SPECIALTIES 

A sorcerer can specialize in a particular type of magic. All spells within the chosen specialty have an Art limit equal to his skill/5, while spells outside the specialty have an limit of his skill/20. For instance, an illusionist with both Phantom Sight & Treat Wounds at 85 could cast Phantom Sight 17, but only Treat Wounds 5. A non-specialist could use 9 MPs for each spell.

Sample Sorcery Specialties

“Spells" = all spells within that specialty.

"Vows" = alterations in Vows due to this specialty.

"Lore Mastery" = those skills which give him Presence above and beyond the normal Lore Mastery vow.

"Other" = any special bonuses or handicaps.  

Alchemist

Spells –Animate [substance], Bless [object], BoostÌ[attribute], Holdfast, Locate Object, Produce [energy], Sense [substance], Armor Enchantment, Create Basilisk, Enchant [metal], Warp Enchantment

Lore Mastery –Craft, Evaluate, Mineral Lore, and World Lore give 2 Presence each.

Other –new Art: Alchemy

Conjuror

Spells –Create Basilisk, Dominate [otherworld species], Mystic Vision, Protective Circle, Resist Magic, Resist Spirit, Summon [species], Binding

Lore Mastery –Demonology, Magic Lore, Spirit Lore, and Summon give 2 Presence each.

Other – new spell: Boost (Elemental)

Healer

Spells –Bless (medical gear, antidotes, etc.), Dominate [disease, emotion, healing spirits], Regenerate, Resist Death, Resist Disease, Resist Poison, Summon [healing spirit], Treat Wounds

Vows –none unique, though Never Kill a Human and Shun Harm are common.

Lore Mastery –First Aid, Treat Poison, & Treat Disease give 2 Presence each.

Other –new spell: Neutralize Disease

NEUTRALIZE DISEASE

Touch, instant

Relieves the effects of disease. The Intensity is matched vs. the disease’s POT on the Resistance Table. If the disease is caused by a disease spirit, use the spirit’s MPs to determine its POT. If it is a normal disease, its POT is considered to be 5 per “level” the disease is at; i.e., acute diseases are 5, chronic 10, etc.,  If the POT is overcome, the disease is cured.

Unlike most Neutralize spells, Neutralize Disease has a chance to take effect even if its intensity is less than half the disease’s POT. Normally, multiple applications are necessary.

Enchanter

Spells -- all Enchant spells, Identify Spell, Mystic Vision

Lore Mastery -- Enchant and Magic Lore give 2 Presence each. The first Craft the enchanter masters provides 3 Presence. The second Craft provides 2. Further Crafts are worth 1 each.

Other – new spell: Break Conditions. Special Ability – added Conditions to his enchantments cost him no POW. 

Forest Mage

Spells – Animate Wood, Animate Plants, Animate Trees, Animate [plant species], Boost Perception, Boost Stealth, Dominate [woodland species], Project [sense]

Lore Mastery – Plant Lore counts for 3. Each Stealth skill gives 1 Presence.

Other – Transform to Tree, Destroy Scent, other special spells.


DESTROY SCENT

ranged

This spell requires Intensity equal to at least 1/3 of the target’s SIZ. The target gives off no odor, pleasant or foul, for as long as the spell is maintained.

Illusionist

Spells – Phantom [sense], Project [sense]

Lore Mastery --Conceal, Sleight, each Perception skill, and each Stealth skill give 1 Presence.

Other – new Art: Illusion

New Art: Illusion – This art gives a temporal spell a sort of mock-sentience. You need as many MPs of Illusion as of the highest other Art in the spell. It’s easier to give examples of how Illusion works than it is to explain in the rules. Example: use Phantom Sound to create a voice that speaks in the air. With the Illusion art, the caster can set up the voice so that it will only speak when someone is there to hear it, and it will be able to respond to simple questions. Or you could cast Illusion along with Smother to have the Smother only activate when the victim was inside an illusory cloud of poison gas. Note that if Illusion is used properly, active and even transient spells can be internally controlled, instead of needing the caster’s concentration.  

Metamorph

Spells –Boost [char.], Diminish [char.], Shapechange [species], Tap [except POW and INT]

Vows -- may never Sacrifice any characteristics in a Vow

Lore Mastery -- Animal & Plant Lore give 3 Presence each.

Monitor

Spells –Dominate [species], Mystic Vision, Suppress Sorcery, Stupefy, Tap INT, Telepathy

Lore Mastery – each Communication skill gives 1 Presence.

Other – new spells: Hypnotism, Clear Mind, Comprehend, Implant, Mind Probe

CLEAR MIND

ranged

Each Intensity gives the target 1 point of protection vs. spells which act against INT. For instance, it provides false "free INT" for defending against Stupefaction; and subtracts 1 from the target's effective INT for recovering from Befuddle. Other spells that target INT are affected likewise, by raising or lowering the caster's INT, whichever is most helpful.

The target becomes resistant to all mind- and emotion-affecting spells. If he is under a mind-affecting spell with a lower Intensity than the Clear Mind, the latter masks the former's effects until the Clear Mind is allowed to lapse. This renders one immune not only to harmful spells, but certain beneficial spells as well, such as Fanaticism, Telepathy, Erotocomatose Lucidity, and Mindlink. Mental contact with a familiar or apprentice remains intact.

MIND PROBE

Attack, ranged, transient

Effective only vs. creatures with normal INT. If the target is overcome, then the Mind Probe’s intensity is matched vs. his MPs. If he fails to resist, the caster can obtain one truthful answer from the victim. He may try again once a melee round. Once the target succeeds in resisting the Mind Probe, the spell’s effects end.

The answer is transmitted via telepathy. If the caster is already in telepathic contact with the target, the latter automatically fails to resist the incoming spell (but he can still resist vs. its Intensity). If the caster does not speak the target’s language, only “Yes”, “No”, and “I don’t know.” responses are given. 

Necromancer

Spells – Animate Dead, Dominate [type of undead], Drain, Hand of Death, Resist Death (even for non-Galvosti), Sense Life, Sense Undead, Tap [characteristic], Banishment, Create Basilisk, Create Vampire, Immortality, Summon [type of undead]

Vows – Shun Sky must be the 3rd Vow. In addition, every 5th Vow must be Sacrifice Appearance, until APP has dropped to 1. Never Kill and Shun Immortality are forbidden.

Lore Mastery – Magic & Undead Lore give 2 Presence each. Each Stealth skill gives 1 Presence.

Other – new spell: Hide Life. Necromancers are considered to be chaotic, or at least meddling with chaos.

HIDE LIFE

Self-only

The target cannot be detected by means of spells, unless the spell involved has a higher Intensity than the Hide Life. If the caster concentrates on the spell, as with an active spell, then the Hide Life has a chance to resist detection spells by matching its Intensity vs. theirs on the resistance table.

Ship’s Sorcerer

Spells – Animate [rope, canvas, wood, etc.], Bless Ship [and shipboard equipment], Boost [ship's attributes], Dominate Sylph, Dominate Undine, Evoke Wind, Holdfast, Open Seas, Skin of Life.

Vows – Shun Sea, Shun Storm, and Shun Sky are forbidden

Lore Mastery – Boating, all appropriate Crafts, Navigation, Shiphandling, and World Lore give 2 Presence each.

Warlock [of named element]

Spells -- Animate/Call/Evoke/Resist/Sense [element]; Dominate [elemental], Summon  [elemental]

Vows – Shun [enemy element] is required as the third Vow. Enemies are the dominant or inferior element to your own -- for instance, Water & Dark are enemies to Fire. The other Shun [enemy element] must be taken as the fifth Vow. Each time you take the Flee [element] Vow vs. an enemy element, you get an extra 1 Presence.

Lore Mastery -- Mineral & World Lore give 2 Presence each.

Other – new spell: Boost [elemental]. Only the element chosen can be used in the listed spells. For instance, Resist Fire is a specialist spell, but not Resist Damage. All aspects of a given element are within this specialty. For instance, both Evoke Fire and Evoke Light are within a fire warlock's specialty.

Weather Mage

Spells –Animate Fog, Call [appropriate energy], Dominate Sylph, Evoke Lightning, Evoke Windblast, Fly

Vows – may not take Shun Sky or Shun Storm

Lore Mastery – World Lore gives 4 Presence.

Other –Predict Weather, plus others.

PREDICT WEATHER

ritual Ceremony, ranged

Accurately predicts the weather for the following day. If the ceremony is fumbled, the weather mage gets an inaccurate prediction. Spells and supernatural affects are not allowed for. The spell’s prediction only holds for the area within the range of the spell.

Copyright © 1998, Sandy Petersen

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