Techniques
Charms: Binding charms produce brief and immediate effects that hinder their target in some way: they can force a person to look at the Sorcerer, garble her speech while trying to call for help, mistype a password, and so on. If appropriate, the hindrance adds +1 Difficulty to a specific roll that the target makes in the next round or minute.
Inherent Technique: Spite
Skill Roll: Yes
Cost: 1 Momentum or 1 Legend
Duration: Scene
Subject: One character
Range: Short
With a few words or an angry gaze, a Sorcerer can inflict either misfortune or injury on a target. To inflict damage, the character spends 1 Momentum and rolls his Sorcery skill to make the initial attack. For the rest of the scene, he can use Spite on the same target at no extra cost. He can also apply the following Stunts:
- Eyebite (0s + opponent’s Defense): Force the target to maintain eye contact with the Sorcerer, preventing either one from performing mixed actions or any basic action other than Move. Eyebite can only be used on a given target once per scene, but lasts until the Sorcerer breaks eye contact or some obstacle blocks her line of sight.
- Under the Skin (2 or 5s): For 2s, inflict an Injury Condition on the opponent. For 5s, inflict an Injury with the Aggravated tag.
- Staggering Words (0s + opponent’s Stamina): Knock the target prone.
- Howl (0s): Spend 1 Legend instead of Momentum to affect every opponent in the same range band as the target.
Alternately, the Sorcerer can either spend 1 Legend to apply a difficulty penalty equal to half the number of Sorcery skill successes to all of a target’s rolls for the remainder of the scene or spend 1 Momentum to add difficulty equal to the full number of successes for one roll of her choosing in the current scene. The maximum difficulty in either case is 5.
Command
Skill Roll: No
Cost: None
You excel at enforcing your will on others. When using the Spite technique, you gain a new option:
- Command (0s + opponent’s Composure): Declare a single basic action the target must take on their next turn, and if necessary a target for that action. Your foe must spend 1 Momentum or Tension to take any other action, and if their action does not target the character you specified, they suffer Complication 2, which if not bought off prevents any movement actions until the end of their next turn.
Curse
Skill Roll: Yes
Cost: Imbue 1 Legend
Duration: Scene
Subject: One character
Range: Short
The Sorcerer applies a harmful Condition to a target for the duration of the spell. The player must specify the curse before rolling; the Storyguide assigns a difficulty to the spell based on how significant an effect it will cause. In the case of Conditions that don’t have a direct mechanical effect (e.g., causing someone’s hair to fall out, their socks to always be wet, or for them to forget the names of everyone they know), the Storyguide can use the s table (Origin, p.64) as a guide. For Conditions that add difficulty to the target’s actions, the difficulty penalty is equal to half the number of successes rolled.
Draw Out
Skill Roll: Yes
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One character
Range: Long
When mortals talk about love spells, this is the Technique that they usually mean. It doesn’t inspire love at all, but if successful, compels the target to come to the Sorcerer. Until he does, the victim gains the Wasting Condition, which prevents him from eating or sleeping and imposes an increasing Difficulty penalty to all actions the longer it goes on: +1 in one day, +2 in three days, +4 in one week. After one week, the target suffers an Injury Condition every day until the effect is resolved. Drawing Out cannot be used on anyone of a higher Tier than the Sorcerer. Targets of the same Tier can roll Resilience + Resolve each day to break free of the effect, with a difficulty equal to the number of successes of the original spell.
Envessel
Skill Roll: See below
Cost: Imbue 1 Legend
Duration: Arc
Subject: One spirit
Range: Short
Commonly used by Sorcerers who also know the Summoning Working, Envessel allows the character to trap a defeated spirit in an object. Against a spirit that has been Taken Out, the Technique requires no roll to succeed. Against spirits that are still active, the difficulty of the Sorcery skill roll is equal to its remaining Health levels and costs 1 Momentum per attempt.
A spirit can be interrogated by the Sorcerer once per session while it is trapped, or it can be released and commanded to perform one service afterward. Spirits given orders in this way tend to become resentful: if the player wishes, she can take it on as a NEMESIS Fatebinding immediately after the service has been completed.
Forbiddance
Skill Roll: Yes
Cost: 1 Legend
Duration: Scene
Subject: One character
Range: Short
Similar to the geis, this Technique allows the Sorcerer to command the target to refrain from a certain activity. If successful, the spell applies the Forbidden Condition for the rest of the scene or until the Sorcerer chooses to end it. The target of the Forbidden Condition is unable to perform the named action, so long as it is one that is normally under his conscious control. (“Do not move” is valid; “do not breathe” is not.)
Inner Voice
Skill Roll: Difficulty of target’s Resolve
Cost: None (1 Legend)
Duration: One scene
Subject: One character
Range: Short
You can bind yourself to someone, riding in their mind and influencing them. You share all of that character’s senses and can speak to them telepathically, without anyone else hearing. Any Momentum you spend to boost their rolls gives two dice instead of one. While you are bound to them, you may spend 1 Legend and make a Sorcery skill roll to force any roll to be a mixed action requiring an Integrity roll with difficulty equal to your successes.
Spirit-Wrestling
Skill Roll: No
Cost: None
Duration: Scene
Subject: One spirit
Range: Short
The Sorcerer engages a spirit in a ritualized contest in order to drive it away from his presence for the remainder of the session. The contest is a complex action using a skill of the spirit’s choosing, requiring a base 1 to 4 Milestones to complete. For spirit Antagonists, the Storyguide should use its Archetype rank as a measure: one for the lowest, four for the highest. If it is one higher tier than the Sorcerer, add 2 Milestones; if one tier lower, subtract 2 to a minimum of 1. The contest, which might be an exchange of riddles, a competitive dance, actual wrestling, or anything else appropriate to the nature of the spirit, must be played out to its conclusion to have any effect. If the Sorcerer wins, the spirit departs. If he loses, he cannot use Spirit-Wrestling on it again for the remainder of the current arc. If the contest is interrupted, he can cast the spell again, but either loses any progress he has made toward victory (if he was ahead or tied in Milestones) or treats it as a defeat (if the spirit was ahead).
Subversion
Skill Roll: Yes
Cost: 1 Momentum
Duration: Scene
Subject: One character
Range: Short
The Sorcerer alters the Attitude of a Storyguide character toward her (only). The player first tells the Storyguide what Attitude she wants the target to have (negative or positive, level 0 to 5), then makes a Sorcery skill roll with a difficulty equal to the difference between their current Attitude and the desired one. It cannot be used on targets two or more tiers higher than the caster.
DIVINING
Charms: Divining charms allow casters to gain knowledge in ways that would generally be available through non-supernatural means, but without having to go through the effort of research. Using a divining charm during Procedural play gives 1 Enhancement to attempts to gather information.
Inherent Technique: Read the Signs
Skill Roll: No
Cost: 1 Momentum or imbue 1 Legend
Duration: One roll or indefinite
Subject: Self
During procedural play (Origin, p. 73-75), the Sorcerer can spend a point of Momentum to use his Sorcery skill in place of any other skill roll required to gather clues. In addition to the usual Stunts available when finding clues, he also gains the following:
- Mythic Traces (1s): If the scene that the Sorcerer is investigating involves magic or is connected to supernatural beings, he can identify the Pantheon to which they are most closely aligned.
- Guilt-finding (2 or 4s): As a 2s Stunt, the player can ask the Storyguide for a general description of the cause of a situation that her character is studying. For four successes, the Sorcerer learns the current location of who- or whatever has caused it and can choose to imbue a point of Legend to continue to track that cause wherever it goes.
Avert Doom
Skill Roll: No
Cost: 1 Legend
Duration: Scene
Subject: One character
Range: Short
The Sorcerer spends 1 Legend and names a specific source of damage. For the duration of the scene, the subject of the spell cannot be killed by that source. She may suffer all other appropriate Conditions, including being Taken Out, so long as none of them are fatal.
Ecstatic Trance
Skill Roll: No
Cost: 1 Legend
Duration: Scene
Subject: Self
The Sorcerer invites a spirit into his body to offer guidance to others while also protecting him from harm. The character names the spirit or type of spirit to call up, after which he can use his Sorcery skill in place of a specific skill roll for the duration of the spell. For example, by becoming possessed by an ancestor who was a great warrior, he can substitute his Sorcery skill for Close Combat, while the spirit of a wise sage allows him to substitute it for Academics.
In addition, being in the trance allows the Sorcerer to ignore pain to a limited degree. For the duration of the spell, she gains one extra Bruised Health Level and is Resistant to one of the following: fire, cold, sharp weapons, poison, or drowning. The possessing spirit may have its own agenda if it is summoned without a clear purpose or if it completes its task before the spell is done: the warrior might demand a feast when it has defeated its enemies, the sage might become engrossed in learning about the internet, and so on. If the player accepts an inconvenient distraction as a result of the possession, he gains Momentum. If the character wants to end the trance before the scene has finished, she must
succeed at a Sorcery skill roll.
Haruspicy
Skill Roll: Yes
Cost: None
Duration: One scene
Subject: Self
Range: Close
You may spend a round concentrating and examining a character’s injuries to get a glimpse of the near future. You generate a pool of points equal to the value of the highest Injury Condition involved (or 5, for Taken Out). If you use this on a mundane animal that is not an Antagonist, you receive only 2 points. You may spend these 1 for 1 to grant Enhancement to any roll by anyone for the rest of the scene, with a cap of Enhancement 3 from this to any specific roll. If you personally inflicted the Injury Condition, apply this Enhancement before the rolls it enhances. You may only examine a given character once per day this way.
Necromantic Consultation
Skill Roll: Yes
Cost: Imbue 1 Legend
Duration: Scene
Subject: One corpse
Range: Close
The Sorcerer calls up the spirit from a corpse in order to communicate with it. If she wishes, she can make it visible and audible to others, but by default, only she can see or hear it. The spirit has the same Attitude to the Sorcerer as it did when it was alive and cannot interact with its surroundings in any way beyond speaking and gesturing.
Pronouncement
Skill Roll: Yes
Cost: None
Duration: Scene
Subject: One character
Range: Short
The Sorcerer offers advice to another person on how to succeed at a specific task and makes a Sorcery skill roll. The number of successes become a pool of Enhancements that the subject can draw on, up to 3 at a time, for any rolls to complete that task for the duration.
Red String
Skill Roll: Yes
Cost: 1 Momentum, optionally 1 Legend
Duration: One roll or one session
Subject: Self or one character
Range: Short
You have a sense for the people around you, identifying the strands of Fate connecting them and how they can be manipulated. You may take a round to concentrate and use your Sorcery skill roll as a Shift Attitude action. If you also spend 1 Legend when doing, you may allow one character (which can be you) to acquire an additional Fatebinding this session, though they are still bound by the normal limits on how many Fatebinding Conditions they have.
Sudden Insight
Skill Roll: Yes
Cost: None
Duration: Scene
Subject: One character
Range: Short
Through her experience in recognizing portents, the Sorcerer is able to determine the best way to navigate obstacles before her. The subject of the spell gains an Enhancement equal to the number of successes on any one skill roll within the duration. This Enhancement can only be used to overcome Complications or difficulty penalties on that roll; any leftover Enhancement has no effect.
Synchronicity
Skill Roll: Yes
Cost: 1 Momentum or 1 Legend
Duration: Instant
Subject: One character
Range: Medium or unlimited
The Sorcerer creates a Twist of Fate (Origin, p. 68) for herself or another without having to invoke a Path. The magnitude of the effect is based on the number of successes. If she possesses something belonging to the subject and spends a point of Legend, she can do this at any distance.
SUMMONING
Charms: Summoning charms can be used to negotiate with or threaten spirits, adding 1 Enhancement to rolls to exert influence (Origin, p. 79) on them.
Inherent Technique: Familiar Spirit
Skill Roll: No
Cost: None
Duration: Scene
Subject: Self
Whether by binding a minor spirit to his service or projecting his own will in semi-material form, the Sorcerer can use this Technique to act on The World at a distance. He creates a 1-dot Follower (Hero, p. 201) of the Heavy, Entourage, or Consultant type with no Follower tags for the duration. He can choose a different type every time he casts this spell.
Familiars of the Heavy type can perform basic manual labor or engage in close combat. Those of the Entourage type can deliver messages or act as seductive distractions. Consultant familiars gather information and perform research on the summoner’s behalf. They use the Sorcerer’s Leadership + his highest Power attribute as their dice pool, and act as Followers in all other ways. If a familiar spirit is Taken Out, the Sorcerer cannot summon another for the duration of the scene.
Summoning Techniques
Embody
Skill Roll: No
Cost: 1 Legend
Subject: One character
Range: Close
The Sorcerer turns a harmful, non-Injury Condition affecting herself or another person into a physical entity with the goal of subduing it. The difficulty to cast the spell is for the Storyguide to determine, using the guidelines described above under curses. Persistent Conditions that are part of a character’s natural being, such as those of many Denizens, cannot be embodied. Treat the embodied Condition as a hostile Antagonist of the same tier as the person it was drawn from, and an archetype commensurate with its severity: a mild flu drawn from a mortal has the Mook archetype, while the lethal poison running through the veins of a Hero is probably a Nemesis or Titanspawn. It has the Incorporeality Quality (to anyone but the Sorcerer, Origin, p. 148), and only one Flair: Plague Touch (Hero, p. 290) that transmits the Condition that it embodies. The Storyguide can spend from the Tension pool to improve its abilities as normal. If the embodiment Takes Out another person, it immediately enters that person’s body and must be summoned again to confront it. If it is Taken Out itself, the Condition is resolved.
Evocation
Skill Roll: Yes
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One creature
Range: Close
The Sorcerer calls forth a temporary creature of his choosing to serve him for as long as he keeps a point of Legend imbued in the spell. The creature’s base attributes are as follows:
Primary Pool: Successes x3
Secondary Pool: Primary Pool -2
Desperation Pool: Primary Pool -4 (minimum 1)
Health: Successes x1
Defense: 1 + half the Sorcerer’s Legend
Initiative: Primary Pool -2
The number of successes that a Sorcerer can roll is capped 5x her tier, including Enhancements. The Sorcerer can add Qualities or Flairs at a cost of one success each, choosing from the Antagonist lists appropriate to her tier. (Any ability that would normally have a cost in Tension instead requires the player to spend a point of Momentum to use.) Otherwise, summoned creatures follow the general rules for the Creature Birthright (Hero, p. 201-202).
Forces of Nature
Skill Roll: Yes
Cost: 1 Legend
Duration: Scene or special
By commanding minor spirits of nature, the Sorcerer can alter either the weather or the landscape around herself. She can either add up to a 3 Complication to the Field she occupies by calling up hostile weather conditions or reduce complications in the Field caused by similar phenomena. Alternately, this Technique can be used to bless or blight plants in the same way as the Favor of Nature Boon (Hero, p. 250). This use of the Technique requires no skill roll and lasts for a number of years equal to the Sorcerer’s Legend x10.
Resurrection
Skill Roll: Yes
Cost: 1 Legend
Duration: Scene
Subject: One corpse
Range: Close
The Sorcerer uses a minor spirit to restore a corpse to a semblance of life. If the corpse is larger than a human, add twice its size Scale to the difficulty of casting the spell. The animated body has the same non-supernatural physical characteristics that it did while alive, but it takes all actions with a +2 difficulty penalty and only possesses the barest spark of intelligence that it uses to obey the Sorcerer’s commands. If the Necromantic Consultation Technique (see above) is used on a corpse animated in this way, Resurrection can be used to restore the original personality and mental faculties to the corpse for the duration.
Servitors
Skill Roll: No
Cost: 1 Legend
Duration: Milestone
Range: Close
The Sorcerer assigns a small host of invisible spirits to carry out a time-consuming activity in his place. The spirits can be used for construction, research, crafting, or general physical labor, but in any case will work long enough to complete one Milestone in a complex action while their summoner is freed to do other things. Using Servitors still requires the Sorcerer to have access to raw materials if required, but reduces the time needed to perform the task by half. If any skill rolls are necessary, they use the higher of the Sorcerer’s own relevant skill or his Sorcery skill to determine the outcome.
Spirit Teacher
Skill Roll: No
Cost: 1 Legend
Duration: Scene
Subject: One spirit
Range: Close
The Sorcerer spends 1 Legend to call up a spirit that acts as a temporary Guide for the duration of the scene. The player should first give the Spirit Teacher and name and a short description of its area of expertise (use the guidelines for Legendary Titles to choose one: a keyword related to a role and a descriptor of how that keyword can be applied). The Sorcerer gains the following advantages, all of which must relate to the spirit’s description:
- Invoke the Spirit Teacher once as a Path foraccess to information, contacts, or locations
- Gain a +1 Enhancement on two appropriate skills or a +2 Enhancement on one skill
- Invoke a Twist of Fate once.
WONDERMENT
Charms: Wonderment charms can be used to duplicate feats of sleight of hand or perform simple actions that the Sorcerer could do himself with minimal effort: turning lights on and off, opening unlocked doors, conjuring an apple from a fruit bowl into his hand from across the room, producing music out of nowhere, and so on.
Inherent Technique: Veil
Skill Roll: Special
Cost: None or imbue 1 Legend
Duration: Scene
Subject: One character or one object
Range: Short
The simplest Wonderment Technique disguises one thing as another. If used on a person, it can give them the appearance of another human of roughly similar size for the duration of the scene, also changing the target’s clothing into whatever the Sorcerer wishes. If the Sorcerer is trying to imitate the appearance of a specific person, she must imbue 1 Legend and succeed at a Sorcery skill roll. The power can be used on objects as well, up to the size of whatever an ordinary person could lift and carry, so long as the resulting illusion’s shape bears some resemblance to the original. A handful of leaves could be disguised as a stack of dollar bills, for example, but not as a chair. Again, the Sorcerer must only imbue Legend and make a skill roll if trying to duplicate a specific object.
Animation
Skill Roll: No
Cost: Imbue 1 Legend
Duration: Scene
Subject: One object
Range: Short
With this Technique, a Sorcerer causes a Scale 0 object to move under her command (walking if it has something resembling legs, crawling or rolling otherwise), bend itself as if it were made of flesh, and even fight for her as if it were a 4-dot Follower with the Heavy archetype and up to four points of tags appropriate to its material, with the exception of Knacks. In addition, Animation can be used to make a vehicle up to the size of a small airplane operate on its own without a driver or pilot, so long as the Sorcerer is occupying it, using his Sorcery skill in place of any Pilot skill rolls during travel.
Concealment
Skill Roll: Yes
Cost: 1 Momentum
Duration: Scene
Subject: Self or one object
Range: Close
The Sorcerer can vanish from sight. While invisible, he gains +3 Defense and a 3 Enhancement on stealth rolls, reduced to +1 and 1e if an opponent has some way of detecting his general presence (supernaturally keen senses, following tracks in mud, spotting eddies in smoky or misty air, etc.). If he takes an Injury Condition while invisible, he must make a
Resilience + Integrity roll to avoid ending the spell, but otherwise can act freely.
Concealment can also be used to hide objects (up to the size of a pillow or backpack) from a target’s senses. The concealed item becomes undetectable to the target (only) by any means, even if she is in direct contact with it or it injures her. If used on a weapon, the wielder gains a 2 Enhancement on all attacks against the target.
Conjuring
Skill Roll: No
Cost: 1 Legend
Range: Close
The Sorcerer creates an ordinary object or related collection of objects whose total size doesn’t exceed what he can hold comfortably in both arms. The Technique does not duplicate specific items, but only general types that the player describes, such as “a sword,” “a cooked dinner for two,” “a fancy wristwatch,” or “a heap of coins.” If used to create money or precious commodities, Conjuring produces roughly enough to cover an ordinary day’s expenses.
Gift Horse
Skill Roll: No
Cost: None (1 Legend)
Subject: One summoned Creature or Follower
When you use the Summoning working to summon a Creature or Follower, you may gift command of it to someone else present in the scene instead of you. It obeys them, not you, and belongs to them for the duration. It cannot harm you directly, and any time it is used to indirectly hinder you, you gain 1 Momentum. If you spend 1 Legend while the summoned being is present, you may give it a single command that it cannot disobey in letter or spirit, even if doing so would harm the master you bound it to.
Glamour
Skill Roll: No
Cost: Imbue 1 Legend
Duration: Scene
This Technique allows the Sorcerer either to cover an entire Field with an illusory scene or to create a realistic but insubstantial phantom. A phantom created through Glamour follows the same rules as the Ephemera Boon (Hero, p. 246). To create an illusory scene, the player describes the intended result in one phrase (“An opulent throne room,” “A burning hellscape under a blood-red sun,” “The same place, but under a full moon”) and makes a Sorcery skill roll. The skill roll doesn’t determine whether or not the spell is successful, but provides the difficulty of any roll needed to recognize that the scene is false. Nothing created through Glamour has any substance: if the Sorcerer produces the illusion of a crowded city street, the pedestrians and vehicles will pass through real people, while someone in an illusory forest could walk through trees if she desires.
Single-Minded
Skill Roll: No
Cost: None
Subject: One summoned Creature or Follower When you use the Summoning working to summon a Creature or Follower, you may choose to give up control of it. If you do, you may give the entity only a single command, no more than a simple sentence, when it is first summoned, and it will then pursue the letter of that command to the best of its ability and gains Enhancement 2 to all rolls to do so. In the case of a Follower, it acts independently of you and gains its own position on the Initiative track. It will not listen to you further unless it feels like it and may do anything it pleases, so long as it continues to pursue the letter of the command given to it for the duration. If it completes the order entirely, it is free to do what it likes for the rest of the duration.
Transfer Wound
Skill Roll: No
Cost: 1 Momentum
Range: Close
Sorcerers have little direct power over injuries, but this Technique can save a life if they are willing to pay the price: the caster can heal an Injury Condition by transferring it to himself or another willing individual. If the subject who takes on the wound has no unfilled injury boxes of the appropriate level, it fills the next higher one. The Technique cannot bring someone back to life who has died, but it can be used to move the Taken Out condition from a dying person.
Untether
Skill Roll: Special
Cost: Imbue 1 Legend or 1 Momentum
Duration: Scene
Subject: Special
Range: Self or Short
By imbuing 1 Legend, the Sorcerer either gains the power to fly at her normal running speed or levitates a Scale 0 object. If the object is dangerous enough to use as a weapon, she can wield it using her Sorcery skill at Short range for the duration of the spell, applying whatever weapon tags the Storyguide thinks are appropriate. If it’s large enough and solid enough, the object can instead act as cover (Origin, p. 72). Untether can also be used to unlock doors and cause chains or ropes to fall off whatever they are binding. This use of the Technique costs 1 Momentum instead of having a Legend cost and requires a Sorcery skill roll to succeed. The Storyguide can apply difficulty modifiers in the case of complex locks or supernatural bonds; in the case of the latter, the Sorcerer cannot break any bonds applied by a being of a higher tier than herself.
SHAPECHANGING
Charms: Shapechanging charms do not involve transformations of any kind, but rather to communicate better with animals. They can be used to understand their speech, calm or excite them, or persuade them to do minor favors on the Sorcerer’s behalf. Where applicable, they add 1 Enhancement to rolls to influence animal behavior.
Inherent Technique: Flying Soul
Skill Roll: No
Cost: None
Duration: Special
Subject: Self
By falling into a deep trance that takes ten minutes to induce, the Sorcerer can separate a part of his soul from his body and send it into The World. The soul either takes the form of a candleflame-sized ball of light or a small, harmless animal of his choosing. As a ball of light, it can float at walking speed and pass through narrow cracks. As an animal, it has
whatever form of locomotion a normal animal of that kind would.
If attacked, the soul can only use defensive stunts and is driven back to the caster’s body after taking any Injury Condition, but gains +2 Defense and 3 Enhancement on stealth rolls due to its small size. If it is successfully grappled and pinned, an enemy can keep hold of it or put it in a suitable container to prevent it from returning to the Sorcerer. If, for any reason, the soul does not return to its body before the next sunrise or sunset, the Sorcerer remains unconscious, suffers an Injury Condition immediately, and another one each day until it returns.
Dueling Forms
Skill Roll: Yes
Cost: Imbue 1 Legend
Duration: Scene
Subject: Self
The Sorcerer takes on a series of forms that counter harm against herself or an ally in Close range, no matter what the source of the threat. The only actions that she can take under the effect of the spell are to defend, in which case she increases the Defense of herself or whoever she is protecting by twice the number of successes she rolled, or to move. If defending against sources of damage that don’t involve attack rolls, such as a raging fire or a toxic cloud, the Technique adds double the successes as an Enhancement for the defender or as Difficulty for the source (whichever is most appropriate, favoring the defender). Although the Sorcerer can only focus on one threat in a round, she can take a different shape each round to protect against other ones.
Eternal Youth
Skill Roll: Yes
Cost: Spend 1 Legend
Duration: Permanent
Subject: One character
Range: Close
You are able to reverse the ravages of time, bringing someone back to the peak of their health. Your target gets the Peak Performance Condition. You may also choose to reduce the target’s apparent physical age to whatever the target desires.
Fierce Projection
Skill Roll: No
Cost: 1 Legend
Duration: Scene
Subject: Self
While using Flying Soul, the Sorcerer can turn her soul into the semi-substantial form of a larger and more dangerous beast. In animal form, the Sorcerer can attack using the highest of her Close Combat, Athletics, or Survival skills, but otherwise retains all of her normal attributes and dice pools. The spirit nature of the form gives +2 Defense against injury from non-supernatural sources. Any injuries that the Sorcerer sustains during the transformation carry over to her physical body immediately; if she is Taken Out, the spell ends and the projection disappears.
Golden Apple
Skill Roll: Yes
Cost: Imbue 2 Legend
Duration: Indefinite
Subject: One object
Range: Close
You may imbue an object with power and emotion, granting it great power over whoever possesses it. This functions as the Boon Irresistible Impulse (Hero p. 257) with the following changes: the Difficulty increase to actions and the Enhancement to detect the emotion are equal to your successes on the Sorcery roll, maximum 5, and the effects apply to whoever currently carries the object. When they resolve the Condition, the object vanishes from their possession and reappears elsewhere in the scene. If you reclaim your Legend, the object loses all power.
Lord of Animals
Skill Roll: Yes
Cost: None
Duration: Scene
The Sorcerer can, while in animal form through other Shapechanging Techniques, take control over a group of animals of the same kind. The animals then act as Followers with the Heavy archetype and a number of points of appropriate tags equal to the successes on a Sorcery skill roll (maximum 5). If the animals are not already present in the Sorcerer’s vicinity, the Technique will attract them in (10 - Legend) rounds, but will not work if there are none in the area to begin with. When they arrive, the animals are completely under the Sorcerer’s command and will willingly sacrifice their lives if ordered to.
Reflected Desire
Skill Roll: Difficulty of target’s Composure
Cost: Imbue 1 Legend
Duration: One scene
Subject: One character
Range: Close
You may take on the forms feared and desired by those around you. Choose a target. You transform into the appearance of the human or animal they either most desire to see right now or most fear seeing right now, your choice. This grants Enhancement to appropriate Influence actions and similar rolls equal to your successes. As a side benefit, any forensic evidence you leave behind is that of whoever you became, rather thn yourself.
Secret Paths
Skill Roll: No
Cost: 1 Legend
Duration: Special
Subject: Self
In her Flying Soul form, the Sorcerer can locate a tiny entrance to an Underworld and travel there in a trance. Once she has entered the Underworld, she can shift back and forth from animal to human shape as she pleases, but will still be driven back to her body if she sustains any injuries. The Technique is often used to find and speak with spirits of the dead, request audiences with the appropriate Underworld Gods, or negotiate with entities who make a particular Underworld their home.
Shapeshifting
Mental Transformation
Skill Roll: Yes
Cost: Imbue or Spend 1 Legend
Duration: One scene
Subject: Self
You are able to turn yourself into someone else not only physically, but mentally. Your memories and personality are suppressed, replaced by a false mind of your own design, and you may temporarily transfer a number of Ability dots equal to your successes between Abilities. You describe this identity briefly, such as “a stubborn banker,” “a loyal dog,” or “a fanatical zealot of the Cult of Dionysus,” though it cannot be a specific person. You may set a condition that will return you to normal before the end of the scene. If your new personality does anything to get you or your Band in trouble, gain 1 Momentum. While you are transformed this way, nothing of your Tier or below can reveal your thoughts or memories to be false, while anything of higher Tier requires a Clash of Wills. Once you return to normal, you
remember everything that happened during the transformation, and all Ability dots return to their normal place. When you use this Technique to assume a human or Denizen identity, you may spend Legend instead of imbuing to physically transform into that identity, gaining the Mindmask Condition.
Transformation
Skill Roll: No
Cost: Imbue 1 Legend
Duration: Scene
Subject: Self
The Sorcerer instantly changes his physical body into that of an animal up to the size of a horse. Although the character keeps his normal skills, attributes, and traits, the animal form gains the following advantages:
- An additional Bruised Health Level, plus an Injured Health Level for the largest forms
- whatever natural means of movement the animal possesses, with +1 Speed Scale foranimals known for their speed
- any natural attacks that the animal form possesses. Vampirism
Skill Roll: No
Cost: None
Duration: Special
Subject: Self
While using Flying Soul, a Sorcerer with this Technique can steal the life-force from a sleeping, unconscious, or otherwise helpless victim within close range. Vampirism can only be used once every day on any given target, and inflicts an Injury Condition as well as an additional +1 Difficulty on all physical actions for the next day due to lingering weakness. The Sorcerer, meanwhile, can heal one Injury Condition on himself each day after successfully using Vampirism on another person. Where feasible, the victim can make a Resilience + Integrity roll to wake up upon taking damage.