Sorcery
Casting a spell
- Determine Intent and Key
- Decide what the spell should do, check if this requires Delve
- Make stability roll
- If you do not Delve then you cast the spell without a roll
- If you need to Delve roll level of the Intent + Fracture vs Delve
Delve
Spells can be made more powerful by delving into the realm it comes from. It is a dangerous process which if unsuccessful may cause harmful and unintended effects.
Potency
Potency is the measure of how powerful a spell is. What Potency determines is different for each intent. Potency gets reduced by the resistance of a target. If Potency is 0 the spell does nothing.
Potency requirements may be decided for effects individually since the creative nature of the magic system makes it impossible to categorize all effects.
Fracture
Using sorcery influences humans. Their minds were not made for looking outside reality. The consequence is generally referred to as Fracture and represented by Fracture dice.
1: The sorcerer finds the world deeper and more complex.
2: The sorcerer feels uncomfortable being constrained by the three dimensional space they occupy.
3: The sorcerer might accidentally break laws of physics.
4: The sorcerer starts to easily get confused about mundane things like causality and object permanence.
5: The sorcerer loses control of their mind
Advancement
Sorcerous powers are increased when experiencing Hardships. Such can be used to increase the rank of an alignment. Advancing an alignment increases the amount of dice available when managing Delve as well as increasing the potency of your keys.
Rank 1: Gain one of your available keys at potency 1
Rank 2: Gain another available key at potency 1
Rank 3: Upgrade one key up to potency 2
Rank 4: Upgrade one key up to potency 2
Rank 5: Upgrade one key up to potency 3
Rank 6: Upgrade one key up to potency 3
Rank 7: (Requires resolution) Upgrade one key up to potency 4
Teachings
Sorcery is generally learned through one of the four main teachings. These teachings determine the starting alignments of the sorcerer.
The Obscure
The teaching of the Obscure access sorcery through meditation and directly connecting their minds to the truth of the world. They utilize night filled incense during their meditation to access this power.
The teaching of the Obscure performs sorcery with their mind.
Seeker
Sphere
The Arcane
The teaching of the Arcane access magic by writing the living language of the Host.
The teaching of the Arcane performs sorcery by writing the symbols with night.
Master
Network
The Alchemy
The teaching Alchemy access sorcery through elixirs of night, making their bodies into the conduit for power.
The cult of Alchemy performs sorcery through strictly practiced gestures and signs.
Limbs
Forge
The Contract
The teaching of the Contract grants access to sorcery when the practitioners have signed a contract connected to its alignments. Their powers are fueled by whatever night is connected to that contract and shared with all other signatories.
The Alignments of the Contract has the potential to require more Night than other Alignments.
The cult of the Contract performs sorcery by speaking words they infuse with meaning.
Pandemonium
Tailor
Vampire Cults
There are two cults associated with Vampires: Lancea et Sanctum and the Circle of the Crone. Both of these cults grant only their one Alignment.
When humans are part of either of these cults they tend to primarily have a role of servant.
Circle of the Crone:
The Crone
Lancea et Sanctum:
Sanctuary
Intents
Intent is a core component of all spells. The intent defines how the spell operates and what it does.
There are 10 known intents, one for each Alignment which each affect the world in different ways.
Seeker - Behold - Lets you sense things beyond the scope of normal senses
The Sphere - Influence - Directs events towards a goal
The Master - Animate - Give life to something without
The Network - Connect - Synchronise a trait between two objects
Limbs - Control - Directly control objects from afar
Forge - Transfer - Transfer a property from one thing to another
Pandemonium - Conjure - Summon something from nothing
Tailor - Alter - Impose a temporary possible version of something
The Crone - Corrupt - Turn something against its purpose
Sanctuary - Suppress - Deny something in an area
Keys
Keys determine what a spell can affect. They define the possible subjects or outcomes of a spell. There are many keys in the world. Most are associated with and accessed through Alignments but some can also be found in the world as part of objects or places.
A key specifies a target of a spell, if the key is a trait it can be used on anything with that trait. If the key is a target, then the spell can affect any trait that target has.
In the case of intents that target an area, the key specifies what is affected in that area.
A key can always be applied if the target is a subcategory of what the key specifies.
General keys
There are some keys that are only available if you know a specific alignment but there are keys, known as general keys which one may learn regardless. Keep in mind that this doesn't make these keys common or simple to master, they are just less bound to any of the realms.
General keys are:
Animals
Friendship
Light
Liquid
Machines
Plants
Reflections
Sound
Stone
Style
Systems
Alignments
Seeker
Behold
Behold is an intent of information. It lets the user sense and understand things in the world that they couldn’t otherwise.
Used with the keys of Seeker it can be used to reveal where a target lives, if something you hear is a lie or know what is said on the floor above you.
Used with keys of other alignments it can reveal hidden weapons, find the value of objects or know when it is going to rain.
Keys
- Truth - Truth as it is perceived. When beheld it shows whether people think something is true. When manipulated it can hide truths or make them apparent.
- Connections - Family ties, ownership, blood feuds
Potency
Potency of Behold affects the clarity and amount of information that can be perceived.
Example: Connections
1: Identify family members, mentors, partners
2: Identify friends, home, precious objects
3: Identify precious possessions and acquaintances and get more information on strong connections, such as relative direction.
4: Identify details of strong connections, such as tensions, important historical events and position
5: Identify the relation to any given subject
Atributes
Casting time: ~15 seconds
Range: Direct vicinity (~3m)
Size: Person (~100kg)
Duration: ~10 minutes
Delve
- Increase potency by 1
- Behold things in the same room (~10m)
- Behold something at visual range (~500m)
- Behold is instinctual, can be used as a sense
- Let a group of up to 5 people Behold
- Behold lasts for ~1 hour
- Cast the spell in a turn
The Sphere
Influence
Influence is a subtle intent which makes processes reach a desired outcome.
Used with the keys of the sphere it can make guards forget the names of the VIPs they were waiting for, it can make people fall asleep or make everybody in the area realise that they're running late for something else.
Used with keys of other alignments it can make iron crumble by exposing flaws in it, make guns jam or make people hear whispers around them.
Keys
- Knowledge - Text, tapes, memories. Anything that stores information.
- Emotions - Anger, Sadness, Hunger
Potency
Potency of influence affects the complexity of the effect.
Example: Emotions
1: Instill a base emotion in someone like anger, fear or joy
2: Instill and direct the emotion towards a subject
3: Instill mixes of emotions with simple conditions
4: Instill nuanced emotions based on complex conditions
5: Define how the target feels
Attributes
Casting time: ~15 seconds
Range: ~10m
Size: Person (~100kg)
Duration: ~1 hour
Enemies: The Crone
Delve
- Increase potency by 1
- Influence can target an entire room (~10x10m)
- Influence an area as large as a house (100x100m)
- Influence things at sensory range (~500m)
- Processes are influenced with intensity making the spell less subtle
- Count the target as if it had resistance 1 lower
- Cast the spell in a turn
The Master
Animate
Animate is an internet with agency which puppeteers a target. Animate is infused in the target and can only generate internal forces.
Used with the keys of The Master it can raise zombies, animate wooden puppets or make your clothes guide your movements.
Used with keys of other alignments it can create golems, make a blob of water which follows orders or make an enemy's body act against their will.
Keys
- Domain - Everything that you control and know to be yours.
- Death - All things that have once been alive and are so no longer. Corpses, meat, wood.
Potency
Potency for animate affects the complexity and skill of the animated object.
Animated objects have a rank equal to their potency for tasks they're appropriate for or 1 lower than potency otherwise.
Example: Death
1: Animate a wooden puppet which follows simple commands
2: What you animate can follow complex commands and carry out simple skills
3: The animated objects can follow very complex commands and carry out difficult skills
4: The animated object can carry out any skill
5: The animated object can seemingly think and plan for itself
Attributes
Animate has -1 to potency against targets with resistance
Casting time: ~15 seconds
Range: Direct vicinity (~3m)
Size: Person (~100kg)
Duration: ~1 hour
Delve
- Increase potency by 1
- Animate something that does not resemble life
- Animate lasts till dawn
- Animate something up to a car in size (~1000kg)
- Animate two objects
- Animate up to 5 objects
- Animated object can communicate
The Network
Connect
Connect synchronises an aspect of its targets for the duration of the effect.
Cast with the keys of the Network it can allow you to speak over distance, let someone speak a new language or to become sudden friends with a stranger.
Cast with keys of other alignments it can let you use a dagger at range by connecting it to a dagger you are holding, make several people as good at fighting as the best of them or make someone die when an object is destroyed.
Keys
- Communication - Writing, speech and signs.
- People - Humans and Vampires, connecting people can make people into friends or enemies.
Potency
Potency of Connect affects the strength of the connection and how much can go through it, and how fast.
Example: People
1: Let all use one skill up to rank 3 of any of them
2: Let all use one skill of any one of them.
3: Divide damage between the people involved, share up to 3 skills.
4: Swap places of the people or let one appear where a connected person is
5: Let the people see and act as anyone of those they're connected to
Attributes
Connect has -1 to potency against targets with resistance
Range: Touch (Targets can be brought apart any amount after the spell is cast)
Casting time: ~15 seconds
Size: Person (~100kg)
Duration: ~1 hour
Delve
- Increase potency by 1
- Connect things up to car size (~1000kg)
- Connect up to five targets
- Add conditions to the connection
- The spell lasts until Dawn
- You can use different keys for what you connect
- Connect is one-way
- Connect across any distance (The objects must both be marked)
- Transfer other matter through a connection (very slow at potency <4)
Limbs
Control
Control is a direct intent which lets the user directly control something with their actions. In the case of the teaching of Alchemy further gestures are required for continued control.
Cast with the keys of Limbs it can be used to operate crane controls from far away, to fight with a flying sword or make the wind turn against your enemies.
Used with keys of other alignments it can be used to scatter all shadows in the room, selectively control heat around you or choke a person from far away.
Keys
- Tools - Any tool from hammers to ink.
- Weather - Wind, rain, clouds, lightning
Potency
Potency of control affects how much one can control something against its purpose.
Example: Tools
1: Control a sword to fight
2: Use a sword for anything involving cutting like cooking or chopping wood
3: The sword can be used for tasks it might be used for, such as dipping it in ink to write, or poke people to distract them
4: Stand on a sword to fly with it
5: Control a sword to cut things it wouldn’t have been able to such as using it for brain surgery
Attributes
Controlled items can be used in combat as your action
Control have -1 potency against targets with resistance
Range: Room (~10m)
Size: Backpack (~10kg)
Duration: ~10 minutes
Casting time: ~15 seconds
Delve
- Increase potency by 1
- Control something you can see (~500m)
- You can control two things at once (In combat you get a roll for each)
- Control effects can exert force enough to lift a person (~100kg)
- Control effects can exert force enough to lift a car (~1000kg)
- Control lasts for ~1 hour
- The control is precise and can be more subtle
Forge
Transfer
Transfer is an intent which moves a property of one target to another.
Used with the keys of the forge it can make a car faster, metal armor sturdier or steal someone's strength.
Used with the keys of other alignments it can be used to put your anxiety into someone else, allow a person to sleep in the stead of another or it can let a person recover from wounds faster while another cannot recover at all.
Keys
- Metal - Iron, Steel, Copper
- Power - Electricity or Muscle strength, anything that can do work.
Potency
Potency of Transfer affects the strength of the transferred trait.
Example: Power
1: Transfer power equivalent to above average human capacity, increase and decrease athletics up to 3
2: Transfer power equivalent to peak human capacity, taking the power of a car to strengthen athletics up to 5
3: Transfer the equivalent of strength level 2 between targets
4: Transfer the equivalent of strength level 3 between targets
5: Transfer any amount of power between targets
Strength levels:
1: Lift a human, throw a rock, destroy wood
2: Lift a car, throw a human, destroy stone, wield large rank 4 weapons
3: Lift a truck, throw a car, destroy metal
Attributes
Casting time: ~15 seconds
Range: Direct vicinity (~3m)
Size: Person (~100kg)
Duration: ~1 hour
Delve
- Increase potency by 1
- Transfer between things in the same room (~10m)
- Affect targets as large as a car (~1000kg)
- Affect targets as larger as a truck (~10000kg)
- Can use different keys for what you transfer from and to
- Affect up to 5 targets
- Transfer lasts until Dawn
Pandemonium
Conjure
Conjure lets you create something out of nothing for the duration of the spell.
Used with the keys of Pandemonium it can be an illusion, a cage for an enemy or a devil, a single minded, beastly creature.
Used with keys of other alignments it can grant you a painting, it can provide you a weapon or it can grant an escape vehicle.
Keys
- Devils - Monstrous creatures from the realm of Pandemonium. When conjured they always have wants which can be specified. The tricky part is to control them once they exist.
- Restraints - Handcuffs, Cages or Chains
Potency
Potency of Conjure affects the potential complexity and quality of what is conjured.
Example: Devils
1: Conjure a devil with the capacity of a trained animal such as a tracker hound
2: Conjure a devil with the capacity of an unspecialized person, can do menial and easy tasks
3: Conjure a devil with the capacity of a capable person, such as an investigator
4: Conjure a specialized devil with some night abilities, like an expert warrior
5: Conjure a dangerous and manipulative devil with notable night abilities
Attributes
Range: Touch
Conjure has -1 to potency when encountering resistance
Size: Backpack (~10 kg)
Casting time: ~15 seconds
Range: Direct vicinity (~3m)
Duration: ~1 hour
Delve
- Increase potency by 1
- Conjure can be used in the same room (~10m)
- Conjure can create a person's worth of matter (~100kg)
- Conjure can create a car's worth of matter (~1000kg)
- Conjure lasts until dawn
- Conjure summons objects instantly
- Specify a separate key, conjured object either only interacts with that key or does not interact with that key - Delve
Tailor
Alter
Alter is an intent that changes the history of something to make it into something it could have been.
When casting an alter spell you must specify what you change about its history (work out with the gm if it's reasonable).
Used with the keys of Tailor it can make a street urchin into someone who practiced manners their whole life, It can change someone's outfit or it can make a person into a version of them who you bribed.
Used with the keys of other Alignments it can make someone into a trained soldier, it can add temporary doors to walls or it can make it so that you have been friends with someone for years.
Keys
- Personality - Charisma, expressions and demeanor. Can be used to Alter social stats of characters.
- Agreements - Contracts, handshakes, deals. Altering agreements may impose a reality where you have an understanding with someone. Conjuring a contract will create an agreement which cannot be broken and which may grant the powers of Pandemonium and Tailor for the duration.
Potency
Potency of Alter affects how big or plausible of a historical change can be accomplished
Example: Agreements
1: Alter plausible amounts in a contract, such as doubling the amount to be paid for the double amount of a commodity
2: Alter an agreement to something that would have been plausible in the closest 10 years, such as using the price from 10 years ago
3: Alter a deal into another one that all parties plausibly would have agreed to
4: Alter a contract to something that the other parties would probably have agreed to
5: Alter a contract to something that could possibly have been agreed
Attributes
Alter has -1 in potency for overcoming resistances
Casting time: ~15 seconds
Range: Direct vicinity (~3m)
Size: Person (~100kg)
Duration: ~1 hour
Delve
- Increase potency by 1
- Alter targets in the same room (~10m)
- Alter something within the same hour (range still applies)
- Affect an area as large as a room (10x10m), the effect applies to everything inside
- Affect an area as large as a house (100x100m)
- Alter lasts until dawn
- During the effects of Alter you can command the effect to take any of its shapes
- Alter to up to 5 different versions
The Crone
The Crone is the alignment associated with the Circle of the Crone. It is an alignment which has direct conditions and input on how it is used and for what.
Corrupt
Corrupt is an intent which turns things against their purpose, weakening and hindering its targets.
Used with the keys of the Crone it can kill a tree, make a dog go rabid or make an enemy attack their allies.
Used with keys of other Alignments it can make a speach uninteresting, it can make a knife deal no damage or make shackles break.
Keys
- Life - Organic materials and diseases
- Enemies - People who you don't like or who don't like you
Potency
Potency for Corrupt affects the power of how much it weakens things.
Example: Life
1: Make a person sick, debilitating all their actions
2: Make a person's body hurt them, making them more than sick, over time this inflicts a major wound
3: Make a person's insides grow wrong, this majorly hinders them and over time inflicts an aggravated wound
4: Make a person’s body grow into something monstrous beyond their control
5: Make someone into a host of disease, killing themselves and those around them
Attributes
Enemies: the Sphere
Casting time: ~15 seconds
Range: Direct vicinity (~3m)
Size: Person (~100kg)
Duration: ~1 hour
Delve
- Increase potency by 1
- You can corrupt things in the same room (~10m)
- You can corrupt something from anywhere as long as you have a significant piece of it
- Corrupt can weaken up to 5 objects or traits - Delve
- Corrupt lasts until dawn
- Count the target of corrupt as having -1 to resistances
- Corrupt can weaken supernatural phenomena
Sanctuary
Sanctuary is the alignment associated with the Kratic Church. Some say it is a remnant from the third prophets invasion of the realms. It is granted by joining Lancea et Sanctum.
Suppress
Suppress is a direct intent which prevents something within an area. Suppressed phenomena cannot happen within the area and something suppressed cannot enter the area.
Used with the keys of Sanctuary it can keep people from hurting each other, disable supernatural powers and protect an area from surveillance.
Used with the keys of other alignments it can prevent doors from opening, render someone comatose by suppressing thoughts and create an area where you cannot die.
Keys
- Lyre - Any Night effect or object infused with Night
- Trickery - Lies, tricks and deception
Potency
Potency for Suppress affects how much that thing is suppressed and what is required to overcome it.
Example: Trickery
1: It is impossible within the area to speak definitive untruths
2: People within the area cannot make complex lies or deceive someone
3: It is impossible within the area to tell white lies or willfully mislead
4: It is impossible within the area to lie by omission or willfully leave out relevant details
5: The concept of tricking someone does not apply in the area
Attributes
Area: Room (~10x10m)
Casting time: ~15 seconds
Range: Direct vicinity (~3m)
Size: Person (~100kg)
Duration: ~1 hour
Delve
- Increase potency by 1
- Add conditions for suppression
- Add complex conditions
- Suppress lasts until dawn
- Suppress something in an area at visual range (~500m)
- Affect an area as large as a house (100x100m)
- Can suppress fundamental aspects of the world like Math, Time or Death (At your own risk)