*Sorcerers may also learn from the Everyman skill list.
Basic Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.
Complex Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill.
Erudite Skills: can be learned from select Non-player Characters only.
Complex Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill.
Erudite Skills: can be learned from select Non-player Characters only.
SORCERER SKILL OVERVIEW:
Description: This skill allows you to read another character’s aura and thereby learn if they are Poisoned, Diseased or Cursed. Likewise, if your target has any latent effects on them (such as Spells, Blessings or Talismans), you learn of these as well.
Usage: To use Aura-sight, you must Channel for 5 seconds and remain within two arm lengths of your target. After Channeling, you may say “Aura-Sight” and clarify this skill’s effects to the target; the Target must whisper the relevant information to you.
Description: Your soul has been hardened, through tragedy and loss or through meditation and discipline. When you are struck by a Mortal effect such as Fear, Weakness or Domination, it only affects you for half the regular duration.
Usage: When you would break out of the effect, loudly say “Bravery”. This skill does not further reduce Mortal effects that have already been reduced in duration.
Description: Through practiced meditation, you are able to center your mind away from pain or interruptions when casting spells or Channeling. This means that you are able to ignore one instance of a Minor Interruption when casting a spell or Channeling, whether that Minor interruption was caused by you (by stumbling over your incantation) or by another (damage or being moved).
Usage: When your incantation would be stopped by a Minor Interruption (see the Magic webpage), you may say “Channeling Expertise” and continue with your casting within the next 5 seconds. You may do this only once per Spell cast.
While you are Channeling, instead of “Channeling” you may say “Expert Channeling”; you may ignore one instance of a Minor Interruption although you still take the damage or effect.
Requires: Channeling Expertise skill
Description: You can almost completely withdraw your mind from pain and interruptions while you are casting a Spell or Channeling energy. You can now ignore any amount of minor interruptions while casting or channeling a spell.
Usage: When your incantation would be stopped by a Minor Interruption (see the Magic webpage), you may say “Channeling Mastery” and continue with your casting within the next 5 seconds. There is no limit to the amount of times that you do this. However, major interruptions can still stop your spell.
While you are Channeling, instead of “Channeling” you may say “Master Channeling”; you may ignore all instances of minor Interruption although you still take the damage or effect.
Description: Through skill and study, you have honed your defenses to greater efficiency. For Diabolists, this means using pure magic to def
end yourself. For Necromancers, this means creating a visage of pure horror to scare away your enemies. And for Shadowsouls, this means crafting a shield of shadows to protect you from assault.
Usage: The use of this skill is dependent on a Sorcerer’s sub-class.
Diabolist – When you are hit by a melee attack from the front or side while you are wielding a Pact-Stave, you may negate it by saying “Eldritch Defense”. After using “Eldritch Defense”, you may not use it again until you have completed a Short Rest.
Necromancer – You can also use “Spectral Masque” in response to Shadow damage in order to negate it.
Shadowsoul – You can use “Darkness in all Souls” defensively as a response to a Melee attack, forgoing the Channeling requirement. “Darkness in all Souls” also negates damage or effects of the melee attack that triggers it, in addition to inflicting a “Whirlwind Confuse 5”
Requires: You must know at least one Graft spell.
Description: By conjuring the power you have taken and claimed as your own, you can heal the wounds of your Eldritch Minions. This is a painstaking and time-consuming process, but it allows you to act as a leader and as a guide for your Minions.
Furthermore, this skill has additional benefits based on your sub-class. Diabolists can infuse their Minions with rage and magic, directing their attacks as necessary. Necromancers can sentence an enemy to death and enhance his forces with unholy might. Shadowsouls can empower his Minions’ shadows with Umbral magic to shield them from harm as long as they stay near him (and thereby shield him from harm).
Usage: You can channel for up to 50 seconds (stopping at any time) and then say “Eldritch Medicine! Heal X” (where X is how long you Channeled) to heal a number of HP equal to the channeling count you had stopped at. You can only use skill this upon your Eldritch Minions, never yourself.
There is a secondary use of this skill that is dependent on a Sorcerer’s sub-class.
Diabolist – After at least 5 seconds of channeling and maintained weapon contact with one of your Eldritch Minions, you may say “Wrath of the Vault!” and your ally’s next melee attack will inflict “7 Fire” or “7 Ice” (your preference) if performed upon a foe you choose within the next 10 seconds. This damage may not be improved or augmented in any way. Clarify the effects of “Wrath of the Vault” to your minion.
Necromancer – After 5 seconds of channeling, you may say “‘s Mark of Death” and throw a spell-packet at a target, sentencing to a painful demise. If you hit that target with a spell-packet, each of your Eldritch Minions has 1 minute to perform one melee attack upon it that inflicts “7 damage”.
Shadowsoul – After 5 seconds of channeling and maintained weapon contact with one of your Eldritch Minions, you may say “Umbral Guardian!” and your ally will gain up to 10 AP as his shadow warps its form to shield him from harm. You must clarify to your Minion that:
– this AP will not affect him if he still has any AP upon him
– it will disappear if he is ever more than 5 steps away from you.
This encourages a target to stay with you and defend you from attack.
Description: You are a learned character, having sought out lore and knowledge in Midworld and beyond. Perhaps you hail from a prestigious place of learning or maybe your education is low-born and street-based but no less accurate than your academic peers. Either way, you are able to use this knowledge to your advantage, by interpreting discovered clues or utilizing esoteric knowledge about the creatures you face.
Usage: Only someone with the Lore-keeper skill may read cards that say “Lore-keeper”.
When fighting an unknown monster, you may say “Lore-keeper! What are you?” to find out the name of whatever you are fighting. You get no other information, although further research in the subject can provide you with information.
Description: The act of Channeling power or Casting a spell is an involved process where even the slightest of movements can cause the manifested energies to dissipate. Those with this skill have managed to find the tenuous balance necessary to continue spell-casting while walking.
Usage: While Casting a Spell or Channeling, you may walk a slow pace (1 step every 2 seconds or 2 Channeling counts).
Description: You are no stranger to pain and to suffering. Your body has borne wound, scar and bruise countless times and it has learned to recover from these and quickly. Pain may stop you… but not for very long.
Usage: Pain effects with a duration (such as Stun, Daze or, Cripple Limb)only affect you for half the duration. round up. When the effect would end, say “Resilience”. However, Resilience will not reduce a Pain effect that has already been reduced.
Like most skills, Resilience does not cost SP to use. You may use this skill as many times as you need
Description: Runic-Ciphers are paper scrolls or stone tablets that carry the power of a spell within them. Only those with the Runic Literacy skill have the necessary learning to tap into the power of Runic-Ciphers.
Effectively, those that carry and use Runic Ciphers can cast the spells on that Cipher as though they had learned the spell. However, while a Cipher is being used to cast a spell, it can get destroyed if the spellcaster is hit for any amount of damage. This makes Runic Ciphers useful for carrying Glyph spells because these spells are usually used in places of safety and security.
Usage: Using the spell bound within a Runic-Cipher is very similar to casting the spell itself except that it needs to be prefaced by:
– at least 10 seconds of Channeling (Ritual spells become Ritual 10 spells instead)
– by holding the Scroll (rolled-up) or Tablet in front of its User (usually presented to whatever it is targeting).
Using a Runic-Cipher does not consume or destroy it although any other resources that a spell requires (SP, Components) are consumed. However, it can be stolen and any damage done to the Caster or interruption to the spellcasting while he or she is using the Cipher automatically destroys the Runic Cipher.
Special Note: You can only use Runic Ciphers to cast spells that you can learn. This means that a Witch cannot use a Runic Cipher to cast Priest or Sorcerer spells. Likewise, the same Witch cannot cast Erudite-level Locus spells if he does not have the appro
priate skill to cast it.
Description: Some spells are beyond mere incantations and spiritual power, these Ritual Spells require ceremonies and rites in order to summon, conjure or invoke the necessary energies to function. A spell-caster with this skill has learned and mastered the secret ways of the Ritual, streamlining their techniques while allowing them more freedom in their Rituals.
Usage: When performing a Ritual in or around Annie’s Inn or a similar place of power, you and any other participants of the Ritual may move at a slow pace (approximately 1 step every 2 seconds). Furthermore, you may reduce the time required by a Ritual Spell by half (minimum 1 minute).
Description: The Spirit Sight skill marks those who can see beyond the realm of the living. Whether these folk are marked by destiny or perhaps through strange rites or training, they have been granted the ability to not only perceive Spirits that are invisible to the naked eye, but also the ability to converse with them. While being able to see and speak to Spirits is not always a blessing, some characters, especially Necromancers or Witches, find such a talent indispensible for séances or even convening with elemental or undead entities.
Usage: When you see a Player, an NPC or a Staff member wearing a Purple Headband, you may say “Spirit Sight” so that they are aware that you can see them. Similarly, while you are using Spirit Sight, you may converse or interact with these intangible and invisible spirits – all conversation must be whispered.
Description: Those Sorcerers that value their companions (or minions) will at least consider this valuable skill. Temporary Sanity allows a Sorcerer to maintain his own mind when he suffers from the Eldritch Resurgence effect of his Graft. This sanity lasts for one minute, allowing a Sorcerer to warn his friends before he comes for them with Fire and Shadow.
Usage: After you undergo Eldritch Resurgence, you may say “Temporary Sanity” and spend 1 SP to maintain your own willpower while retaining control of your otherworldly powers. While Temporary Sanity is in effect, you may role-play as yourself albeit in extreme pain and torment instead of as the Demon, Shadow or Undead creature that is possessing you.
Description: This powerful skill allows the unthinkable, the combination of two Eldritch Grafts in one body. Normally a prospect of madness and danger, the Two-fold Graft skill allows you to receive the benefits of both grafts while they are cast upon you. Unfortunately, if you fall dying with two-grafts on, the result is a more powerful, madder creature that is far more difficult to take down than otherwise.
Usage: Despite the fact that they are Avatar spells, you may now have 2 Graft spells affecting you at the same time. You gain all the benefits, abilities and weaknesses granted by these Grafts (if they stack) although you must also fulfill any physical representation requirements as much as possible. Ask Staff if there are any questions.
During Eldritch Resurgence, if any of these Grafts were placed upon you by a different character, you will only follow their commands if they are higher level than you (but not if they are of equal level to you or less). If your Grafts come from 2 different Sorcerers, you will instead follow the orders of the one with the higher level (or the one with the higher amount of build spent). In the case of an absolute tie, you will instead be “free-willed” and be focused on their ultimate destruction.
Description: Through long hours of training or perhaps through a penchant for stubbornness, your mind can break free of outside influences. With this skill, you have an easier time than others when seeing through the manipulation of others.
Usage: Charm effects with a duration such as (Pacify, Taunt or, Befriend) only affect you for half the duration, round up. When the effect would end, say “Willpower”. However, Willpower will not reduce a Charm effect that has already been reduced.
Like most skills, Willpower does not cost SP to use. You may use this skill as many times as you need.
Description: With this skill, you are now a Disciple of Bloodcraft, having delved the dark arts and discovered the power of blood to heal and to corrupt. You know that blood, in any shape, form and symbol, flows through all creatures, whether living or dead, whether constructed or born… and you seek to control this power and bend it to your will.
All Sorcerers can find utility in Bloodcraft’s power: from draining the vitality of one’s opponents, enhancing some healing spells and even killing enemies with their own blood.
Usage: You may now learn Basic-level and Complex-level Bloodcraft spells. Furthermore, many Sorcerer spells gain additional benefits and/or options when you learn this skill.
Also, when an enemy falls to 0 HP from your attacks or when you perform a Killing Blow upon a dying enemy, you may Channel for 3 seconds and then say “Disciple of Bloodcraft! Heal 5” to regain up to 5 HP. You may only ever gain this benefit once per particular enemy (i.e. you cannot gain healing twice from the same downed opponent).
Requires: Disciple of Bloodcraft skill
Description: You have learned much about the power of blood and balance. You can swiftly and expertly manipulate life energy to your whim, taking life from others to feed your own like a Vampire, corrupting your own blood to hurt your enemies or sacrificing your vitality to add power to your spells. Yet your Mastery of the Bloodcraft Discipline stems more from understanding and learning than a predatory nature: life, like all forces, can be cultivated and suppressed, stolen and granted.
Usage: You can now learn Erudite-level Bloodcraft Spells. Furthermore, many Sorcerer spells gain additional benefits and/or options when you learn this skill.
Also, whenever you use the secondary benefit of the Disciple of Bloodcraft skill, you may instead say “Master of Bloodcraft! Heal 10!” to regain up to 10 HP as you sup from the ebbing energies of the dying.
Description: You have studied the unsubtle Discipline of Destruction and have learned much from your delvings. You recognize the value of pure, unmitigated destruction not merely as a tool but as an art form. You can apply sheer will into your muscles, thereby becoming as strong as a Warrior or as a Troll, not by virtue of muscle and thew, but by pure mental power.
The Discipline of Destruction contains many attack spells for the attack oriented Sorcerer. Generally speaking, any Sorcerer that desires to imp
rove the amount of damage he inflicts should invest into this deadly Discipline.
Usage: You can now learn Basic-level and Complex-level Destruction spells. Also, some Sorcerer spells have their damage values improved when you learn this skill.
Lastly, a Disciple of Destruction is also considered to have the Great Strength skill in part; you get all the attendant benefits except for the ability to inflict additional damage. You do, however, get the following:
– Also, you can perform a feat of strength once every minute by saying “Great Strength” and then performing the action. While performing a Feat of Strength, you may not perform any other action such as casting a spell or attacking and you need to have at least one hand free.
– Feats of Strength include (but are not limited to):
o throwing an object or a helpless creature (such as an ally’s body) up to 10 paces away.
o carrying one heavy object (such as a body) for 60 paces at a slow walk.
o breaking free of a Snare or a Grapple effect; you incur 10 damage in the process.
o After a 10-second loud and vocal count (“Breaking 1, Breaking 2…Breaking 10”), you can break an basic Lock.
Requires: Disciple of Destruction skill
Description: You have recognized that all creatures and objects in Midworld and beyond are composed of tiny pieces and it takes a little nudge and some willpower to make them fly apart. As a Master of Destruction, you have improved the destructive power of many of your spells to their limits. You now know the truth in your heart of hearts: everything in the world is fated to destruction and you are the bearer of devastation and ruin.
Usage: This skill allows you to learn Erudite-level Destruction Spells. Furthermore, many attack-type Sorcerer Spells gain additional benefits and/or options when you have this skill.
Lastly, a Master of Destruction is now considered to have the Great Strength skill in full, including the ability to inflict one more point of damage when performing a Normal Melee attack.
Requires: Aura-sight skill, Medicine Man skill or First Aid skill
Description: You have studied the lores of flesh, the secrets of sinew and mysteries of bone; however, your knowledge is not for the sake of mere healing… but for the purposes of control. No simple Physic are you but an artist! And the body is your medium! You know how where to strike a bone in order to splinter it, where to touch a muscle to unravel it and how to rot flesh with a caress. These lores and more dance upon your fingertips and within your mind.
Necromancers are the main practitioners of the Fleshcraft Discipline, but other Sorcerers may see the need for it as well. After all, only a fool can dismiss this Discipline’s power for self healing and self-augmentation.
Usage: You can now use Basic-level and Complex-level Fleshcraft spells. Furthermore, many healing-type Sorcerer Spells gain additional benefits and/or options when you have this skill.
Also, you can remove any Pain effects from your allies by channeling for 5 seconds while maintaining physical contact then saying “Disciple of Fleshcraft! Remove Pain!”. Likewise, after channeling for 5 seconds while maintaining physical contact, you may say “Disciple of Fleshcraft! Cripple Limb 30!” to inflict a Cripple Limb effect upon a helpless or unmoving target.
Requires: Disciple of Fleshcraft skill
Description: You have deciphered the song of bone and flesh, of sinew and muscle. Now, as a Master of Fleshcraft, you can sculpt it according to your design. Arms and legs are restored or severed according to your whim; bone shatters, muscle splatters and flesh withers at your command. There are those who will loathe you or be disgusted by you. But those who truly know you will either admire you… or fear your prowess with the sculpting of the flesh.
Usage: You can now learn and use Erudite-level Fleshcraft spells. Furthermore, many healing-type Sorcerer Spells gain additional benefits and/or options when you have this skill.
Lastly, you can restore your allies’ broken or severed limbs by channeling for 5 seconds while maintaining physical contact before saying “Master of Fleshcraft! Restore Limbs!”. Likewise, after 5 seconds of channeling while maintaining physical contact, you may say “Master of Fleshcraft! Break Limb!” to break the limb of your choice from a helpless or unmoving target.
Disciple of Madness
Description: The Discipline of Insanomancy is not for the weak of mind nor for the paper-thin willed. It is power in true Sorcerer fashion – strong enough for the foolish to injure themselves. You have delved into the mysteries of the mind, have feasted on concepts illogical and contradictory and have emerged a Disciple of Madness: a true wielder of willpower and mental might.
The Madness Discipline aids all Sorcerers, especially Shadowsouls and Necromancers, whose sanities have alraedy been fractured from the ordeals that they endure.
Usage: You can now use Basic-level and Complex-level Insanomancy spells. Furthermore, some Sorcerer Spells gain additional benefits and/or options when you have this skill.
Also, you may inflict a “Confuse 30” effect upon a helpless or immobile target by channeling for 5 seconds while maintaining Physical contact upon a target, followed by “Disciple of Madness! Confuse 30!”
Requires: Disciple of Madness skill
Description: You have dredged the depths of insanity for knowledge and for meaning. You have drunk the cup of madness to its bitter dregs, finding more power even as you lost more of yourself. Now, you are mentally unstable and prone to hallucinations and delusions… but you have grasped power, true power.
And as a Master of Madness, you cannot let go.
Usage: You can now learn and use Erudite-level Insanomancy spells. Furthermore, some Sorcerer Spells gain additional benefit
s and/or options when you have this skill.
Also, the duration of any Mortal, Pain or Charm effect upon you is halved. When these Control effects would end (i.e. their half-way mark, rounding up), you can say “Master of Madness” to end the effect. Master of Madness will not reduce a Control effect whose duration has already been reduced.
Disciple of Pestilence
Description: You have chosen to learn the forbidden and perilous Discipline of Pestilence, heedless of the loathing that even Sorcerers have of it. In your pursuit of writhing, slithering, malignant lore, you have found suffering and power in great amounts. Now, a Disciple of Pestilence, the plague and the maggot are at your beck and call. Loathing for you has turned into Fear and that Fear will soon turn into horrific Terror.
All Sorcerers can benefit from this loathsome Discipline but Necromancers have the most to gain. It shapes their spells to deadly effect, allowing them the contagious properties of a virulent plague.
Usage: You can now use Basic-level and Complex-level Pestilence spells. Furthermore, some Sorcerer Spells gain additional benefits and/or options when you have this skill.
Also, you may respond with “Disciple of Pestilence” when affected by a lesser Disease in order to negate it. Alternatively, you can keep the disease card and pass it to someone else as though you were contagious.
Requires: Disciple of Pestilence skill
Description: The weeping sore, the throbbing canker and the peeling flesh – all these have lessons to teach you. And learned you have, storing each of your hard-acquired secrets and letting them guide you towards the pinnacle of the Pestilence Discipline. Now, lesser and greater Plagues mean nothing and less to you. Now, you are not only a bearer of disease, but a creator of it. And now, those that had mocked you will cower at your deadly, unrelenting, plague-borne might.
Usage: You can now use Erudite-level Pestilence spells. Furthermore, some Sorcerer Spells gain additional benefits and/or options when you have this skill.
Lastly, you may respond with “Master of Pestilence” when affected by a lesser or greater Disease in order to negate it. Alternatively, you can keep the disease card and pass it to someone else as though you were contagious.
Disciple of Subjugation
Description: The Discipline of Subjugation starts and ends with the self. It takes delusion and dream and makes these reality, allowing a Sorcerer to harvest the fruits of ambition and self-worship as pure power. As a Disciple of Subjugation, others will look to you for guidance and counsel; sometimes unconsciously and oftentimes with the full knowledge of what you have reaped. You are to become their ruler and their leader in dark times and in light.
The Subjugation Discipline is useful to all Sorcerers, but especially so to Diabolists and Shadowsouls who wish to augment any social utility spells that they have.
Usage: You can now use Basic-level and Complex-level Subjugation spells. Furthermore, some Sorcerer Spells gain additional benefits and/or options when you have this skill.
Also, when you use Charm effects upon one of your Eldritch minions, you may clarify to them that it requires an additional SP for them to resist.
Requires: Disciple of Subjugation skill
Description: You have reached the apex of this Discipline and it has taught you much about the power to rule and how much you deserve it. This is no mere destiny that is handed out to a whelpling without thought; this is a Discipline – you have honed your willpower to a fine edge so that others listen to your words instinctively. You have erected edifices of victory and barriers against failure in your mind. You have worked your hardest to be what you needed to be: a leader, a ruler and a Master of Subjugation.
Usage: You can now use Erudite-level Subjugation spells. Furthermore, some Sorcerer Spells gain additional benefits and/or options when you have this skill.
Lastly, when you use the Suggestion effect upon one of your minions, he or she cannot resist it.