. For this reason, rituals should be approved by staff, and any cnoted effects similarly approved.

Rituals will have difficulties and dangers of their own. Most rituals will require material components and general effort commensurate with the results required; a ritual to bless someone with good health is likely to cost a lot less in material terms than a ritual to smite all one’s enemies across the world with acidic green goo from outer space. It’s going to be harder to turn a mouse into a tiger than it is to turn a mouse into a rat. And so on.

A ritual should be well-researched and well-constructed, and a ritual aimed at doing something potent in the game world should include at least some element of risk.

Ritual Mechanics

General ritual guidelines:

Scope of effect:

World-changing effect: +100
Country-changing effect : +75
City-changing effect: +50
Street-changing effect: +25
House-changing effect: +0
Room-changing effect: -10
Personal effect: -10

Sentient targets:

Group-changing effect: +50
Unwilling Person-changing effect: +25
Willing Person-changing effect: -10
Self-changing effect: -10
Targets elsewhere: +50
Targets present: +0

Non-sentient targets:

Item 10 metres cubed plus: +100
Item 5 metres cubed – 10 metres cubed: +50
Item 1 metre cubed – 5 metres cubed: +25
Item 10cm cubed – 1 metre cubed: +0
Item under 10cm cubed: -10

Duration of effect:

Permanent: +200
A hundred years: +50
Ten years: +25
A year: +0
A month: -10
A week: -25

Magnitude of effect:

All beings shall bow down before me and despair: +100
I can’t believe we’re thinking of letting this on grid: +50
Bloody hell that’s sick: +25
Huh. Nifty: +10
Bit of a gimmick, really: +0
Fish, bicycle. Huh?: -10

Ritual conditions:

Anywhere Else: +50
Sorcerer’s Sanctum: +0

Ritual materials:

None: +100
Cheapskate: +50
About right: +25
Bloody hell: +0
Talk about overfunded: -10

Ritual preparation:

None: +100
Not really trying: +50
Well, the circle’s a bit wonky and the candles won’t dribble right, but the skull’s a nice touch: +25
Definitely putting some effort in: +0
Pulled out all the stops: -10

Ritual duration:

None: +100
10 minutes: +75
Half an hour: +50
An hour: +25
Two hours: +0
All night long: -10

Sacrifice:

To work out the effectiveness of a certain sacrifice, multiply the Soul by the Size and square the whole thing (namely, multiply it by itself).

Soul
No soul? (herbivore/prey type) 1 Soul point
Semi-soul? (predator type) 2 Soul points
Soulful? (human) 3 Soul points
Super-souled? (preter) 3+(1/10th Power) Soul points
Size
Can it fit in a shoebox? 1 Size point
Can it fit in a stove? 2 Size points
Can it fit under a desk? 3 Size points
Is it too big for a desk? 4 Size points
Examples
A robin (Size:1 Soul:1)? 1x1=1, 1x1=1 +1
A kitten (Size:1 Soul:2)? 1x2=2, 2x2=4 +4
A small dog (Size:2 Soul:2)? 2x2=4, 4x4=16 +16
A young human (Size:2 Soul:3)? 2x3=6, 6x6=36 +36
A grown human (Size:3 Soul:3)? 3x3=9, 9x9=81 +81
A basic were-thing (Size:3 Soul:3+1.5)? 3x4.5=13.5, 13.5x13.5= 182 +182
A basic vampire (Size:3 Soul:3+2.0)? 3x5=15, 15x15= 225 +225

If you're not sure which it'd fit under, feel free to go with 2.5 or some other half-way. Sacrifices must be made then and there, and the gain can only be used for that ritual.

Helpers:

-10 for each helper until the tenth. Maximum -100.

Total:

If the total’s over the Sorceror's Power x 10, it’s not going to work. Ever. It's going to explode and take the Sorcerer with it.

If the total’s between Power x 10 and Power, it’s risky. (Total x 10)/(Power) per cent chance of detonating and doing damage to the ritualist and helpers, based on failure percentage.

If it’s Power or less, there's no risk involved.

So a minor talisman of Strength that lasts a year and affects the wearer would be -10 (scope) -10 (size) +0 (duration) +10 (huh, nifty), for a total of -10. If the ritual were performed in the Sanctum (+0) with About Right materials (+25) with a wonky circle (+25), took two hours (+0) with no sacrifice (+0) and the Sorcerer had a helper (-10), then the total comes out at +30.

The chance of failure for a 15 Power Sorcerer would be (30 x 10)/15 = 20% chance of blowing up. Not bad, but he’d be well advised to improve his odds.

If the Power 15 Sorcerer was willing to blow a bit more on the materials or be more careful with the preparation, his chances would improve to where he's not risking life or limb. Alternatively, if he lost his helper or didn’t really try with the preparation, it’d rapidly start to get towards truly dangerous

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