Sorcery
AMULETS
Motif: Inscribing one’s desires on a ritually prepared object, properly hidden or protected, can make them become real.
BENANDANTI
Motif: By using my caul, my ritual weapons and psychoactive herbs, I can send forth my soul to effect miracles.
CHAOS MAGICK
Motif: By wielding symbols that have deep personal meaning to me and engaging in altered states, I am able to enforce patterns on reality dynamically.
GOETIC SORCERY
Motif: By using sacred names, the seals of powerful demons and spirits, and binding potent spirits into pacts, I may channel their power.
NECROMANCY
Motif: By wielding pieces of corpses and the remains of those passed on, I can command dead spirits to perform magic.
NEIDAN
Motif: Through deep breathing and managing my internal landscape, I can alter the nature of my body and identify key junctures that let me shift the energies of theworld around me, aligning them with my intention.
OBEAH
Motif: By use of prepared talismans, oils, and chalks to balance powers in my work, I can create experimental seals and anointments that will enact my will.
ONMYODO
Motif: By using key elements of the natural world and spirits bound into paper talismans, I can predict and transform elemental energy or the balance of Yin and Yang.
CLASH OF WILLS
Sorcery Clash of Wills are rolls of [Sorcery Skill] + Legend. If no Sorcery Skill applies, substitute Occult.
SOURCES OF POWER
INVOCATION
System: The Sorcerer begins each session with a full pool of Legend. Every time she casts a spell with a Legend cost (spent or imbued), she replaces one die in her Sorcery skill pool with a hubris die. If, at any point, she then makes a Sorcery skill roll and any of the accumulated hubris dice come up as successes, she immediately suffers consequences based on the number of hubris dice. Hubris dice that are successes on this roll are then removed from the pool. If the Sorcerer casts a spell that does not require a Sorcery skill roll, but while he still has hubris dice in the pool, roll anyway to see if divine ven- geance manifests itself.
Once per session, a Sorcerer who uses Invocation for power can make a minor sacrifice to appease the Gods. Instead of regaining Legend as a Scion would, he instead reduces his hubris pool by two.
| HUBRIS DICE | RESULT |
| 1-2 | 2 Complication on further spells cast in the same scene. Failing to overcome the Complication adds an additional hubris die to the pool, accompanied by a warning omen from the offended God. |
| 3-4 | The Storyguide either adds the current hubris dice to the Tension pool or creates a Twist of Fate that works against the Sorcerer and her allies. |
| 5-6 | The Sorcerer gains a NEMESIS Fatebinding with a strength equal to half the hubris dice pool rounded up, taking the form of an agent of divine retribution. If the character is already at his maximum number of Fatebindings, one of the Sorcerer’s Fatebound SGCs is immediately put in Peril instead. |
| 7-8 | The Sorcerer suffers a harmful supernatural Condition appropriate to the God. It can only be removed by performing a major sacrifice to that God or by the intervention of another God-tier being. |
| 9-10 | The Sorcerer and the area around her become the targets of a Marvel of the Storyguide’s choosing that falls within the God’s Purviews |
PATRONAGE
System: The character gains a permanent Fatebinding, Patron. He cannot take on any other Fatebindings, and can only gain Legend through sacrifices or by compelling his Patron. Once per session each, he can invoke or compel his Patron as follows:
Invoke: The Sorcerer invokes the Patron to gain access to Path resources of the Patron as if they were a Path he possessed himself. This can be used to ask for help from the Patron’s followers, gain access to temples or cult sites, or borrow equipment that the Patron could reasonably supply.
Compel: The Sorcerer gains a point of Legend but must replace one of her Short-term Deeds with one that the Patron demands. If she does not complete the Deed by the end of the episode, she loses 1 point of Legend and must perform a minor sacrifice before she can invoke or compel the Patron again.
Upon reaching Legend 5, a Sorcerer with a Patron finds their requests more demanding. Once per arc, the Patron can demand that the character take on a Long-term Deed of their choice. In any session during which the character does not make at least minor progress toward accomplishing the Deed, she can neither invoke nor compel the Patron.
PROHIBITION
System: The character gains the Persistent Condition, Sorcerous Prohibition, that limits his behavior as described above. Gain Momentum any time the Condition significantly interferes with his ability to act, but once per scene, he can choose to spend 1 Momentum and gain a
point of Legend instead. If he violates his prohibition, he immediately loses all Legend points and cannot use one of his Motifs to perform any magic until the next episode. The Sorcerer acquires a second prohibition at Legend 5 and a third at Legend 9.
TALISMAN
System: A Talisman must be purchased as a Relic Birthright with a minimum level of half the Sorcerer’s Legend (rounded up). Although the Sorcerer’s Legend increases over time and through Deeds as it does for other characters, it’s effectively the Talisman’s Legend that grows and it is that pool of Legend that he draws upon for his spells or rituals.
At the beginning of each session, a Talisman can provide Legend equal to the lower of twice its Relic level or its wielder’s Legend so long as it is in her possession. These points are the character’s only source of Legend; she cannot perform sacrifices or Fatebindings to regain it. If she loses her Talisman, she can only use Sorcery that has no Legend cost, and any spells that rely on imbued Legend end immediately.
At Legend 5, a Sorcerer’s bond to his Talisman allows him to use it to preserve his own life, but at a cost. Once per session, if the character is Taken Out, he can imbue a point of Legend to delay the injury that caused it so that it does not take effect until he either reclaims that point or loses control of the Talisman. The injury cannot be healed until it is released from the Talisman, but will remain suspended for as long as he keeps that point of Legend imbued.