Tower of Shadows: Sorcery - Evocation
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Jump to navigationJump to search- Arcane Shackles (15xp) - you may make a Arcane Shackles Sorcery Check. Spend to Immobilize a target within Short Range until the end of your next turn. Additional may be spent during this check. Each additional inflicts 1 Wound, ignoring Soak.
- Empowerment - Overwhelm (15xp) During a Arcane Shackles Sorcery Check, you may spend to inflict on your target. If the number of 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 spent.
- Blur (10xp) - you may make a Blur Sorcery Check. Spend allow you to move to any location within Short Range. During this movement, you ignore any environmental penalties and are so swift, appear to blur to your new location.
- Bolt of Force (10xp) - you may make a Bolt of Force Sorcery Check. Spend 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.
- Death Touch (15xp) - you may make a Death Touch Sorcery Check. Spend to cause an Engaged Target to suffer Wounds equal to your Intellect, this ignores Soak.
- Energy Leech (15xp) - you may make an Energy Leech Sorcery Check. Spend add an automatic per 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 making an Energy Leech Check, you may Commit a number of up to your Arcane Rating to cause any Sorcery Check targeting you made by an enemy within Short Range to also reduce the generated by 1 per Committed.
- Empowerment - Suppression (20xp) When making an Energy Leech Sorcery Check spend to also make an opposed Discipline vs Discipline Check against an Enemy within Short Range. If you succeed, the target immediately Uncommitts all and ends all ongoing Sorcery effects.
- Fire Lance (15xp) - you may make a Fire Lance Sorcery Check. Spend 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 3 plus the Casters Willpower, and has the Burn 2 Quality.
- Heal (10xp) - you may now add a number of up to your Arcane Rating, when making Medicine Checks, so long as you have time to perform the proper rituals (in combat this takes an Action before making the Check). You may spend to gain or to your results.
- Empowerment - Restoration (20xp) when casting Heal, you may also make a Medicine () Check. If successful, your target may also instantly heal one Critical Injury, with Recovery Difficulty equal to the number of rolled. This also temporarily removes permanent effects, such as deafness, blindness, or lost limbs - this extra effect lasts until the start of your next turn or 5 minutes. You may choose to permanently reduce your Strain Threshold by 1 to make this effect permanent.
- Empowerment - Mass Heal (10xp) you may spend on a Heal Check to heal an additional Engaged Target per spent.
- Levitate Living (10xp) - you may make a Levitate Living Sorcery Check. Spend to target a Character within Short Range and make an opposed Discipline vs Resilience Check. If successful, you may life and move that individual up to 1 Range Band.
- Empowerment - Range (10xp) you may spend 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 spent.
- Empowerment - Hurl (5xp) you may spend 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 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.
- Sorcerous Shield (15xp) - you may make a Sorcerous Shield Sorcery Check. Spend to make a Discipline () Check. If successful, you may add your Willpower plus 1 for each to your Soak against the next attack you suffer, until the beginning of your next turn. You may spend additional to increase your Soak by an additional 1.
- Empowerment - Mage Armor (10xp) you may spend on a Sorcerous Shield Discipline Check to increase your Melee and Range Defense by the spent.
- Empowerment - Duration (10xp) after you make on a Sorcerous Shield Check, you may Commit up to your Arcane Rating, to extend the duration of this spell by 1 round or 5 minutes for each committed.
- Summon Lightning (10xp) - you may make a Summon Lightning Sorcery Check. Spend 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 2 + the Casters Willpower, and has a Critical Rating 4.
- Empowerment - Range (5xp) you may spend on a Summon Lightning Check to increase the Range of the power 1 range band per spent.
- Empowerment - Thunderous Blast (15xp) you may spend 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 spent.
- Whirlwind (10xp) - you may make a Whirlwind Sorcery Check. Spend 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 on a Whirlwind Check to increase the Range of the power 1 range band per spent.
- Empowerment - Gale Force (10xp) you may spend on a Whirlwind Check to cause a target affected by Whirlwind or its Blast Quality to become Immobilized until the start of your next action.