Sorcery

Sorcery is an Ability describing an innate power to manipulate magic.

Rank 1

Traits

Powers

  • Absorb Magic: at-will, swift, touch; you outstretch your left hand, drawing in the energy of harmful spell. Roll a Willpower check against the spell's DC; on success, you absorb 100% of the spell, negating it, and on failure, you absorb 50% of the spell, reducing its effect by half for all targets. You gain temporary Mana equal to the spell's cost, modified by your success percentage, max 2 per rank of Sorcery. Temporary Mana wears off at a rate of 1 per minute.
    • Note: when used as a swift action, must be targeted against the target or area of a spell with a duration. With the aid of Action Points or a readied action, can intercept incoming spells for your own defense.
  • Commandeer Magic: must be synchronized with a spell. If you defeat the caster in a Willpower check and are capable of spending the same Mana as the spell, you "commandeer" the spell, determining its targeting, parameters, concept of "friend" vs "foe", etc. Can simply redirect spells onto their casters, or do far more clever things.
  • Spellfire: At-will, free; you produce a silvery flame from your hand. It does not burn, but it does shed light like a torch. While active, you may use the following abilities:
    • Burn Magic: At-will, swift, touch; touched magical effect, or one spell active on touched subject, is subject to dispelling. Roll opposed Willpower. On success, you dispel the spell; it "ignites" with Spellfire, burning away.
    • Spellfire Shield: Passive. By reserving a hand, you may wield spellfire as a shield. Using the normal rules for Block, you may attempt to Burn Magic on any incoming targeted spells; if successful, the spells do not harm you.
      • Double Shield: by reserving two hands for total defense, you can absorb magic--on a successful Burn Magic, you gain temporary Mana equal to the Mana cost of the offending spell.
    • Spellfire Blast: At-will, std, medium range; you hurl a bolt of spellfire at an enemy, inflicting nominal arcane damage. Costs 1 Mana, can empower.

Feats

  • Spell Parry: You may use Parry against incoming targeted spells, using your unarmed melee against the attacker's ranged attack (if used), or Willpower vs Spellcraft otherwise. This allows you to use Absorb Magic without spending Action Points. You may only do so once per round per rank of Sorcery.

Rank 2

Traits

  • Doublecast: You can "dual-wield" spells. Effectively, you may cast two standard-action spells in a single standard action. Any damage inflicted is lowered by one step (heavy->medium, etc), and you suffer -5 to DCs for saving throws against your spells. You must pay the full Mana cost of both spells. Does not apply to spells whose cast time is not a standard action.

Powers

  • Draw: At-will, swift, medium range; you draw magic forth from the subject, draining 2 Mana per rank (if present) and gaining the same as temporary Mana. If the subject knows any spells, you may temporarily borrow knowledge of them (lasting 3 casts or 24 hours)

Rank 3

Traits

  • Felicity: you start to become one with the weave of magic, gaining insight into its flow, resistance to hostile magic, etc. See System 6 for inspiration.

Powers

  • Magic Node: At-will, swift, centered circle 3/rank; choose a power group you know, such as Fire or Shadow. You can either enhance or aroint magic of this type within the area. Enhanced magic flows more readily, gaining Mana Efficiency 1 per rank of Sorcery. Arointed magic flows with difficulty; casting a spell normally costs +100% Mana per Sorcery rank, and any spells not cast with this extra cost suffer reduced effectiveness (damage is divided by your Sorcery rank, save DCs suffer -5/rank). Concentration, must spend 1/rank Mana per round while in area to maintain.
  • Spellforge: You craft a spell using powers you do not know, combining raw spellfire into the desired effect. Rules TBD.
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