Optional Sorcery Rules

By: Trenton

 

Through the months that I have read the magic section of the BtVs RPG I have begun to feel that the rules pertaining to Sorcery are weak at best. After reading them I discovered that purchasing levels of Sorcery beyond rank 5 is quite pointless. You only receive +1 to your telekinesis or spell rolls up to this level and receiving no bonuses after that to support buying future levels. Willow has 7 levels in Sorcery but those last two levels are useless so I have through my viewing of both Charmed and Buffy the Vampire Slayer come up with these extended rules on Sorcery.

*While it says optional rules this is not entirely accurate as I truly only create one rule. This option is however very versatile and Directors may pick and choose which, if any, options they wish.       

 

Optional bonuses for advanced Sorcery members

This is a simple addition to any magical cast member in a campaign. This rule is quite simple. It is that after a witch has 5 levels of sorcery the witch may choose a new bonus to their magical menagerie. When a witch goes two levels beyond five she may choose a new bonus. She may then choose another one after an additional two more levels. Below are just some of the options and I encourage cast members to discuss and create new ones on your own. 

 

Extra Magical Power

This option while simple is quite powerful. Basically a witch decides to buckle down an practice her spell craft or practice more with the witch power that she has. This means that they have honed their skills to the point where they gain a +1 on all spells and witch power rolls. The same witch may take this more than once.

 

New found Power

This explains why witches grow and are able to do new things. This idea gives you a new power either from the list given or one from the directors or cast members making. These new powers when acquired take time to develop, as such they may only get a +1 the first time they use it and then every additional time they receive another +1 until they are up to their maximum Sorcery bonus. This also can act as optional witch powers to begin with rather than just the same old telekinesis. This is why we will refer to the beginning power a witch has as her witch power. 

 

Telekinesis

This is the same as what is presented in the BtVS RPG core rulebook.

 

Premonitions

Yes, this is the official Phoebe visions thing.  While also called psycometry it is a useful power to have. When a person touches an object there is a chance that that object will tell something about the past or future. This can not be force however and will only happen when the Director wishes it. It is a bit like the Psychic Visions quality but this can be quite a bit more powerful. When the vision happens the witch must make a willpower + Sorcery roll to determine the depth in which her vision is seen. This can range from foggy to extreme clarity where you are practically there living it. This has the same penalty system as telekinesis.

 

Spiritual Projection

This is a power that in not unlike many spells used to astral project themselves onto the astral plane. However the main difference is that with this you soul leaves your body leaving it there and causes you to appear in another place of your choosing so long as you are at least somewhat familiar with it. While there is no roll this power is often dangerous to use. Dangers include leaving your body with no way to protect itself. Also the spirit may only use witch powers to affect the real world and can not use any other means. Also normal things can attack your spirit and once it has sustained half of your total life points in damage it immediately returns to the body where you must rest to repair your soul. Penalties are acquired as above. 

 

 

Telepathy (telepathic communication)

With this power you are able to project your thoughts into another person. This is most commonly used for sending people messages. This power depends heavily on how well you know this person or how well you know how they think. This is rolled just like a normal witch power roll (Sorcery + Willpower) this is then modified by the following table:

 

Familiarity level

Bonus/ Penalty

Friend or Relative (see every day, familiar with)

+1

Distant Friend (see once a month)

+0

Very Distant friend (see once a year)

-1

Long lost Family member (saw  twice or so)

-3

Stranger (Never seen before)

-5

 

The number of successes equals the number of sentence they can implant into a person. If they got no successes the attempt simply fails. The number of successes the witch got also affects the amount of information the subject can send back as a reply. This is subject to the same penalties for use as Telekinesis however this is kept track of separately and penalties from these witch powers do not stack except for the number of times you have cast a spell today.

 

Telepathy (mind reading)

This is the ability to delve into a person’s psyche and extract information on what they are thinking. This power is used just as Telepathy (Sending) with the same modifiers from the table above however the number of success equals the depth of which you were able to get to. For instance one success may be only emotional feelings while six could be their entire childhood. Directors are to use their best judgment on this one but to use it as a story telling tool is always a good idea. People may want to resist a person entering their mind in which case they must beat the witch on her power roll using their willpower doubled.

 

Pyrokinesis

This is one of the most power full powers a witch can get. With her very thought she can create fire and incinerate huge area if she is strong enough. Directors beware and think before giving this power to a cast member. Remind them how much damage it can do and not to go showing off their new found strength. This power demands respect and if used properly it can be very useful. Basically this power can be used for anything from lighting candles to incinerating vamps. This power when used to attack the witch must make Willpower + Sorcery roll the number of successes becomes the strength of the attack. They must then make a Dexterity + Sorcery (or Wild Card Firebolt) to attack the target. If it hits the target takes the strength level of the attack and multiply four plus the total number successes on the attack roll in damage. They are also on fire and will take fire damage each round until put out. You may want to limit the damage more by making the damage the strength level of the attack times half the number of successes of the attack roll and also have fire damage applied each round as usual.  This also acquires penalties normally as per telekinesis.     

 

Levitation

This power is always helpful for getting those old spell books off the top row of your bookshelf. While its uses may be limited levitation is still a useful thing to have. It requires no roll and thus has no accumulating penalties besides the one for the number of spells you have cast per day. This basic power allows you to move up and down at your discretion in the air. I would not suggest using it anywhere in public or else you might have news reporters at your door.

 

Teleportation

Another one of those powers that once you have them you could not live without. Through the use of this power you are instantly transported from one place to another in the blink of an eye. The mechanics of this power are easy. You roll your Intelligence +Sorcery if you get the required number of successes you are transported there instantly. If you get below it you don’t quite get there and you may do anything from reappearing where you were teleporting from to appearing on a busy highway during rush hour. It is all up to the Director. Do not use this to kill off Cast Members but use it as a tool for story line. Also you must have been to the place you are teleporting to even if it was just once. Here is the table to determine minimum successes for teleportation:

 

Distance

Successes needed

5-19 yards (moving between rooms)

1

20-100 yards

2

101yards - 1mile

4

2-3 miles

5

4-10miles

7

14+ miles

+1 per 4 miles

 

Penalties are accumulated as normal.

 

Advanced Beginning Witch Power

This option is deals with the common sense of with time the witch has been able to hone her abilities with one specific power that she had that she is able to do it easier and perhaps even better. What follows are additional abilities that a witch may do with her power. This can only be done with the original witch power that she had and only with other powers when she has accumulated five levels of sorcery after acquiring it. This means that only the most powerful witches will be able to do this.

 

Easy Focus

This refers to the penalties that are acquired from using the power. If you take this in lew of everything else you may permanently reduce the modifier for using this power additional times by one. So instead of accumulating the –2 for using the power more than once today you now receive a -1 penalty. You may only take this once.

 

Telekinesis

This is just like the standard telekinesis except that now when you roll for your telekinesis your success levels x 1.5 equals your strength.

 

Premonitions

You may once per adventure make a willpower + sorcery roll. These successes may be added on to any future premonition rolls that will take place during the course of the adventure. 

 

Spiritual Projection

You now may now effect both your body and your soul sides. This can in theory cause you to be in two places at once. This extreme stress on both halves means that you must make a willpower doubled roll. For each success it lowers the penalty of functioning both at the same time by one. The penalty begins at –5, so if a witch scores five successes she functions without penalty. The penalty that is left is applied to everything that both sides do.

 

Telepathy (telepathic communication)

Your bonus is simple. Lower the penalties of the chart from this ability by 1and increase the bonuses by the same amount.

 

Telepathy (mind reading)

When you successfully roll to gather information in a person’s mind you receive an extra success to do so as your powers have grown to do this one thing.

                                                      

Pyrokinesis

Sadly people who come to this power level in this ability are practically a danger to everyone around them. If you are using the first option for damage increase the multiplier by one making it x5. If using the second choice for damage make the multiplier one half the attack rolls successes then adding the full success levels of the attack roll on top of the multiplied number. However, anything within ten feet of the witch is set on fire usually incinerated by the power that she wields. This is often why pyrokinetics often become sequestered and antisocial.

 

Levitation

In addition to being able to levitate horizontally you may now control you movement vertically as well giving you the full experience of flying. While I still warn against using this power in public it is something that can become useful when fighting vamps. The downside to this is that you now acquire a –1 penalty for each series of takeoff and landing that you perform. This penalty is added to any spell roll. So, while the power may not be effected the energy used to fuel it will not be there for spells.      

 

Teleportation

Lower the success levels needed to teleport a certain distance by one to a minimum of one.

 

 

  

 

 

     

 

 

 

 

 

 

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