Difference between revisions of "Tower of Shadows: Sorcery"

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* Characters with an Alignment score of 30 or above, use [[image:LightForce-result.png|16px]] Results unless otherwise noted by the Spell, Talent, or effect.  Characters with an Alignment score of 29 or less use [[image:DarkForce-result.png|16px]] unless otherwise noted by the Spell, Talent, or effect.
 
* Characters with an Alignment score of 30 or above, use [[image:LightForce-result.png|16px]] Results unless otherwise noted by the Spell, Talent, or effect.  Characters with an Alignment score of 29 or less use [[image:DarkForce-result.png|16px]] unless otherwise noted by the Spell, Talent, or effect.
 
* Characters may choose to use Arcane Results other than [[image:LightForce-result.png|16px]] / [[image:DarkForce-result.png|16px]] 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.
 
* Characters may choose to use Arcane Results other than [[image:LightForce-result.png|16px]] / [[image:DarkForce-result.png|16px]] 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.
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* '''NEW RULE: Channeling''' - Often an Arcanist will be unable to generate sufficient [[image:EitherForce-result.png|14px]] in a single role to get their desired effect.  This does not mean, however, that they are unable to do so, simply that they must take more time to gather power - this is known as Channeling or Ritual Casting.  Once a character with an Arcane Rating has rolled [[image:Force-die.png|14px]] as part of a Sorcery Check, they may choose to hold the [[image:EitherForce-result.png|14px]] generated and roll again the subsequent turn, adding the [[image:EitherForce-result.png|14px]] generated by both rolls together.  They may do this a number of times equal to their Arcane Rating (''so a Character with an Arcane Rating of 1 could make and combine two rolls'').  Each time a Character chooses to do this, they suffer 3 Strain.
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In order to Cast Spells and make Sorcery Checks, Characters must be able to clearly speak and their hands must be free and carrying no objects.
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* '''NEW RULE: Sustained Effort''' - While Committing [[image:Force-die.png|14px]] can grant powerful effects that remain in place - keeping the Arcane energies contained requires effort on the part of the Caster. For each [[image:Force-die.png|14px]] you have committed, you suffer 1 Strain at the end of each Combat Round or Minute, as appropriate.
  
 
=Sorcery in the Realms=
 
=Sorcery in the Realms=
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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''.<br>
 
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''.<br>
 
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<br>
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Each Spell has a listed cost that must be spent in Experience Points to learn that Spell. Further, Spells also have Empowerments, that alter or improve how a spell works. Once an Empowerment is purchased, it is always considered available, normally as part of the Sorcery Check, but you are not required to make use of it.
  
==Divination==
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==[[Tower of Shadows: Sorcery - Divination|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:
 
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 [[image:EitherForce-result.png|14px]] to detect all living beings within Short Range.
 
** ''Empowerment - Range'' (5xp) you may spend [[image:EitherForce-result.png|14px]] on a Detect Life Check to increase the Range of the power 1 range band per [[image:EitherForce-result.png|14px]] spent.
 
 
* '''Sense Emotion''' (5xp) - you may make a Sense Emotion Sorcery Check. Spend [[image:EitherForce-result.png|14px]] to sense the emotion state of any one living target you are engaged with.
 
** ''Empowerment - Range'' (5xp) you may spend [[image:EitherForce-result.png|14px]] on a Sense Emotion Check to increase the Range of the power 1 range band per [[image:EitherForce-result.png|14px]] spent.
 
** ''Empowerment - Magnitude'' (5xp) you may spend [[image:EitherForce-result.png|14px]] on a Sense Emotion Check to increase the number of Targets of the power 1 range per [[image:EitherForce-result.png|14px]] spent.
 
 
* '''Read Thoughts''' (10xp - reduce this to 5xp if you already know Sense Emotion) - you may make the Read Thoughts Sorcery Check. Spend [[image:EitherForce-result.png|14px]] to read the current surface thoughts of an engaged target. Additionally you may spend [[image:EitherForce-result.png|14px]][[image:EitherForce-result.png|14px]] to probe deeper into their thoughts for hidden information.
 
** ''Empowerment - Range'' (5xp) you may spend [[image:EitherForce-result.png|14px]] on a Read Thoughts Check to increase the Range of the power 1 range band per [[image:EitherForce-result.png|14px]] spent.
 
** ''Empowerment - Magnitude'' (5xp) you may spend [[image:EitherForce-result.png|14px]] on a Read Minds Check to increase the number of Targets of the power 1 range per [[image:EitherForce-result.png|14px]] spent.
 
  
* '''Precognition''' (10xp) - You may add your Arcane Rating to all Initiative Checks, spend [[image:EitherForce-result.png|14px]] to add '''Success''' or [[image:Advantage-result.png|16px]] to your results.
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==[[Tower of Shadows: Sorcery - Evocation|Evocation]]==
** ''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 [[image:Force-die.png|14px]] 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 [[image:Force-die.png|14px]] no greater than your Arcane Rating to Initiative Checks, you may spend [[image:EitherForce-result.png|14px]] 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 [[image:EitherForce-result.png|14px]] to automatically see through an Illusion.
 
** ''Empowerment - Additional Allies'' (5xp) - You may now spend [[image:EitherForce-result.png|14px]] to extend the effect of Pierce Illusion to one engaged ally.
 
** ''Empowerment - Dispel Illusion'' (10xp) - You may spend an additional [[image:EitherForce-result.png|14px]][[image:EitherForce-result.png|14px]] to cause an Illusion to be dispelled entirely.
 
 
 
* '''Foretelling''' (10xp) - You may make a Foretelling Spell Check. Spend [[image:EitherForce-result.png|14px]] to gain vague hints about events to come during the next day.
 
** ''Empowerment - Time'' (10xp) - You spend [[image:EitherForce-result.png|14px]] to increase the time into the future you can see.
 
** B
 
 
 
* '''Discern Weakness''' (10xp) - You may Commit [[image:Force-die.png|14px]] to Upgrade any Attack you make once.
 
** ''Empowerment - Pierce Defense'' (10xp) - While you have an [[image:Force-die.png|14px]] Committed for Discern Weakness, you may spend any number of  [[image:Advantage-result.png|16px]] to gain Pierce equal to the [[image:Advantage-result.png|16px]] Spent
 
** ''Empowerment - Shatterpoint'' (15xp) - Before you Commit the [[image:Force-die.png|14px]] for Discern Weakness, you may make a Shatterpoint Spell Check.  Spend [[image:EitherForce-result.png|14px]][[image:EitherForce-result.png|14px]][[image:EitherForce-result.png|14px]] 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 [[image:EitherForce-result.png|14px]] to ignore the penalties imposed by Darkness up to Medium Range for 1 Combat Round or 1 Minute. You may spend [[image:EitherForce-result.png|14px]] to increase the duration by 1 Round or Minute per [[image:EitherForce-result.png|14px]] Spent.
 
** ''Empowerment - Fine Detail'' (5xp) When you make a True Sight Spell Check, you may spend [[image:EitherForce-result.png|14px]] 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 [[image:EitherForce-result.png|14px]] 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 [[image:EitherForce-result.png|14px]] to increase the Range of this Spell by 1 Range Band per [[image:EitherForce-result.png|14px]] spent.
 
 
 
* '''All Seeing Eye''' (10xp - reduced to 5xp if you already have True Sight) - you may make an All Seeing Eye Spell Check. Spend [[image:EitherForce-result.png|14px]][[image:EitherForce-result.png|14px]] to gain the ability to see in all directions.
 
** ''Empowerment - Keen Sense'' (5xp) - Following an All Seeing Eye Spell Check, you may Commit a [[image:Force-die.png|14px]] to Upgrade all Perception checks made once.
 
** ''Empowerment - Range'' (5xp) - You may now spend [[image:EitherForce-result.png|14px]] during an All Seeing Eye Spell Check to increase the distance by 1 Range Band per [[image:EitherForce-result.png|14px]] Spent.
 
 
 
* '''Clairvoyance'''
 
 
 
* '''Mind Link''' (10xp) - You may make the Mind Link Spell Check. Spend [[image:EitherForce-result.png|14px]] 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 [[image:EitherForce-result.png|14px]] to increase the Range of this Spell by 1 Range Band per [[image:EitherForce-result.png|14px]] Spent.
 
** ''Empowerment - Additional Allies'' (5xp) You may now spend [[image:EitherForce-result.png|14px]] to increase the number of affected allies by [[image:EitherForce-result.png|14px]] Spent.
 
** ''Empowerment - Efficiency'' (5xp) you may now spend [[image:EitherForce-result.png|14px]][[image:EitherForce-result.png|14px]] 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.
 
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.
  
* '''Arcane Shackles''' (15xp) - you may make a Arcane Shackles Sorcery Check. Spend [[image:EitherForce-result.png|14px]] to Immobilize a target within Short Range until the end of your next turn. Additional [[image:EitherForce-result.png|14px]] may be spent during this check. Each additional [[image:EitherForce-result.png|14px]] inflicts 1 Wound, ignoring Soak.
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==[[Tower of Shadows: Sorcery - Enchantment|Enchantment]]==
** ''Empowerment - Overwhelm'' (15xp) During a Arcane Shackles Sorcery Check, you may spend [[image:EitherForce-result.png|14px]] to inflict [[image:Setback-die.png|14px]]' on your target. If the number of [[image:Setback-die.png|14px]] exceed the targets Willpower, they are Staggered instead.
 
** ''Empowerment - Crushing Bonds'' (15xp) When you make an Arcane Shackles Check, it also becomes an opposed Discipline vs Resilience Check.  If you succeed, the target suffers a Critical Injury adding +10 per [[image:EitherForce-result.png|14px]] spent.
 
 
 
* '''Blink''' (10xp) - you may make a Blink Sorcery Check. Spend [[image:EitherForce-result.png|14px]] allow you to move to any location within Short Range. During this movement, you ignore any environmental penalties and are so swift, appear to teleport to your new location.
 
** ''Empowerment - Range'' (5xp) you may spend [[image:EitherForce-result.png|14px]] on a Blink Check to increase the Range of the power 1 range band per [[image:EitherForce-result.png|14px]] spent.
 
** ''Empowerment - Blur'' (10xp) you may spend [[image:EitherForce-result.png|14px]] on a Blink Check to perform this movement as a Maneuver.
 
 
 
* '''Bolt of Force''' (10xp) - you may make a Bolt of Force Sorcery Check. Spend [[image:EitherForce-result.png|14px]] to strike an Enemy within Short Range with a Bolt of pure Arcane energy. This is resolved as an Ranged Attack using the Casters Perception and deals 5 Damage.
 
** ''Empowerment - Range'' (5xp) you may spend [[image:EitherForce-result.png|14px]] on a Bolt of Force Check to increase the Range of the power 1 range band per [[image:EitherForce-result.png|14px]] spent.
 
** ''Empowerment - Volley'' (10xp) you may spend [[image:EitherForce-result.png|14px]] on a Bolt of Force Check to gain the Linked Quality on your attack with a Rating equal to the number of [[image:EitherForce-result.png|14px]] spent.
 
 
 
* '''Death Touch''' (20xp) - you may make a Death Touch Sorcery Check. Spend [[image:EitherForce-result.png|14px]] to cause an Engaged Target to suffer Wounds equal to your Intellect plus Ranks in Medicine, this ignores Soak.
 
** ''Empowerment - Agonizing'' (10xp) when making a Heal Check, you may spend [[image:EitherForce-result.png|14px]] to cause the target to suffer an equal number of Strain.
 
** ''Empowerment - Dark Destruction'' (15xp) you may spend [[image:EitherForce-result.png|14px]] on a Death Touch Check to inflict an additional Wound per [[image:EitherForce-result.png|14px]] spent.
 
 
 
* '''Energy Leech''' (15xp) - you may make an Energy Leech Sorcery Check. Spend [[image:EitherForce-result.png|14px]] add an automatic '''Failure''' per [[image:EitherForce-result.png|14px]] spent, to any Sorcery Check made against you by an enemy within Short Range until the Start of your next turn.
 
** ''Empowerment - Grounding'' (10xp) after when making an Energy Leech Check, you may Commit a number of '''Force Die''' up to your Arcane Rating to cause any Sorcery Check targeting you made by an enemy within Short Range to also reduce the [[image:EitherForce-result.png|14px]] generated by 1 per '''Force Die''' Committed.
 
** ''Empowerment - Suppression'' (20xp) When making an Energy Leech Sorcery Check spend [[image:EitherForce-result.png|14px]][[image:EitherForce-result.png|14px]] to also make an opposed Discipline vs Discipline Check against an Enemy within Short Range.  If you succeed, the target immediately Uncommitts all '''Force Die''' and ends all ongoing Sorcery effects.
 
 
 
* '''Fire Lance''' (15xp) - you may make a Fire Lance Sorcery Check. Spend [[image:EitherForce-result.png|14px]] to strike an Enemy within Short Range with a Bolt of Arcane Fire. This is resolved as an Ranged Attack using the Casters Perception, deals Damage equal to the Casters Willpower, and has the Burn 2 Quality.
 
** ''Empowerment - Range'' (5xp) you may spend [[image:EitherForce-result.png|14px]] on a Bolt of Force Check to increase the Range of the power 1 range band per [[image:EitherForce-result.png|14px]] spent.
 
** ''Empowerment - Fire Ball'' (10xp) you may spend [[image:EitherForce-result.png|14px]] on a Fire Lance Check to gain the Blast Quality on your attack.
 
 
 
* '''Heal''' (20xp) - you may make a Heal Sorcery Check. Spend [[image:EitherForce-result.png|14px]] to cause an Engaged Target (including yourself) to regain Wounds equal to your Intellect plus Ranks in Medicine.
 
** ''Empowerment - Restoration'' (20xp) when casting Heal, you may also make a Medicine (XXX) Check. If successful, your target may also instantly heal one Critical Injury, completely removing its effects and penalties.
 
** ''Empowerment - Mass Heal'' (10xp) you may spend [[image:EitherForce-result.png|14px]] on a Heal Check to heal an additional Engaged Target per [[image:EitherForce-result.png|14px]] spent.
 
 
 
* '''Levitate Living''' (10xp) - you may make a Levitate Living Sorcery Check. Spend [[image:EitherForce-result.png|14px]][[image:EitherForce-result.png|14px]] to lift and move an individual within Short Range. You may move your target up to 1 Range Band.
 
** ''Empowerment - Range'' (10xp) you may spend [[image:EitherForce-result.png|14px]] on a Levitate Living Check to increase the maximum Range of the power or the number of Range Bands you may move your target by 1 range band per [[image:EitherForce-result.png|14px]] spent.
 
** ''Empowerment - Hurl'' (5xp) you may spend [[image:EitherForce-result.png|14px]] on a Levitate Living Check to throw the target following moving them, knocking them Prone.
 
 
 
* '''Levitate Object''' (10xp) - you may make a Levitate Object Sorcery Check. Spend [[image:EitherForce-result.png|14px]] to lift and control a Silhouette 0 object within Short Range. This power may be used to pull an object out of the grip of another character. To do so against an unwilling target, an opposed Discipline vs Athletics Check is required.
 
** ''Empowerment - Range'' (5xp) you may spend [[image:EitherForce-result.png|14px]] on a Levitate Object Check to increase the Range of the power 1 range band per [[image:EitherForce-result.png|14px]] spent.
 
** ''Empowerment - Strength'' (5xp) you may spend [[image:EitherForce-result.png|14px]] on a Levitate Object Check to increase the Silhouette you can lift and control by 1 per [[image:EitherForce-result.png|14px]] spent.
 
 
 
* '''Sorcerous Shield''' (10xp) - you may make a Sorcerous Shield Sorcery Check. Spend [[image:EitherForce-result.png|14px]][[image:EitherForce-result.png|14px]] to make a Discipline ('''XX''') Check. If successful, you may add your Willpower plus 1 for each '''Success''' to your Soak against the next attack you suffer, until the beginning of your next turn.
 
** ''Empowerment - Mage Armor'' (10xp) you may spend '''Advantage''' on a Sorcerous Shield Discipline Check to increase your Melee and Range Defense by the '''Advantage''' spent.
 
** ''Empowerment - Impervious'' (10xp) you may spend [[image:EitherForce-result.png|14px]] on a Sorcerous Shield Check to increase your Soak by an additional 1 for each [[image:EitherForce-result.png|14px]] spent.
 
 
 
* '''Summon Lightning''' (10xp) - you may make a Summon Lightning Sorcery Check. Spend [[image:EitherForce-result.png|14px]][[image:EitherForce-result.png|14px]] to strike an Enemy within Short Range with arcing Lightning that leaps from your finger tips. This is resolved as an Ranged Attack using the Casters Discipline and deals Damage equal to the Casters Willpower, and has a Critical Rating 4.
 
** ''Empowerment - Range'' (5xp) you may spend [[image:EitherForce-result.png|14px]] on a Summon Lightning Check to increase the Range of the power 1 range band per [[image:EitherForce-result.png|14px]] spent.
 
** ''Empowerment - Thunderous Blast'' (15xp) you may spend [[image:EitherForce-result.png|14px]] on a Summon Lightning Check to either increase the Damage of the attack by 1 or reduce the Critical Rating of the attack by 1 for each [[image:EitherForce-result.png|14px]] spent.
 
 
 
* '''Whirlwind''' (10xp) - you may make a Whirlwind Sorcery Check. Spend [[image:EitherForce-result.png|14px]][[image:EitherForce-result.png|14px]] to fill an an area within Short Range with a vortex of flying objects. Target an enemy within Short Range and make a Range Attack using Discipline.  This attack deal Damage to the target equal to your Willpower.  Further this attack has the Blast Quality.
 
** ''Empowerment - Range'' (5xp) you may spend [[image:EitherForce-result.png|14px]] on a Whirlwind Check to increase the Range of the power 1 range band per [[image:EitherForce-result.png|14px]] spent.
 
** ''Empowerment - Gale Force'' (10xp) you may spend [[image:EitherForce-result.png|14px]] on a Whirlwind Check to cause a target affected by Whirlwind to become Immobilized until the start of your next action.
 
 
 
==Enchantment==
 
 
Enchantment is the term used to define Spells that influence the mind, manipulate the earth, and cast illusions.<br>
 
Enchantment is the term used to define Spells that influence the mind, manipulate the earth, and cast illusions.<br>
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Latest revision as of 10:37, 11 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.
  • NEW RULE: Channeling - Often an Arcanist will be unable to generate sufficient EitherForce-result.png in a single role to get their desired effect. This does not mean, however, that they are unable to do so, simply that they must take more time to gather power - this is known as Channeling or Ritual Casting. Once a character with an Arcane Rating has rolled Force-die.png as part of a Sorcery Check, they may choose to hold the EitherForce-result.png generated and roll again the subsequent turn, adding the EitherForce-result.png generated by both rolls together. They may do this a number of times equal to their Arcane Rating (so a Character with an Arcane Rating of 1 could make and combine two rolls). Each time a Character chooses to do this, they suffer 3 Strain.


In order to Cast Spells and make Sorcery Checks, Characters must be able to clearly speak and their hands must be free and carrying no objects.

  • NEW RULE: Sustained Effort - While Committing Force-die.png can grant powerful effects that remain in place - keeping the Arcane energies contained requires effort on the part of the Caster. For each Force-die.png you have committed, you suffer 1 Strain at the end of each Combat Round or Minute, as appropriate.

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.

Each Spell has a listed cost that must be spent in Experience Points to learn that Spell. Further, Spells also have Empowerments, that alter or improve how a spell works. Once an Empowerment is purchased, it is always considered available, normally as part of the Sorcery Check, but you are not required to make use of it.

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:

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.

Enchantment

Enchantment is the term used to define Spells that influence the mind, manipulate the earth, and cast illusions.