Sorcery Rank 1
Playtest 3.2 / 4th EdSkill Rules & Full Description
This skill gives the character the ability to cast Rank 1 Sorceries.
Rituals Unlocked by Sorcery Rank 1
12 RitualsRitual of Elemental Energy 1
This ritual charges the caster with the energy of a particular element. After performing this ritual, the caster can throw an infinite number of bursts of elemental energy. Each burst of energy causes the amount of damage listed in the table below; the caster throws a spell packet and states the amount of damage followed by the type of damage; "Four Fire" for example. Only one spell packet can be thrown at a time. This damage is physical and therefore can be blocked by shields and any defense that stops physical attacks, such as the Invulnerability spell, but not by the Negation spell. The type of damage associated with each element is: Element Effect Fire 4 Normal Fire Water 4 Normal Ice Air 4 Normal Lightning Earth 5 Normal Damage Life 4 Normal Healing Death 3 Normal Body Note that healing damage does not heal the target, however, undead who are effected by normal damage will take double damage. The caster can choose to cast this ritual upon themselves, upon another character, or upon an item. If cast on themselves or another character there is no in-game representation of the ritual. If this ritual is cast upon an item, a temporary item card must be made to indicate the magical nature of the item. As with other rituals that create magical items, the item is indestructible so long as the ritual lasts. A Ritual of Embedding is not needed to make an item with a Ritual of Elemental Energy 1. If this ritual were to become permanent, it would give the caster the ability to invoke this ritual once per Event; the charge would last for 1 hour.
Ritual of Elemental Weapon
This ritual allows the caster to instill any weapon with the power of one of the elements, which then allows the wielder to gain an elemental damage bonus to the weapon. For example, in the case of fire, the wielder would call "Damage Fire." This damage is not magical. The type of damage associated with each element is: Element Effect Fire Normal Fire Water Normal Ice Air Normal Lightning Earth +1 Normal Damage Life Normal Healing Death -1 Normal Body For example, if an ordinary sword which normally does 2 points of damage is enchanted with elemental life, the wielder would call "Two Healing" when they used the weapon. Note that healing damage does not heal the target, however, undead who are effected by normal damage will take double damage. If a Ritual of Permanency is cast on a weapon enchanted with the Ritual of Elemental Weapon, then the weapon will keep its continual elemental property, but it will not strike as a magical weapon. A weapon of any quality is needed for this ritual and is the target of the ritual. Only one Ritual of Elemental Weapon can be cast upon a weapon at the same time. If a second ritual is cast, it will automatically fail. When this ritual is successfully cast on a weapon, it becomes unbreakable.
Ritual of Magic Staff Creation
This ritual prepares a normal staff to accept all the other Magic Staff rituals. Upon successful completion of this ritual, the caster's staff will be unbreakable and affect things with Damage Resistance: Mithril. The character should suffix the damaged called with "Mithril". Only this staff gains this benefit and only the caster gains the benefit of the damage type modifier. This ritual can be cast only on a staff, no other weapon substitutions are allowed. Only the caster can gain the benefits of this ritual. The caster may only have one caster's staff at a time. If this ritual is cast upon a second staff, the first is destroyed and all Power Points, components, and rituals placed on that staff are lost forever.
Ritual of Magic Transfer
This ritual allows the Power Points from any number of willing individuals to be transferred temporarily into a single spell caster. A character under the effects of an Enslavement or Domination spell or other mind controlling effect is not considered "willing", but a character that is coerced by threat or promise or trickery would be. A spell caster can gain more than their normal maximum of Power Points using this ritual, however it does not change their maximum Power Point stat. The recipient of the Power Points does not have to be the caster of the ritual. The recipient of the transferred Power Points has them until the end of the current Tag Cycle. If they are not all used by then, they are lost. The person casting the ritual must have enough Power Points to cast the ritual; these Power Points cannot come from the Power Points received by casting this ritual. The people who are allowing their Power Points to be transferred must all be willing and must have unspent points available for the transfer.
Ritual of Power Staff
This ritual allows the caster's staff to be used in place of the gem component of the Ritual of Storing. The maximum number of Power Points that can be stored in the caster's staff are 1/4 of the caster's total number of Power Points. This ritual must be cast upon the caster's staff created in the Ritual of Magic Staff Creation. The caster's staff is the target of the ritual. This ritual can only be cast once on the caster's staff.
Ritual of Rune Crafting
This ritual causes a rune of power to be inscribed on an object. When active, a rune constantly "watches" for any moving character within a 5 foot radius; when it sees one, the rune goes off, releasing its effect. The effects of the rune depend on its shape; an experienced Sorcerer can look at a rune and determine what its effects are from the rune's design. The Ritual of Rune Crafting involves inscribing the rune perfectly on the desired object with magical rune powder represented out-of-game by a piece of green chalk. The rune must be at least three inches tall , in the same proportions, orientation, and should be inscribed on a relatively flat surface. When a rune is first scribed, it is inactive; the scrivener must activate it in order for the rune to produce its effect. Once active, a rune will go off if it sees a moving character move within 5 feet; if a rune cannot see you, then it will not go off. This means that a rune can be scribed on the inner lid of a box, on an inside page of a book, on the inner sill of a door, or in a totally dark room; the rune will not go off unless a moving character is visible within a 5 foot radius. Additionally, the object the rune is scribed on must be stationary once the rune is activated. Should the entire object be intentionally moved after the rune is traced or fully active, it will go off, even if it is inside the object, such as a box, out to its full radius. For example, a character scribes a rune on one of the pages of a book. If the book is opened it will not go off, even if the page it is on is turned. However, if someone lifts the book, the rune will activate. If the rune was scribed on the inside bottom of a box and then covered, lifting the lid will not set the rune off, lifting its coverings will. When a rune goes off, everyone within a 5 foot radius of the rune experiences its effect. The effects of a rune are magical in nature, so a defense that stops spells will protect against the effects of the rune; a Reflection or Absorption spell will protect against a rune's effects, but a rune's magic will not be reflected or absorbed. Normally a rune vanishes once it goes off. When the Rune is scribed, the scrivener can embed additional "uses" of the rune's effect into the rune. Up to a total of three uses can be in inscribed into one rune. If a multiple-use rune goes off, it will wait 3 seconds, then go off again if it still sees a moving character. Once a rune has gone off for the last time, it vanishes. If a Ritual of Permanency is cast on a rune, it will remain scribed on the object after it has gone off. The rune will remain active, and resets itself after 5 minutes. If a multi use rune is permanencied, then each charge is reset after 5 minutes. Cautious Sorcerers may inscribe more than one rune on a single object. If two different runes are activated simultaneously, characters experience their effects simultaneously and one defense against spells is required per effect. The caster should (out-of-game) write the a description of the rune's effects and its key word on a piece of paper, and place the paper and the Power-Point tags used to cast the rune in an envelope marked "Marshal Notes". This envelope should be taped near the object on which the rune is scribed so a Marshal can properly supervise the rune's activation.
Ritual of Sanctification
This ritual allows the Sorcerer to sanctify a dead character against being raised as an undead. This ritual is attached to the character's soul, not the body. So, if the body is destroyed, the ritual will remain in effect. This ritual must be cast on the last body the character had. The character will be laid to rest and no necromancy or sorcery that creates undead will work on the character. The ritual may be dispelled by a ritual that dispels sorcery and must be cast on the body before any ritual or necromancy is cast. If the target of a successful sanctification resurrects, then the Ritual of Sanctification ends.
Ritual of Specter Creation
This ritual turns a character into a Specter, an incorporeal lesser undead creature. The Specter is under the control of the caster of the ritual. The player of the character who died must now play the newly- created undead creature. When the Specter is reduced to zero or less Body Points, the undead body dissolves into dust. The player takes one Death on their character card and may now go to the Healer's Circle to have their spirit resurrected. Specter lasts until destroyed or two months – the month the ritual was cast and the following month – if the target character can resurrect. If the character is un-resurrectable, then this ritual is permanent until the Specter is destroyed.
Ritual of Storing
This ritual allows Power Points to be temporarily stored in a gem or an item which contains a gem. These Power Points may be used later by the caster or by another person. Any gems used to store Power Points must be legitimate in-game items approved by the Treasure Manager. When this ritual is successfully cast on a gem, it becomes unbreakable. It cannot be destroyed by Shatter, Blast, or similar spells or abilities. When the enchantment wears off, the gem becomes breakable again. A gem or item containing a gem must be worth 1 silver piece per Power Point to be stored. This ritual can be cast multiple times on the same gem up to maximum of the value of the gem. No more than 25 Power Points can be stored in any one gem.
Ritual of Warding
This ritual magically protects an area for the duration of the ritual. The area of effect may be any one building or room within a building. A building is defined in-game as any structure – man made or natural – that has at least three walls and a roof. Out-of-game, "lesser" structures that are defined as buildings can be warded. For example, a pavilion at an Event is deemed to be the Armory by the Magic Marshal, this structure would be wardable by the character. When a ward is cast, it embeds itself in the walls, floor, and ceiling of the warded area; even if the physical structure is damaged, the ward will remain. After it is created, the ward's caster can lower the entire ward by touching it and willing it down; when the caster ceases to touch the ward, it automatically goes up again. Any thing over the ward that is not over a designated portal when the caster raises the ward is ejected from the warded area in the direction it entered. A lowered ward will stay down if anything is placed across the ward's boundary; when the boundary is no longer blocked, the ward goes up again. When the caster creates a ward, they may designate entrances in the ward. A random word chosen by the caster at the time of the ritual will cause an entrance to open when the word is spoken at an audible level in front of the entrance. This word will not affect any of the other entrances to the ward unless it is spoken loudly enough so that it can be heard at another entrance. When the word is spoken, the entrance will lower momentarily; it will stay open as long as anyone or anything more than a pound is placed in the opening. When an entrance is no longer blocked, it closes automatically. Each designated entrance must be indicated on the Martial Notes, along with the ward word. To indicate the presence of a ward, the caster should place garland, yellow duct tape, glow rope, or some other suitable indication of a ward at each entrance to the structure. Ward rituals of the same type do not stack, therefore two Rituals of Warding cannot be caste on the same building or room, but a room can have a Ritual of Warding Versus Life and a Ritual of Warding. Wards of the same type can share one common wall.
Ritual of Warding Versus Life
This ritual acts exactly as the Ritual of Warding save that living beings as well as weapons or spells cast by living beings can not pass through. Undead and spells and weapons of the Undead can pass through the ward as if it were not there. Ward rituals of the same type do not stack, therefore two Rituals of Warding Versus Life cannot be caste on the same building or room, but a room can have a Ritual of Warding Versus Life and a Ritual of Warding. Wards of the same type can share one common wall.
Ritual of Warding Versus Undead
This Ritual acts exactly as the Ritual of Warding save that undead beings as well as weapons or spells cast by undead beings can not pass through. Living beings and spells and weapons of the living can pass through the ward as if it were not there. Ward rituals of the same type do not stack, therefore two Rituals of Warding Versus Undead cannot be caste on the same building or room, but a room can have a Ritual of Warding Versus Undead and a Ritual of Warding. Wards of the same type can share one common wall.