Difference between revisions of "Tower of Shadows: Sorcery"

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==Evocation==
 
==Evocation==
 
Evocation is the power to channel energy. It covers the ability to move objects, shield and protect, direct bolts of force, fire or lightning, and heal.
 
Evocation is the power to channel energy. It covers the ability to move objects, shield and protect, direct bolts of force, fire or lightning, and heal.
1 Heal<br>
+
1 Levitation<br>
2 Death Touch<br>
+
2 Bolt of Force<br>
3 Levitation<br>
+
3 Whirlwind<br>
4 Bolt of Force<br>
+
4 <br>
 
5 Fire Lance<br>
 
5 Fire Lance<br>
 
6 Shielding<br>
 
6 Shielding<br>
 
7 Call Lightning<br>
 
7 Call Lightning<br>
 
8 Energy Leech<br>
 
8 Energy Leech<br>
9
+
9 <br>
10
+
10 <br>
11
+
11 Death Touch<br>
12
+
12 Heal<br>
  
 
==Enchantment==
 
==Enchantment==

Revision as of 00:38, 9 December 2016

Sorcery Rules

In effect, Sorcery replaces all of the rules for the use of the Force found in Force and Destiny and other Star Wars RPG supplements.

Unless otherwise noted, all of the rules associated with the use of the Force apply to Sorcery. And a summary is as follows:

  • Casting a spell through the use of Sorcery is always an Action unless the Spell, Talent or similar specify otherwise.
  • Characters with magical aptitude have an Arcane Rating, instead of a Force Rating. Arcane Rating functions identically to Force Rating in all respects and is used in an identical way.
  • Characters with an Alignment score of 30 or above, use LightForce-result.png Results unless otherwise noted by the Spell, Talent, or effect. Characters with an Alignment score of 29 or less use DarkForce-result.png unless otherwise noted by the Spell, Talent, or effect.
  • Characters may choose to use Arcane Results other than LightForce-result.png / DarkForce-result.png but to do so, the Character suffers a number of Strain and Conflict equal to the Results used. The Character must also Spend a Destiny Point.

Sorcery in the Realms

Arcane energies permeate everything within the Realms. While true Magical Objects are rare to the point of Mythical, there are many who possess the ability to call upon the Arcane and perform amazing feats.

The terms Sorcery, Arcane, Occult, and Magic are used interchangeably and have the same meaning. Arcane power is known to be divided into two energies, that of the Light and that of the Shadow. While either can often be used to achieve the same effect, the Light is most commonly considered to be a source of inner strength, peace, and order. The Light is also the fundamental foundation of the beliefs of the Holy Church. Its polar opposite is the Shadow. Known to be deceptive and corruption, the Shadow is commonly believed to be a source of aggression and enslavement.

Further, the Holy Church teaches that the Light has a will of its own, driving all of the peoples of the Realms to their destiny. But the Shadow, with it's corruptive influence, actively tries to undermine the will of the Light and twist others to stray from their predetermined path.

Because of this corruptive influence, untrained or unsanctioned Sorcerers are universally feared. Arcane power can turn a common man into a near god, and abuse of that power has driven many to become tyrants, warlords, and villains of every sort. The history of the Realms (such as it is) is filled with such accounts, and these Eclipsed (the term for someone that has been turned to the Shadow) individuals have become the antagonists that legendary heroes have defied and defeated.

Within The Kingdom practicing Sorcery is outlawed unless the practitioner is Sanctioned by either the Throne or the Church. The Throne maintains an organization where it puts such individuals to use - known as the Order of Battle Mages. They are trained within Enclaves scattered throughout The Kingdom, and can be called upon at any time by the Throne, the Court or a member of the local Nobility. When not in such service, Battle Mages are free to travel the lands as they wish. It is customary for any local authority or Nobility to provide a Battle Mage with room and board, if so requested, while they are within their lands.

The Holy Church is also authorized to sanction practitioners of Sorcery within the Kingdom. This is normally reserved for clergy of the Holy Church and the Holy Order of Justicar Knights, though it is not unheard of for the Church to offer Sanction to others that have proven themselves devout and of great service to the Holy Church and The Kingdom. It should not be mistaken, however, to assume that the Holy Church only exists within The Kingdom. The Holy Church spans across all of the Realms, though in most cases, the individual dioceses generally have no true authority over their neighbors.

The Holy Order of Justicar Knights is an anomaly within The Kingdom. While technically a part of the Holy Church, it stands apart from the clergy and is not directly answerable to it. The Justicars maintain their own fiefdoms and fortresses, which stand outside of the authority of the Nobility. They pay no taxes to the Holy Church or the Throne, but are duty bound to answer a call for action. By ancient law, the ruling of a Justicar is final and not even a Bishop or the King himself can reverse it. In practice however, Justicars are often careful to prevent such conflict between themselves and such bodies of authority. Justicars act, in many cases, as roving judges and enforcer or the will of the Holy Light and in many cases the Kings Law.

Outside these sanctions, the use of Sorcery by the people of The Kingdom is forbidden, though treaties with neighboring Realms often makes exception for their people - such as the Stoneshapers and Mystics of the Dorrin. Those found practicing Sorcery without such sanction are subject to harsh punishments in some circumstances. Generally, if found by an the Throne, the Church, or the Justicar Knights, if such an individual has not fallen to the influence of the Shadow, they will be inducted into that organization - so long as they have not serious violated any other laws. Poor souls that do not meet this criteria are subject to summary execution in many cases.

Because of this harsh penalty, there are many who are born with Arcane potential that practices their powers and spells in secret. This has created an entire underworld of persecuted and secretive Spell Casters. Unfortunately, in most cases these underground movements succumb to the corruption of the Shadow - severing to reinforce the belief that only sanctioned Orders are safe.

Powers of Sorcery

In addition to various Talents that Characters can develop through one of the four Arcane Classes, there are three broad categories of mystical spells. They are Divination, Evocation, and Enchantment.

Divination

Divination is the term used to define the broad category of Spells that are used to gather information, read minds, and foretell the future or past. Such Spells are:

  • Detect Life (5xp) - you may make a Detect Life Sorcery Check. Spend EitherForce-result.png to detect all living beings within Short Range.
    • Empowerment - Range (5xp) you may spend EitherForce-result.png on a Detect Life Check to increase the Range of the power 1 range band per EitherForce-result.png spent.
  • Sense Emotion (5xp) - you may make a Sense Emotion Sorcery Check. Spend EitherForce-result.png to sense the emotion state of any one living target you are engaged with.
    • Empowerment - Range (5xp) you may spend EitherForce-result.png on a Sense Emotion Check to increase the Range of the power 1 range band per EitherForce-result.png spent.
    • Empowerment - Magnitude (5xp) you may spend EitherForce-result.png on a Sense Emotion Check to increase the number of Targets of the power 1 range per EitherForce-result.png spent.
  • Read Thoughts (10xp - reduce this to 5xp if you already know Sense Emotion) - you may make the Read Thoughts Sorcery Check. Spend EitherForce-result.png to read the current surface thoughts of an engaged target. Additionally you may spend EitherForce-result.pngEitherForce-result.png to probe deeper into their thoughts for hidden information.
    • Empowerment - Range (5xp) you may spend EitherForce-result.png on a Read Thoughts Check to increase the Range of the power 1 range band per EitherForce-result.png spent.
    • Empowerment - Magnitude (5xp) you may spend EitherForce-result.png on a Read Minds Check to increase the number of Targets of the power 1 range per EitherForce-result.png spent.
  • Precognition (10xp) - You may add your Arcane Rating to all Initiative Checks, spend EitherForce-result.png to add Success or Advantage-result.png to your results.
    • Empowerment - Precognitive Defense (5xp) During the first round of Combat, you increase your Defense by 2.
      • Empowerment - Improved Precognitive Defense (10xp) Following a successful activation of Precognition, you may Commit Force-die.png to Upgrade the Difficulty of the first attack against you each round by 1.
      • Empowerment - Supreme Precognitive Defense (15xp) You now Upgrade the difficulty of the first two attacks against you by two.
    • Empowerment - Preempt (10xp) When you take add Force-die.png no greater than your Arcane Rating to Initiative Checks, you may spend EitherForce-result.png to take a Free Maneuver before combat begins.
  • Divine Location Seek Basic
    • Additional Track
    • Additional Detail
  • Pierce Illusion (5xp) - You may make a Pierce Illusion Spell Check. Spend EitherForce-result.png to automatically see through an Illusion.
    • Empowerment - Additional Allies (5xp) - You may now spend EitherForce-result.png to extend the effect of Pierce Illusion to one engaged ally.
    • Empowerment - Dispel Illusion (10xp) - You may spend an additional EitherForce-result.pngEitherForce-result.png to cause an Illusion to be dispelled entirely.
  • Foretelling (10xp) - You may make a Foretelling Spell Check. Spend EitherForce-result.png to gain vague hints about events to come during the next day.
    • Empowerment - Time (10xp) - You spend EitherForce-result.png to increase the time into the future you can see.
    • B
  • Discern Weakness (10xp) - You may Commit Force-die.png to Upgrade any Attack you make once.
    • Empowerment - Pierce Defense (10xp) - While you have an Force-die.png Committed for Discern Weakness, you may spend any number of Advantage-result.png to gain Pierce equal to the Advantage-result.png Spent
    • Empowerment - Shatterpoint (15xp) - Before you Commit the Force-die.png for Discern Weakness, you may make a Shatterpoint Spell Check. Spend EitherForce-result.pngEitherForce-result.pngEitherForce-result.png to gain an automatic Triumph to all Attacks made against your opponent.
  • True Sight (10xp - 5xp if you already have All Seeing Eye) - You may make a True Sight Spell Check. Spend EitherForce-result.png to ignore the penalties imposed by Darkness up to Medium Range for 1 Combat Round or 1 Minute. You may spend EitherForce-result.png to increase the duration by 1 Round or Minute per EitherForce-result.png Spent.
    • Empowerment - Fine Detail (5xp) When you make a True Sight Spell Check, you may spend EitherForce-result.png to make out fine details up to Medium Range.
    • Empowerment - Heightened Awareness (10xp) Vigilance and Perception Checks are now Combined Spell Checks.
  • Translucent Sight (10xp) - You may make the Translucent Sight Spell Check. Spend EitherForce-result.png to see through one object at Short Range. This may remove a Setback Die do to obstructions and allow you to perceive something over wise hidden.
    • Empowerment - Range (5xp) - you may now spend EitherForce-result.png to increase the Range of this Spell by 1 Range Band per EitherForce-result.png spent.
  • All Seeing Eye (10xp - reduced to 5xp if you already have True Sight) - you may make an All Seeing Eye Spell Check. Spend EitherForce-result.pngEitherForce-result.png to gain the ability to see in all directions.
    • Empowerment - Keen Sense (5xp) - Following an All Seeing Eye Spell Check, you may Commit a Force-die.png to Upgrade all Perception checks made once.
    • Empowerment - Range (5xp) - You may now spend EitherForce-result.png during an All Seeing Eye Spell Check to increase the distance by 1 Range Band per EitherForce-result.png Spent.
  • Clairvoyance
  • Mind Link (10xp) - You may make the Mind Link Spell Check. Spend EitherForce-result.png to grant engaged allies equal to your Presence to gain an automatic Success to any Skill Check until the end of your next action.
    • Empowerment - Range (5xp) You may now spend EitherForce-result.png to increase the Range of this Spell by 1 Range Band per EitherForce-result.png Spent.
    • Empowerment - Additional Allies (5xp) You may now spend EitherForce-result.png to increase the number of affected allies by EitherForce-result.png Spent.
    • Empowerment - Efficiency (5xp) you may now spend EitherForce-result.pngEitherForce-result.png to grant allies an additional success for the duration of this spell.

Evocation

Evocation is the power to channel energy. It covers the ability to move objects, shield and protect, direct bolts of force, fire or lightning, and heal. 1 Levitation
2 Bolt of Force
3 Whirlwind
4
5 Fire Lance
6 Shielding
7 Call Lightning
8 Energy Leech
9
10
11 Death Touch
12 Heal

Enchantment

Enchantment is the term used to define Spells that influence the mind, manipulate the earth, and cast illusions.
1
2
3
4
5
6
7
8
9
10
11
12