WARNING
Sorcerer casting is much less formal than that of other traditions, which reflects in their lack of a spell list. They may, however, create personalized spells ("Sorceries") of their own based on the templates provided below, which in turn are based on the Freecasting Guidelines. Sorceries have the same SP cost per tier as any other spell.
Q&A
Why create Sorceries instead of Freecasting?
To skip the risk of the initial freecasting check and streamline combat.
When is it a good idea to create Sorceries?
Whenever the sorcerer needs access to a somewhat reliable, easily repeatable spell (e.g., in combat or other intense situations). It is advisable to start off with at least one or two Sorceries at character creation, and keep a reserve of SP in case a spontaneous need for a formalized spell arises.
Templates
Sorcery templates are deliberately kept generic and open-ended. Their effects are subject to Player and GM discretion.
When buying a template spell, you may modify it to fit your Sorcerer's playstyle and flavor in cooperation with the GM. For example, a Sorcerer with an offensive Concept might gain additional features for PA and SA spells like increased damage or range, while a Sorcerer with a supportive Concept might gain access to more impactful buffs or healing.
These modifications must always come with some sort of tradeoff, even if it is just an increased mana cost.
You may buy a specific template more than once.
The GM may mandate adjustments, should a customized spell prove too weak or too powerful.
Offensive
Template: Projectile Attack
SORCERY
Offensive
Range: ~20m
I: ~2d8 Element
II: ~4d8 Element
III: ~4d10 Element
Template: Spell Attack
SORCERY
Offensive
Range: ~20m
I: ~2d6 Element
II: ~4d6 Element
III: ~4d8 Element
Template: Spell Attack AoE
SORCERY
Offensive
Range: ~20m
Radius: ~2-3m
II: ~4d6 Element
III: ~4d8 Element
Defensive
Template: Spell Defense
SORCERY
Reaction
I: ~2d4 Protection
II: ~2d8 Protection
III: ~2d12 Protection
Utility
Template: Affliction
SORCERY
AFFLICTION
(CONCENTRATION)
Utility
Range: ~20m
~2 MP
Applies an affliction to a single target.
Template: Control
SORCERY
CONTROL
(CONCENTRATION)
Utility
Range: ~20m
~2 MP
Applies a crowd control status effect to a single target.
Template: Support
SORCERY
SUPPORT
(CONCENTRATION)
Utility
Range: ~20m
~1–2 MP
Applies a positive status effect to a single willing target.
Pick one:
- Status effect with the tag SUPPORT.
- Value Buff (~1–2)
(Should require Concentration) - ~1d6 Healing per MP
Metamagic
Metamagic () modifies the next Sorcery spell a sorcerer casts in various ways. This results in Disadvantage (or sometimes Advantage) on Chaos Checks, indicated by the keyword CHAOS [X], where X denotes the level of Disadvantage.
Negative X implies Advantage.
Tier I
Cheap Spell
Reactive
CHAOS 1
The sorcerer draws on ambient mana to lower the mana cost of their next Sorcery within this turn.
MP cost is reduced by 1.
Distant Spell
Reactive
CHAOS 1
The sorcerer increases the range of their next Sorcery, provided it has an initial range greater than 2m.
Spell range increases by [Concept+Element] meters.
Overcharged Spell
Reactive
CHAOS 1
1 MP
The sorcerer overcharges their next Sorcery within this turn to deal additional damage or provide additional healing.
+1 die of the primary type.
Safe Spell
Reactive
CHAOS -1
1 MP
The sorcerer resonates with their concept to make their next Sorcery within this turn less risky.
Dramatically reduces the chances of Chaotic Magic triggering.
Tier II
Aggressive Spell
Reactive
CHAOS 1
The next Sorcery within this turn becomes particularly damaging.
May reroll up to [Element] damage dice once if their result is below type average.
Careful Spell
Reactive
CHAOS 1
The sorcerer grants one or more targets of their choice Advantage 1 on the save against their next Sorcery within this turn.
Save has Advantage 1.
Dangerous Spell
Reactive
CHAOS 2
The sorcerer grants one or more targets of their choice Disadvantage 1 on the save against their next Sorcery within this turn.
Save has Disadvantage 1.
Recycled Spell
Reactive
CHAOS 1
The next Sorcery within this turn has its mana cost partially refunded if its effect does not come to pass.
Refunds up to [Concept] MP
Refund max.: [Cost-1]
Simple Spell
Reactive
CHAOS 1
The next Sorcery within this turn is easier to concentrate on.
Subtle Spell
Reactive
CHAOS 1
The next Sorcery within this turn cannot easily be identified by observers.
Translocated Spell
Reactive
CHAOS 1
The next Sorcery within this turn originates from any point within its range and the sorcerer's field of view.
The sorcery's total range is not impacted, i.e. the distance between the sorcerer and the new point of origin is subtracted from the range of the resulting spell.
Point of origin is changed.
Tier III
Expanded Spell
Reactive
CHAOS 1
The next Sorcery within this turn has a larger area of effect, provided it had an initial radius greater than O.
Sorcery radius +1m.
Self-Sustaining Spell
Reactive
CHAOS 2
The next Sorcery within this turn does not require Concentration and has its duration set to 1 Phase instead.
Spell does not require Concentration.