Fantasy!/Schtick/Sorcery
Paths of Magic[edit | edit source]
2p per Tier.
Some Effects require an Action, a roll with the indicated Difficulty. Ex: To cast Fire Shield(20) requires an Action with Sorcery+Power Difficulty 20.
Elemental Schools[edit | edit source]
These are some of the more common of the Elemental Paths that exist on Vonyamir.
Path of Quickened Fire[edit | edit source]
Fire, Combat Path
1st Circle of Fire[edit | edit source]
Fire Bolt:
Attack, 2 shock points or 1 turn: Damage Power+10, Range Power x 4 m
Power, Fire Bolt:
Damage Power+10, Range Power x 4 m, Area Power m radius.
2nd Circle of Fire[edit | edit source]
Fire Shield (15):
Shield that does Damage [Power]+5 to all in close combat range. Duration: Power Sequences.
Fire Armor(15):
You may use Sorcery to Defend vs All.
Fire Armor:
Power: Activate Fire Armor. Fire Armor also provides [Sorcery+Power] Armor this Sequence.
3rd Circle of Fire[edit | edit source]
Fire Speed(20):
X Power: Gain 3X Shots.
Fire Move(20):
Move, X Shots: Travel to any point within Move meters, leaving a fiery wake in your path, and perform an Action. For every Shot spent, travel an extra multiple of your Move.
4th Circle of Fire[edit | edit source]
Fire Eyes(25): You gain the following abilities:
Power: Gain a positive die +d10 AV to any Action. Free: Burn any easily flammable object. Move: Travel to any point within [Move] m, leaving a fiery wake in your path.
Call Fire(25):
Power: Call a group of [Power/2] unnamed Firelings that can cast Fire Dart. They return when the Power is regained. Progression: 2 More Firelings (Progression 15)
Firelings[edit | edit source]
Attributes 5, Fire Dart Damage 10, Range 20m
Dodge, Guile, Willpower, Creature Power 10
5th Circle of Fire[edit | edit source]
Summon Fire(30):
Power: Call a small named Fireling Henchman that can cast Fire Bolt. Progression: Increase minion power: 1p/5p of summon.
Fireling Henchman[edit | edit source]
Physical 6+[Power/4], Social 6, Mental 6+[Power/4], Soul 0, Power 7+[Power/2]
Fire Bolt Damage 5+[Fireling Power], Range 40m
Fire Shield: All creatures in close combat take [Fireling Power] in Damage each turn.
Dodge, Guile, Willpower, Creature Powers 10+Power/4.
Path of Chilling Ice[edit | edit source]
Air/Water, Combat path
1st Circle of Ice[edit | edit source]
Icicle Stance(10):
Gain 6 Icicle Bolts and the use of:
Icicle Bolt: Attack: Damage [Power]+10, Hold
2nd Circle of Ice[edit | edit source]
Ice Armor(15): Can Defend against all with Sorcery.
Ice Armor, Power: Activate Ice Armor. Gain [Power] temporary Shockpoints and temporary [Power/5] Wounds. Duration: [Power] turns.
Ice Hold(15): Target gets Impairment equal to [Outcome/5]. Duration [Outcome/5] turns.
3rd Circle of Ice[edit | edit source]
Ice Slick(20):
Attack: Sorcery+Power vs Action+Agility in an area [Power] m radius. Causes shockpoint and Shot loss by [Outcome/5].
4th Circle of Ice[edit | edit source]
Ice Fortress(25), Power: Create a defensive installation with 1 2/3xSorcery m side, Sorcery/3 meters high. Ice
5th Circle of Ice[edit | edit source]
Ice Golem(30):
Path of Moving Air[edit | edit source]
Air, Movement and perception
1st Circle of Air[edit | edit source]
Wind Blast
Attack: Damage is equal to Power+8 against Strength, causes first Shot loss and then Wounds.
Wind Blast, Power
Power, Attack: Wind Blast Attack gains a radius.equal to Power m.
2nd Circle of Air[edit | edit source]
Air Speed (15)
Action, Power: Target gains [Power] Shots.
3rd Circle of Air[edit | edit source]
Wind Walker (25):
Power: Gain the following ability: Make a flying Move [Power].
4th Circle of Air[edit | edit source]
Clear View (25)
Clear View Stance: Gain d10 AV to all Perception rolls. Your perception may now contest any magic stealth, and try to counter any illusion with a Sorcery+Perception roll.
5th Circle of Air[edit | edit source]
Tornado(30)
Power: Create a vortex of air with Damage+8, throwing everything inside it high into the air causing Shot Loss and Wounds. The tornado may Move up to [Power] m each turn, picking up any target in its path with a [Sorcery+Power]vs[Action/any+Agility]. Getting out of the Vortex is an Athletics+Agility or Strength Action with Diff Sorcery+Power. Any failure causes shockpoints, but not Wounds. Duration: [Power] turns. The Air Mage may release the Tornado to be able to cast a new one, in which case the tornado moves aSequence randomly each turn until it disappears.
Path of the One Stone[edit | edit source]
Earth, Combat path
1st Circle of Earth[edit | edit source]
Earthen Stance(15):
Gain 5 Armor and +5 Natural Weapons Damage. Power: Gain [Power] Armor and +8 Natural Weapons Damage. (5)
Duration: [Power] Sequences or until the Power is reclaimed.
2nd Circle of Earth[edit | edit source]
Pass through(20):
Pass through any stone or metal. As long as this spell persists, your Move is reduced to 1.
Stoneskin(20):
You may lower all Damage from Close Combat and Missile Weapons by Sorcery+Power. Your Move is reduced to 1.
3rd Circle of Earth[edit | edit source]
Healing Earth(25):
Power: Heal Wounds and Shockpoints with Sorcery+Power vs 0.
Earthen Embrace(25):
As Earthen Stance on any target.
4th Circle of Earth[edit | edit source]
Earth Gnomes Earth Golem
5th Circle of Earth[edit | edit source]
Earth Giant Summon a Size 6 earthen humanoid.
Path of the Living Aether[edit | edit source]
All Elements, the Life Element. Create not heal
Path of Concealing Smoke[edit | edit source]
Air/Fire, Hide, Interaction
Path of the Furious Volcano[edit | edit source]
Fire/Earth, Overkill path
Path of the Healing Waters[edit | edit source]
Water, Healing
Path of Constructive Clay[edit | edit source]
Water/Earth, Construction and Earth modification
Mental Schools[edit | edit source]
The Unseen Path[edit | edit source]
Stealth (SEP-fields)
Path of the Mind[edit | edit source]
Telepathy, Suggestion etc
Path of the Invisible Hand[edit | edit source]
Telekinesis
Path of Illusion[edit | edit source]
Sense (Visual, etc) Illusions
Path of a Thousand Eyes[edit | edit source]
Clairvoyance, Clairaudience, Anti-Illusion
Daroon Zodiac Schools[edit | edit source]
Path of the Sun[edit | edit source]
Sun, Light, Heat, Strength, Perception
Visage of the Sun[edit | edit source]
Sun attributes
Light of the Sun[edit | edit source]
Light
Hands of Fire[edit | edit source]
Fire
Strength of the Sun[edit | edit source]
Strength
Eyes of the Sun[edit | edit source]
Perception
Path of the Moon[edit | edit source]
Moon, Hidden, Cold, Transformation
Visage of the Moon[edit | edit source]
Mists of Deception[edit | edit source]
Mists of Frost[edit | edit source]
Mists of Transformation[edit | edit source]
Path of the Stars[edit | edit source]
Stars, Fortune, Guidance, Navigation
Visage of the Stars[edit | edit source]
Stars' Fortune[edit | edit source]
Stars' Guidance[edit | edit source]
Stars' Direction[edit | edit source]
Path of the Zodiac[edit | edit source]
Requires the other Paths (Get 1 in all, get 1 in this etc)
Fortunetelling, Merger Effects, the 13 different Constellations
Jagan Wizard Schools[edit | edit source]
All Elemental Schools and the following
Earth[edit | edit source]
Perception, Resistance, Move Earth
Arcanum[edit | edit source]
Pure Magic
Mors[edit | edit source]
Death
Animus[edit | edit source]
The Anima, Social and Spiritual
Vitas[edit | edit source]
Life, Slight Healing and Buff
1st Circle of Vitas[edit | edit source]
Vitas Sense(10):
Use your Sorcery as Observation/Notice, Observation/Recon and Medicine/Exotic versus living matter. Duration:Power Sequences.
Power: Vitas Sense that lasts until Power is regained.
2nd Circle of Vitas[edit | edit source]
Vitas Boost(15):
Action: Raise a Body attribute, or regain Shockpoints as a Medicine roll.
3rd Circle of Vitas[edit | edit source]
4th Circle of Vitas[edit | edit source]
5th Circle of Vitas[edit | edit source]
Daemon[edit | edit source]
Handle Demons
Tenebris[edit | edit source]
Shadow play
Lux[edit | edit source]
Light Magic
Nature Schools[edit | edit source]
Shaman Summons[edit | edit source]
Spirit Magic
Faerie Glamour[edit | edit source]
Illusions, Transformation, Break Rules, Broker Deals
Nature Bonds[edit | edit source]
General nature school
Elemental Nature[edit | edit source]
Hodge Podge Elemental Combat (more Basic stuff)
High Magic[edit | edit source]
Warding[edit | edit source]
Wards and Protection
Summoning[edit | edit source]
Summon, buff, debuff and banish otherworldly creatures
Shaping[edit | edit source]
Do anything. Extremely expensive.
Construct[edit | edit source]
Create magical constructs.
World Magic[edit | edit source]
Time[edit | edit source]
Speed, Slow, Stop, Hold
Travel[edit | edit source]
Blink, Door, Travel, Otherworld Travel
Space[edit | edit source]
Big, Small, Hole, Create Otherworld
Law[edit | edit source]
Gravity, Electricity, Disintegration, Destroy World