Fantasy!/Schtick/Sorcery

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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