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

TIER I-III
SORCERY
Offensive
Range: ~20m
PA PER
I: ~2 MP
II: ~4 MP
III: ~6 MP
A single target projectile attack.
EFFECT:
I: ~2d8 Element
II: ~4d8 Element
III: ~4d10 Element

Template: Spell Attack

TIER I-III
SORCERY
Offensive
Range: ~20m
SA PER vs ?
I: ~2 MP
II: ~4 MP
III: ~6 MP
A single target spell attack.
EFFECT:
I: ~2d6 Element
II: ~4d6 Element
III: ~4d8 Element

Template: Spell Attack AoE

TIER II-III
SORCERY
Offensive
Range: ~20m
Radius: ~2-3m
SA PER vs ?
II: ~6 MP
III: ~8 MP
An AoE spell attack.
EFFECT:
II: ~4d6 Element
III: ~4d8 Element

Defensive

Template: Spell Defense

TIER I
SORCERY
Reaction
SD PER+INT
I: ~2 MP
II: ~4 MP
III: ~6 MP
A spell defense against a single attack.
EFFECT:
I: ~2d4 Protection
II: ~2d8 Protection
III: ~2d12 Protection

Utility

Template: Affliction

TIER I
SORCERY
AFFLICTION
(CONCENTRATION)
Utility
Range: ~20m
DC PER vs ?
~2 MP
Applies an affliction to a single target.
EFFECT:
Pick a status effect with the tag AFFLICTION.
SAVED:
No effect.

Template: Control

TIER I
SORCERY
CONTROL
(CONCENTRATION)
Utility
Range: ~20m
DC PER vs ?
~2 MP
Applies a crowd control status effect to a single target.
EFFECT:
Pick a status effect with the tag CONTROL.
SAVED:
No effect.

Template: Support

TIER I
SORCERY
SUPPORT
(CONCENTRATION)
Utility
Range: ~20m
SURECAST
~1–2 MP
Applies a positive status effect to a single willing target.
EFFECT:
Pick one:
  • Status effect with the tag SUPPORT.
  • Value Buff (~12)
    (Should require Concentration)
  • ~1d6 Healing per MP

Metamagic

Metamagic (META) 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

TIER I
Reactive
CHAOS 1
META: All
The sorcerer draws on ambient mana to lower the mana cost of their next Sorcery within this turn.
EFFECT:
MP cost is reduced by 1.

Distant Spell

TIER I
Reactive
CHAOS 1
META: All
The sorcerer increases the range of their next Sorcery, provided it has an initial range greater than 2m.
EFFECT:
Spell range increases by [Concept+Element] meters.

Overcharged Spell

TIER I
Reactive
CHAOS 1
META: PA / SA / SURECAST
1 MP
The sorcerer overcharges their next Sorcery within this turn to deal additional damage or provide additional healing.
EFFECT:
+1 die of the primary type.

Safe Spell

TIER I
Reactive
CHAOS -1
META: All
1 MP
The sorcerer resonates with their concept to make their next Sorcery within this turn less risky.
EFFECT:
Dramatically reduces the chances of Chaotic Magic triggering.

Tier II

Aggressive Spell

TIER II
Reactive
CHAOS 1
META: PA / SA
The next Sorcery within this turn becomes particularly damaging.
EFFECT:
May reroll up to [Element] damage dice once if their result is below type average.

Careful Spell

TIER II
Reactive
CHAOS 1
META: DC / SA
The sorcerer grants one or more targets of their choice Advantage 1 on the save against their next Sorcery within this turn.
EFFECT:
Save has Advantage 1.

Dangerous Spell

TIER II
Reactive
CHAOS 2
META: DC / SA
The sorcerer grants one or more targets of their choice Disadvantage 1 on the save against their next Sorcery within this turn.
EFFECT:
Save has Disadvantage 1.

Recycled Spell

TIER II
Reactive
CHAOS 1
META: DC / PA / SA
The next Sorcery within this turn has its mana cost partially refunded if its effect does not come to pass.
EFFECT:
Refunds up to [Concept] MP
Refund max.: [Cost-1]

Simple Spell

TIER II
Reactive
CHAOS 1
META: CONCENTRATION
The next Sorcery within this turn is easier to concentrate on.
EFFECT:
Concentration saves are eased by [Concept].

Subtle Spell

TIER II
Reactive
CHAOS 1
META: Any
The next Sorcery within this turn cannot easily be identified by observers.
EFFECT:
Sorcery is considered a Hidden Action PER.

Translocated Spell

TIER II
Reactive
CHAOS 1
META: Any
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.
EFFECT:
Point of origin is changed.

Tier III

Expanded Spell

TIER II
Reactive
CHAOS 1
META: Any
The next Sorcery within this turn has a larger area of effect, provided it had an initial radius greater than O.
EFFECT:
Sorcery radius +1m.

Self-Sustaining Spell

TIER III
Reactive
CHAOS 2
META: CONCENTRATION
The next Sorcery within this turn does not require Concentration and has its duration set to 1 Phase instead.
EFFECT:
Spell does not require Concentration.