Sorcerer Abilities
![]() ![]() ![]()
Aspect
Gain 1 + TT/2 Reduction to Cosmic elements.
Boost: Reduce the Tiers of Encumbered you gain from Crowded by TT/3.
![]() ![]()
Response - Infusion
As you Hinder Spellcasting, gain + 1 + TT/2 on your roll. If the Spell was Augmented and is lost, heal 1 Energy.
Boost: If this restores Energy, choose an ongoing effect on you and it gains 1 + TT/2 duration.
![]() ![]() ![]()
Aspect
Gain 1 + TT Mana Pool. You can use Mana to pay Energy and Resolve costs of Augments. You can use Charm to heal 1 Mana.
Boost: After succeeding an Augmented Manifest roll, heal 1 Mana.
![]() ![]() ![]()
Response - Infusion
As another target creature in 3 + TT range uses an action, choose up to 1 + TT/2 Augments you know. They may apply the Augments to their action. If they do, you pay the cost of the Augments.
Boost: Attack Magic with Magic to cause the Augments to be applied and you make all choices for the Augments. These Augments do not increase the DL of the action.
![]() ![]() ![]()
Response - Infusion
1 Resolve: After succeeding defense against a Spell, heal 1 + TT/3 Energy.
Boost: Gain +1 on defense against the Spell.
![]() ![]() ![]()
Stance
While Manifesting a Spell, you can use an additional Free Limb to increase damage it deals by 1 + TT/3.
Boost: When you do, reduce the DL to Manifest it by 1 + TT/2 if it is Augmented.
Advanced Abilities
Those that practice and excel in the Sorcerer style gain access to these more unique abilities.
![]() ![]() ![]()
Aspect
Requirements: 7 Combined Tiers of Endure and Magic
Reduce the total increase to DL from Augments by 1 + TT.
Boost: You can apply the same Augment to an ability an additional TT/3 times.
![]() ![]() ![]()
Trick - Elemental
Requirements: 7 Combined Tiers of Endure and Magic
Reduce the DL to Manifest by 1 in an Aura 1 + TT.
![]() Boost: All creatures in the Area count as in Reach to Aid Manifest Spell rolls and to Aid creature's using Aid on a Manifest Spell roll.
![]() ![]() ![]()
Response - Elemental
Requirements: 9 Combined Tiers of Endure and Magic
2 Energy: After an effect with a single target deals Elemental damage to target creature in 6 + TT x 2 range, deal Bashing damage equal to half of the damage to Grit of the same Element to other creatures in a Burst 1 + TT/2 from the target.
Boost: Increase this damage by 1 + TT/3.
![]() ![]() ![]()
Spell - Infusion
Requirements: 7 Combined Tiers of Endure and Magic
Any Augment can be applied to this. Augments you apply to this instead apply to target ongoing effect in Reach if they are applicable.
![]() Boost: Gain +1 + TT on your attack roll.
![]() ![]() ![]()
Aspect
Requirements: 11 Combined Tiers of Endure and Magic
Treat the effect of Intensity on each Augment you apply as up to 1 + TT/3 higher.
Boost: Treat abilities you Augment as having 1 higher Trained Tier.
![]() ![]() ![]()
Trick - Infusion
Requirements: 9 Combined Tiers of Endure and Magic
Do not benefit from Training on Spells. Increase the DL of Knowledge about Spells you Manifest by 1 + TT.
![]() Boost: For each 3 times a Spell you Manifest is Trained, reduce your Energy cost or DL of the Manifest by 1.
|