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Published by Omega_Wanderer, 2023-07-09 19:26:27

Conan Modiphius Sorcery Deck

Conan Modiphius Sorcery Deck

Keywords: 2d20,conan,barbarian

VENOM ON THE WIND (2 OF 2) VENOM ON THE WIND MOMENTUM SPENDS Type Cost Result Call Clouds 1 Clouds fi ll the sky, reducing penalties from sunlight. Call Rain 2 Light rain falls, turning fi elds to mud. Call the Storm 3 activities are at +1 Difl culty. Ferocious, stinging rain turns ground to mud. All Call the Tempest 4 (D2) Resistance check or takes 4 about travelers. Anyone in the open makes a Challenging Mighty tempest overturns ships and homes and tosses § damage every scene they are exposed. Continue the Call 1 Eff ects last one scene longer. VENOM ON THE WIND (2 OF 2) VENOM ON THE WIND MOMENTUM SPENDS Type Cost Result Call Clouds 1 Clouds fi ll the sky, reducing penalties from sunlight. Call Rain 2 Light rain falls, turning fi elds to mud. Call the Storm 3 activities are at +1 Difl culty. Ferocious, stinging rain turns ground to mud. All Call the Tempest 4 (D2) Resistance check or takes 4 about travelers. Anyone in the open makes a Challenging Mighty tempest overturns ships and homes and tosses § damage every scene they are exposed. Continue the Call 1 Eff ects last one scene longer.


VENOM ON THE WIND MOMENTUM SPENDS Type Cost Result Lash of the Heavens X All exposed take X § damage (ignoring Soak). Most crops are destroyed. The Pelting Hail X All exposed take X § damage with the Stun quality. Draw a Cover of Darkness X Low, dark clouds descend. All actions requiring visibility or motion are at +1 Difl culty. Shelter from the Storm X Lighten a natural storm for 1 Momentum or spend more Momentum to counter a magical storm as a Struggle. VENOM ON THE WIND MOMENTUM SPENDS Type Cost Result Lash of the Heavens X All exposed take X § damage (ignoring Soak). Most crops are destroyed. The Pelting Hail X All exposed take X § damage with the Stun quality. Draw a Cover of Darkness X Low, dark clouds descend. All actions requiring visibility or motion are at +1 Difl culty. Shelter from the Storm X Lighten a natural storm for 1 Momentum or spend more Momentum to counter a magical storm as a Struggle.


EXPLODING POWDERS ffl ash and loud bang to truly destructive explosions. A handful of this alchemical powder produces results ranging from a bright EXPLODING POWDERS Item Strength Difi culty Damage Eff ects Flash Paper Weak Simple (D0) §2 Area, Fearsome Small Fireworks Average Average (D1) §3 Area, Fearsome Loud Fireworks Potent Challenging (D2) §4 Area, Fearsome Large Fireworks Dangerous Daunting (D3) §5 Area, Fearsome Small Explosive Extraordinary Dire (D4) §6 Area, Fearsome Large Explosive Devastating Epic (D5) §7 Area, Fearsome EXPLODING POWDERS ffl ash and loud bang to truly destructive explosions. A handful of this alchemical powder produces results ranging from a bright EXPLODING POWDERS Item Strength Difi culty Damage Eff ects Flash Paper Weak Simple (D0) §2 Area, Fearsome Small Fireworks Average Average (D1) §3 Area, Fearsome Loud Fireworks Potent Challenging (D2) §4 Area, Fearsome Large Fireworks Dangerous Daunting (D3) §5 Area, Fearsome Small Explosive Extraordinary Dire (D4) §6 Area, Fearsome Large Explosive Devastating Epic (D5) §7 Area, Fearsome


BURNING LIQUIDS A variety of ffl ammable ffl uids and potions, usually stored in vessels crafted to shatter and explode when lit and thrown. The more powerful and rare varieties burst into ffl ame upon contact with air, needing no fuse. BURNING LIQUIDS Volatility Difi culty Damage Eff ects Burning Alcohol Simple (D0) 3§ Incendiary 2, Spread 1 Burning Alcohol Average (D1) 4§ Incendiary 3, Spread 1 Exploding Liquor Challenging (D2) 4§ Area, Incendiary 3 Volatile Spirits Daunting (D3) 4§ Area, Fearsome, Incendiary 3 Hellish Brimstone Dire (D4) 5§ Area, Fearsome, Incendiary 4 Hellish Brimstone Epic (D5) 6§ Area, Fearsome, Incendiary 4 BURNING LIQUIDS A variety of ffl ammable ffl uids and potions, usually stored in vessels crafted to shatter and explode when lit and thrown. The more powerful and rare varieties burst into ffl ame upon contact with air, needing no fuse. BURNING LIQUIDS Volatility Difi culty Damage Eff ects Burning Alcohol Simple (D0) 3§ Incendiary 2, Spread 1 Burning Alcohol Average (D1) 4§ Incendiary 3, Spread 1 Exploding Liquor Challenging (D2) 4§ Area, Incendiary 3 Volatile Spirits Daunting (D3) 4§ Area, Fearsome, Incendiary 3 Hellish Brimstone Dire (D4) 5§ Area, Fearsome, Incendiary 4 Hellish Brimstone Epic (D5) 6§ Area, Fearsome, Incendiary 4


BLINDING POWDERS the eyes, through perfumed dust that sticks to the face, to acidic burning salts. Three types of these powders exist, ranging from grains of sand thrown into BLINDING POWDERS Strength Difi culty Damage Eff ects Regular Sand Simple (D0) §3 Nonlethal, Stun Dry Sand Average (D1) §4 Blinding, Nonlethal, Stun Fine Sand Average (D1) §4 Fearsome, Nonlethal, Stun Perfumed Sand Challenging (D2) §5 Blinding, Fearsome, Nonlethal, Stun Burning Salts Daunting (D3) §4 Blinding, Incendiary 2 BLINDING POWDERS the eyes, through perfumed dust that sticks to the face, to acidic burning salts. Three types of these powders exist, ranging from grains of sand thrown into BLINDING POWDERS Strength Difi culty Damage Eff ects Regular Sand Simple (D0) §3 Nonlethal, Stun Dry Sand Average (D1) §4 Blinding, Nonlethal, Stun Fine Sand Average (D1) §4 Fearsome, Nonlethal, Stun Perfumed Sand Challenging (D2) §5 Blinding, Fearsome, Nonlethal, Stun Burning Salts Daunting (D3) §4 Blinding, Incendiary 2


REINFORCED FABRIC required per +1 of additional armor Soak, with a maximum bonus being +2. to gamemasters for designing other reinforced items. Ingredients listed are protections of cloth and steel. The examples on this card provide guidance Mixing the juice of the upas tree into rope or fabric increases the regular REINFORCED FABRIC Hit Location Difi culty Ingredients Torso Challenging (D2) 4 Any other hit location Daunting (D3) 2 REINFORCED FABRIC required per +1 of additional armor Soak, with a maximum bonus being +2. to gamemasters for designing other reinforced items. Ingredients listed are protections of cloth and steel. The examples on this card provide guidance Mixing the juice of the upas tree into rope or fabric increases the regular REINFORCED FABRIC Hit Location Difi culty Ingredients Torso Challenging (D2) 4 Any other hit location Daunting (D3) 2


UPAS-GLASS A secret method of reinforcing glass with milk of the upas tree makes the glass impervious to all but the most violent impact. Each measure of thickness counts as 1§ cover. The thinnest sort is a centimeter thick, with the most powerful and protective 4 cm thick. UPAS-GLASS Size Difi culty Cover Soak Eff ects Resilient Glass Daunting (D3) 1§ Cover Strengthened Glass Dire (D4) 2 § Cover Unbreakable Glass Epic (D5) 4§ Cover UPAS-GLASS A secret method of reinforcing glass with milk of the upas tree makes the glass impervious to all but the most violent impact. Each measure of thickness counts as 1§ cover. The thinnest sort is a centimeter thick, with the most powerful and protective 4 cm thick. UPAS-GLASS Size Difi culty Cover Soak Eff ects Resilient Glass Daunting (D3) 1§ Cover Strengthened Glass Dire (D4) 2 § Cover Unbreakable Glass Epic (D5) 4§ Cover


TALISMANS pendant, or a pouch of pungent herbs. against Resolve damage. They take many forms, for example body paint, a Providing protection from mental assault, these enchantments provide Soak The Diffi culty of constructing a talisman is equal to the Soak it provides or the Hindrance can be Maddening or Poisonous: indicates an attribute where all skill tests are increased by one Diffi culty step, but can be reduced by one step for every Hindrance it carries. A Hindrance ■ Poisonous: When the wearer suff ers Harm, the mixture enters the body and does 2§ damage ■ Maddening: When the wearer suff ers a Harm, they lose 2§ Resolve. Regardless of how many Hindrances are placed on a talisman, they cannot provide Soak above 5. TALISMANS pendant, or a pouch of pungent herbs. against Resolve damage. They take many forms, for example body paint, a Providing protection from mental assault, these enchantments provide Soak The Diffi culty of constructing a talisman is equal to the Soak it provides or the Hindrance can be Maddening or Poisonous: indicates an attribute where all skill tests are increased by one Diffi culty step, but can be reduced by one step for every Hindrance it carries. A Hindrance ■ Poisonous: When the wearer suff ers Harm, the mixture enters the body and does 2§ damage ■ Maddening: When the wearer suff ers a Harm, they lose 2§ Resolve. Regardless of how many Hindrances are placed on a talisman, they cannot provide Soak above 5.


TALISMANS Type Description Difi culty Hindrance Eff ect Hamsa Pendant Small amulet of a hand with 3 fi ngers and 2 thumbs, with an eye in the palm. Challenging (D2) — Courage 2 Soak Chasme Badoor Motto written in fragrant paint. Challenging (D2) Poisonous Courage 3 Soak Pictish Woad Deep blue body paint on face, chest, and arms. Challenging (D2) Poisonous, Maddening, Awareness Courage 5 Soak Nazar Battu Markings Small painted facial marking. Challenging (D2) Personality Courage 3 Soak Animal Tooth Necklace A half-dozen sharpened teeth or claws from a mighty beast. Average (D1) — Courage 1 Soak TALISMANS Type Description Difi culty Hindrance Eff ect Hamsa Pendant Small amulet of a hand with 3 fi ngers and 2 thumbs, with an eye in the palm. Challenging (D2) — Courage 2 Soak Chasme Badoor Motto written in fragrant paint. Challenging (D2) Poisonous Courage 3 Soak Pictish Woad Deep blue body paint on face, chest, and arms. Challenging (D2) Poisonous, Maddening, Awareness Courage 5 Soak Nazar Battu Markings Small painted facial marking. Challenging (D2) Personality Courage 3 Soak Animal Tooth Necklace A half-dozen sharpened teeth or claws from a mighty beast. Average (D1) — Courage 1 Soak


LOTUS POLLEN Lotus pollens have varying eff ects based on the plant and how it is prepared. LOTUS POLLEN Color Use Form Difi culty Eff ect Per Ingredient Used Stygian Black Opiate Gas Average (D1) step harder. Resisting sleep 1 Difl culty Stygian Black Poison Powder, Liquid 1/Ingredient Used used, 4 One dose per ingredient §, Persistent 1, dose does 4 Piercing 3. Each additional §. Purple Khitan Paralytic Liquid 1/Ingredient Used ingredient used. by 1 Difl culty step per All physical actions harder LOTUS POLLEN Lotus pollens have varying eff ects based on the plant and how it is prepared. LOTUS POLLEN Color Use Form Difi culty Eff ect Per Ingredient Used Stygian Black Opiate Gas Average (D1) step harder. Resisting sleep 1 Difl culty Stygian Black Poison Powder, Liquid 1/Ingredient Used used, 4 One dose per ingredient §, Persistent 1, dose does 4 Piercing 3. Each additional §. Purple Khitan Paralytic Liquid 1/Ingredient Used ingredient used. by 1 Difl culty step per All physical actions harder


LOTUS POLLEN (CONTD.) Color Use Form Difi culty Eff ect Per Ingredient Used Yellow Mild hallucinogenic or euphoric Powder Daunting (D3) Victim aff able and suggestible. Gain 1 bonus Momentum per ingredient on Persuade tests. Green Aids enchantment Powder Challenging (D2) Roll +1 d20 on Sorcery test Gray Causes berserk anger Powder Challenging (D2) Grants No Mercy talent, or +1 re-roll for those with the talent. Gamemaster can spend 3 Doom to make a player character attack another player character out of turn. Golden Lotus Opiate, cures madness Liquid Challenging (D2) Use 1 ingredient to allow a counselor +1 d20 in a Counsel test on the imbiber. LOTUS POLLEN (CONTD.) Color Use Form Difi culty Eff ect Per Ingredient Used Yellow Mild hallucinogenic or euphoric Powder Daunting (D3) Victim aff able and suggestible. Gain 1 bonus Momentum per ingredient on Persuade tests. Green Aids enchantment Powder Challenging (D2) Roll +1 d20 on Sorcery test Gray Causes berserk anger Powder Challenging (D2) Grants No Mercy talent, or +1 re-roll for those with the talent. Gamemaster can spend 3 Doom to make a player character attack another player character out of turn. Golden Lotus Opiate, cures madness Liquid Challenging (D2) Use 1 ingredient to allow a counselor +1 d20 in a Counsel test on the imbiber.


MAKING A PETTY ENCHANTMENT ingredients can be purchased between adventures via It’s the knowledge of how to combine them that is rare. All but the rarest ratios and producing spectacular eff ects. The ingredients are often common. Petty enchantments are created by combining various ingredients in the proper Carousing. Once ingredients are acquired, an Alchemy test is needed to convert them side), all petty enchantments use 1 Ingredient in their construction. into the petty enchantment. Unless using the Ingredients option (see opposite A Simple (D0) petty enchantment is made automatically by anybody knowing the formula. Greater Diffi culty enchantments require an appropriate Talent. MAKING A PETTY ENCHANTMENT ingredients can be purchased between adventures via It’s the knowledge of how to combine them that is rare. All but the rarest ratios and producing spectacular eff ects. The ingredients are often common. Petty enchantments are created by combining various ingredients in the proper Carousing. Once ingredients are acquired, an Alchemy test is needed to convert them side), all petty enchantments use 1 Ingredient in their construction. into the petty enchantment. Unless using the Ingredients option (see opposite A Simple (D0) petty enchantment is made automatically by anybody knowing the formula. Greater Diffi culty enchantments require an appropriate Talent.


INGREDIENTS When necessary, the gamemaster can require an Average (D1) Alchemy test to source special or scarce ingredients. The gamemasters and players are encouraged to describe ingredients narratively instead of simply using the mechanical abstraction of the Ingredient rules. OFFERINGS Valuable items that enchanters can use to bind spells into a physical object, off erings can be any item of portable wealth like jewels or golden statues. Weapons, armor, and the like are never off erings, but can have adornments to fulfi ll the function. Named treasure must be something of relative fame and uniqueness, with a specifi c name known to some. INGREDIENTS When necessary, the gamemaster can require an Average (D1) Alchemy test to source special or scarce ingredients. The gamemasters and players are encouraged to describe ingredients narratively instead of simply using the mechanical abstraction of the Ingredient rules. OFFERINGS Valuable items that enchanters can use to bind spells into a physical object, off erings can be any item of portable wealth like jewels or golden statues. Weapons, armor, and the like are never off erings, but can have adornments to fulfi ll the function. Named treasure must be something of relative fame and uniqueness, with a specifi c name known to some.


PATRONS All player character sorcerers must select the The most powerful aspects of sorcery require a master to train the student. Patron talent (page 83) to further magical studies beyond lore. A demand must be paid to gain the benefi ts of the talent. A demand costs 5§ in Gold, Vigor, or Resolve, paid during the specifi cs of the patron. Upkeep. The gamemaster and player will choose its specifi c nature, based on Lost Vigor and Resolve are healed normally, though any Wounds and Trauma remain and must be dealt with during Upkeep. PATRONS All player character sorcerers must select the The most powerful aspects of sorcery require a master to train the student. Patron talent (page 83) to further magical studies beyond lore. A demand must be paid to gain the benefi ts of the talent. A demand costs 5§ in Gold, Vigor, or Resolve, paid during the specifi cs of the patron. Upkeep. The gamemaster and player will choose its specifi c nature, based on Lost Vigor and Resolve are healed normally, though any Wounds and Trauma remain and must be dealt with during Upkeep.


LOSING A PATRON If a sorcerer loses or forsakes a patron, they must make an Epic (D5) Discipline test or suff er a permanent mental block that increases Diffi culty two steps for any test to cast a spell or create a petty enchantment taught via that patron, and the Resolve cost of such acts increases by 1. If the sorcerer conspired to depose the patron, the test is Dire (D4). The only way to overcome this mental block is to fi nd an alternative patron with equal or greater knowledge. The gamemaster will devise the conditions required, location, and demands of the new patron. Acquiring a new patron may require a pilgrimage that represents an adventure in itself. LOSING A PATRON If a sorcerer loses or forsakes a patron, they must make an Epic (D5) Discipline test or suff er a permanent mental block that increases Diffi culty two steps for any test to cast a spell or create a petty enchantment taught via that patron, and the Resolve cost of such acts increases by 1. If the sorcerer conspired to depose the patron, the test is Dire (D4). The only way to overcome this mental block is to fi nd an alternative patron with equal or greater knowledge. The gamemaster will devise the conditions required, location, and demands of the new patron. Acquiring a new patron may require a pilgrimage that represents an adventure in itself.


■ SPELL DURATION a few moments. for the Duration purchased. If no Momentum is spent, the spell only lasts for A sorcerer spending Momentum can use the abilities of a spell with Duration For example, using astral sight and spending no Momentum allows the while looking for an invisible and hiding entity, an Average (D1+) Struggle. same spell allows the sorcerer to take a Standard Action to use Observation is determined instantly. Spending Momentum for additional Duration for the sorcerer to look for obvious Simple (D0) ominous magical threats. The result Unless the sorcerer spends Momentum to extend a spell’s duration, they eff ects. The sorcerer may also purchase additional Standard Actions normally. must use any remaining Actions in that turn to take advantage of the spell’s ■ SPELL DURATION a few moments. for the Duration purchased. If no Momentum is spent, the spell only lasts for A sorcerer spending Momentum can use the abilities of a spell with Duration For example, using astral sight and spending no Momentum allows the while looking for an invisible and hiding entity, an Average (D1+) Struggle. same spell allows the sorcerer to take a Standard Action to use Observation is determined instantly. Spending Momentum for additional Duration for the sorcerer to look for obvious Simple (D0) ominous magical threats. The result Unless the sorcerer spends Momentum to extend a spell’s duration, they eff ects. The sorcerer may also purchase additional Standard Actions normally. must use any remaining Actions in that turn to take advantage of the spell’s


Momentum Spends Enhancements or improvements to a spell’s basic eff ect. Players may propose new Momentum spends. If allowed, the gamemaster should determine the Momentum cost. Alternative Eff ects Alternative eff ects that replace a spell’s usual eff ect. Often these are reversals of the spell or ways to obtain information using a part of the spell. Players may propose new alternative eff ects, with the gamemaster’s approval. Momentum Spends Enhancements or improvements to a spell’s basic eff ect. Players may propose new Momentum spends. If allowed, the gamemaster should determine the Momentum cost. Alternative Eff ects Alternative eff ects that replace a spell’s usual eff ect. Often these are reversals of the spell or ways to obtain information using a part of the spell. Players may propose new alternative eff ects, with the gamemaster’s approval.


CASTING A SPELL To cast a spell, a sorcerer can take a Minor Action to Focus. This is a Minor Action specifi c to Sorcery use, requiring no roll but still allowable only once per turn. After focusing, the sorcerer makes a Sorcery test of a Diffi culty set by the on a roll of 19 or 20. the sorcerer cast without fi rst focusing, the second Complication takes place die roll causing a Complication, and a roll of 20 causing two Complications. If specifi c spell attempted. Sorcery is inherently dangerous, with every failed A spell creates an eff ect the sorcerer can use, but that usage requires addior casting the spell over multiple turns. tional actions and skills. This may require spending Fortune or Momentum, CASTING A SPELL To cast a spell, a sorcerer can take a Minor Action to Focus. This is a Minor Action specifi c to Sorcery use, requiring no roll but still allowable only once per turn. After focusing, the sorcerer makes a Sorcery test of a Diffi culty set by the on a roll of 19 or 20. the sorcerer cast without fi rst focusing, the second Complication takes place die roll causing a Complication, and a roll of 20 causing two Complications. If specifi c spell attempted. Sorcery is inherently dangerous, with every failed A spell creates an eff ect the sorcerer can use, but that usage requires addior casting the spell over multiple turns. tional actions and skills. This may require spending Fortune or Momentum,


CONSEQUENCES Any time the Sorcery skill is used to cast, control, or counter a spell, the gamemaster may turn the test into one for Consequences. The caster automatically succeeds in casting, but the results are to avoid the horrible price exacted by the demons and forces behind the magic. For every Success or Momentum the caster fails to achieve, the gamemaster levies a Complication against the sorcerer. Unless explicitly stated, no spell provides a caster with any protection from the spell or its eff ects. CONSEQUENCES Any time the Sorcery skill is used to cast, control, or counter a spell, the gamemaster may turn the test into one for Consequences. The caster automatically succeeds in casting, but the results are to avoid the horrible price exacted by the demons and forces behind the magic. For every Success or Momentum the caster fails to achieve, the gamemaster levies a Complication against the sorcerer. Unless explicitly stated, no spell provides a caster with any protection from the spell or its eff ects.


LEARNING A PETTY ENCHANTMENT with a base Diffi culty of Simple (D0). Anyone with the Alchemy skill can attempt to make any petty enchantment To make petty enchantments with higher a Diffi culty, the sorcerer will need a talent that grants that access, such as the Master of Formulae or Dabbler talents (page 58). The Patron talent (page 169) allows the sorcerer to purchase a variant of the Master of Formulae talent without needing any prerequisites. The Patron talent also grants one petty enchantment for free. LEARNING A PETTY ENCHANTMENT with a base Diffi culty of Simple (D0). Anyone with the Alchemy skill can attempt to make any petty enchantment To make petty enchantments with higher a Diffi culty, the sorcerer will need a talent that grants that access, such as the Master of Formulae or Dabbler talents (page 58). The Patron talent (page 169) allows the sorcerer to purchase a variant of the Master of Formulae talent without needing any prerequisites. The Patron talent also grants one petty enchantment for free.


LEARNING A SORCERY SPELL A character with the Sorcerer talent (page 84) or its equivalent can learn spells. The talent provides one spell and costs the spell’s Resolve cost in addition to the 2 § Resolve cost for being a sorcerer. Additional spells can be learned by fi nding a teacher through the Pact talent (page 169) or by dealing with the darker powers through the Barter your Soul talent (page 167). Every one of these talents allows the character to choose one spell, paying the Resolve cost of the spell in addition to any cost listed in the talent. LEARNING A SORCERY SPELL A character with the Sorcerer talent (page 84) or its equivalent can learn spells. The talent provides one spell and costs the spell’s Resolve cost in addition to the 2 § Resolve cost for being a sorcerer. Additional spells can be learned by fi nding a teacher through the Pact talent (page 169) or by dealing with the darker powers through the Barter your Soul talent (page 167). Every one of these talents allows the character to choose one spell, paying the Resolve cost of the spell in addition to any cost listed in the talent.


ATTACKING WITH A PETTY ENCHANTMENT with no skill test needed to use it. Most petty enchantments create a piece of equipment to be worn or placed, Attacking with an alchemical weapon such as blinding powders, burning aff ect alchemical attacks, but they themselves do not have the Volley Quality. Ranged Weapons. The gamemaster may allow Ranged Weapon talents to attacks. The Alchemist talent (page 58) allows substituting Alchemy for liquids, exploding powder or lotus pollen are handled as Ranged Weapon To combine an alchemical attack with a Volley weapon (such as adding is not. In these cases: lotus pollen to arrows), the eff ects are determined separately but the attack ■ Resolve whether the attack hits ■ Resolve weapon damage ■ Resolve alchemical damage ATTACKING WITH A PETTY ENCHANTMENT with no skill test needed to use it. Most petty enchantments create a piece of equipment to be worn or placed, Attacking with an alchemical weapon such as blinding powders, burning aff ect alchemical attacks, but they themselves do not have the Volley Quality. Ranged Weapons. The gamemaster may allow Ranged Weapon talents to attacks. The Alchemist talent (page 58) allows substituting Alchemy for liquids, exploding powder or lotus pollen are handled as Ranged Weapon To combine an alchemical attack with a Volley weapon (such as adding is not. In these cases: lotus pollen to arrows), the eff ects are determined separately but the attack ■ Resolve whether the attack hits ■ Resolve weapon damage ■ Resolve alchemical damage


RANGED ALCHEMICAL WEAPONS Each petty enchantment will aff ect exactly one projectile, meaning that only the target hit will take the alchemical damage. This works in a similar fashion to the Intense Quality. As reloads are abstracted, it is assumed that a character cannot dose an entire reload with alchemical payloads. If the gamemaster wants to allow this, they should decide how many arrows are in a reload and charge an appropriate cost. Wandering around with a quiver full of poisoned arrows is generally unwise, and the gamemaster may decide to emphasize this with Complications, Doom to avoid injury, or increase the Diffi culty of skill tests penalties to avoid self-injury. RANGED ALCHEMICAL WEAPONS Each petty enchantment will aff ect exactly one projectile, meaning that only the target hit will take the alchemical damage. This works in a similar fashion to the Intense Quality. As reloads are abstracted, it is assumed that a character cannot dose an entire reload with alchemical payloads. If the gamemaster wants to allow this, they should decide how many arrows are in a reload and charge an appropriate cost. Wandering around with a quiver full of poisoned arrows is generally unwise, and the gamemaster may decide to emphasize this with Complications, Doom to avoid injury, or increase the Diffi culty of skill tests penalties to avoid self-injury.


COUNTER MAGIC turns the casting into a Struggle. To counter a spell, the sorcerer must be able to: A sorcerer may pit their skill against another’s to block that rival’s spell. This ■ Witness the casting of the spell ■ Be able to cast the same spell ■ Treat this as if the resisting sorcerer were casting the spell, allowing use Pay the Resolve cost of casting the spell successful, the spell fails. of any equipment, talents, or other relevant eff ects. If the counter magic is COUNTER MAGIC turns the casting into a Struggle. To counter a spell, the sorcerer must be able to: A sorcerer may pit their skill against another’s to block that rival’s spell. This ■ Witness the casting of the spell ■ Be able to cast the same spell ■ Treat this as if the resisting sorcerer were casting the spell, allowing use Pay the Resolve cost of casting the spell successful, the spell fails. of any equipment, talents, or other relevant eff ects. If the counter magic is


RESISTING MAGIC Counter magic is the most effi cient way of stopping sorcery. It turns a spell’s casting into a Struggle. Otherwise, each spell is resisted separately with its own rules. Astral Wanderings, Raise up the Dead, and Venom on the Wind have no default defense. ■ Dismember: Daunting (D3) Sorcery vs. Acrobatics Struggle. ■ Enslave: Average (D1) Sorcery vs Discipline Struggle. ■ Form of a Beast: Average (D1) Sorcery vs Discipline Struggle. ■ Fury of the Elements: Sorcery vs Acrobatics or Athletics Struggle. ■ Haunt the Mind: Challenging (D2) Discipline test. ■ Placate the Dead: Average (D1) Sorcery vs Sorcery Struggle. The gamemaster may choose to modify these Diffi culties, substitute skills, or off er additional defenses, and may require Reactions if desired. RESISTING MAGIC Counter magic is the most effi cient way of stopping sorcery. It turns a spell’s casting into a Struggle. Otherwise, each spell is resisted separately with its own rules. Astral Wanderings, Raise up the Dead, and Venom on the Wind have no default defense. ■ Dismember: Daunting (D3) Sorcery vs. Acrobatics Struggle. ■ Enslave: Average (D1) Sorcery vs Discipline Struggle. ■ Form of a Beast: Average (D1) Sorcery vs Discipline Struggle. ■ Fury of the Elements: Sorcery vs Acrobatics or Athletics Struggle. ■ Haunt the Mind: Challenging (D2) Discipline test. ■ Placate the Dead: Average (D1) Sorcery vs Sorcery Struggle. The gamemaster may choose to modify these Diffi culties, substitute skills, or off er additional defenses, and may require Reactions if desired.


HUMAN SACRIFICE Momentum, 10 grants 2, 100 grants 3, etc. Momentum for every order of magnitude involved. A single human grants 1 sorcerer practices ritual human sacrifi ce while casting, the sacrifi ce grants 1 Human sacrifi ce is necessary to power some of the most powerful spells. If a Sacrifi cing human beings is inherently evil, and the gamemaster should eff ects like or inspired by the following. add the equivalent points to the Doom pool whenever it is used or enact ill ■ §2 Doom per Momentum earned ■ §2 Resolve lost per Momentum earned ■ Premature aging of 1§ years per Momentum earned ■ A permanent, minor deformity or physical afl iction ■ Non-player characters nearby suff ering a strange disease HUMAN SACRIFICE Momentum, 10 grants 2, 100 grants 3, etc. Momentum for every order of magnitude involved. A single human grants 1 sorcerer practices ritual human sacrifi ce while casting, the sacrifi ce grants 1 Human sacrifi ce is necessary to power some of the most powerful spells. If a Sacrifi cing human beings is inherently evil, and the gamemaster should eff ects like or inspired by the following. add the equivalent points to the Doom pool whenever it is used or enact ill ■ §2 Doom per Momentum earned ■ §2 Resolve lost per Momentum earned ■ Premature aging of 1§ years per Momentum earned ■ A permanent, minor deformity or physical afl iction ■ Non-player characters nearby suff ering a strange disease


SORCEROUS GARB AND TALISMANS these tools of the magical trade. are at one level greater Diffi culty, reffl ecting the devastating eff ects of losing role, both to themselves and to onlookers. Without their garb, all Sorcery tests many years of tutelage. This personal collection of items reaffi rms the sorcerer’s Rare is the sorcerer without a collection of talismans and trinkets built up over Beneff t: Without such garb, all Sorcery tests increase by one Diffi culty level. SORCEROUS GARB AND TALISMANS Type Availability Cost Encumbrance Tools 4 11 5 SORCEROUS GARB AND TALISMANS these tools of the magical trade. are at one level greater Diffi culty, reffl ecting the devastating eff ects of losing role, both to themselves and to onlookers. Without their garb, all Sorcery tests many years of tutelage. This personal collection of items reaffi rms the sorcerer’s Rare is the sorcerer without a collection of talismans and trinkets built up over Beneff t: Without such garb, all Sorcery tests increase by one Diffi culty level. SORCEROUS GARB AND TALISMANS Type Availability Cost Encumbrance Tools 4 11 5


CIRCLE OF POWER The world is fi lled with secret places where magical energy ffl ows strong. Aligned via rites and the placement of materials, these places can be attuned to the works of sorcery to aid or empower spell casting. Sometimes such places are high above the ground, with a tower constructed to reach them. Others are deep below ground or hidden in ancient caves and grottoes. The Cost listed for Circles of Power represents the materials needed to attune a given Circle for use. Beneff t: When casting a spell within a Circle of Power, the sorcerer reduces the Diffi culty of all Sorcery tests by one step, to a minimum of Simple (D0). CIRCLE OF POWER Type Availability Cost Encumbrance Facility 5 30 — CIRCLE OF POWER The world is fi lled with secret places where magical energy ffl ows strong. Aligned via rites and the placement of materials, these places can be attuned to the works of sorcery to aid or empower spell casting. Sometimes such places are high above the ground, with a tower constructed to reach them. Others are deep below ground or hidden in ancient caves and grottoes. The Cost listed for Circles of Power represents the materials needed to attune a given Circle for use. Beneff t: When casting a spell within a Circle of Power, the sorcerer reduces the Diffi culty of all Sorcery tests by one step, to a minimum of Simple (D0). CIRCLE OF POWER Type Availability Cost Encumbrance Facility 5 30 —


LIBRARIES Sorcery tests. They are rated according to their size and subject. Libraries vary in size and are used by sorcerers as reference materials to aid Personal libraries are a small collection of books and scrolls carried with a sorcerer, granting 1 bonus Momentum. Reference libraries are independent Momentum. buildings containing materials covering many subjects, and grant 2 bonus Academic libraries have specialized, esoteric information and knowledgeable staff , granting 3 bonus Momentum. The Availability and Cost listed for Academic and Reference libraries do It could be the focus of an entire campaign arc. at least 10 times the listed price, and is a task on par with founding a fi efdom. associated with access to such a space. Founding one’s own such library costs not refer to ownership, but rather membership dues, bribes, and similar costs Beneff t: Bonus Momentum to Sorcery tests based on type of library. LIBRARIES Sorcery tests. They are rated according to their size and subject. Libraries vary in size and are used by sorcerers as reference materials to aid Personal libraries are a small collection of books and scrolls carried with a sorcerer, granting 1 bonus Momentum. Reference libraries are independent Momentum. buildings containing materials covering many subjects, and grant 2 bonus Academic libraries have specialized, esoteric information and knowledgeable staff , granting 3 bonus Momentum. The Availability and Cost listed for Academic and Reference libraries do It could be the focus of an entire campaign arc. at least 10 times the listed price, and is a task on par with founding a fi efdom. associated with access to such a space. Founding one’s own such library costs not refer to ownership, but rather membership dues, bribes, and similar costs Beneff t: Bonus Momentum to Sorcery tests based on type of library.


LIBRARIES Item Type Availability Cost Encumbrance Academic Library 5* 50 n/a Personal Library 4 20 5 Reference Library 5* 30 n/a * Estimated, may be much lower or higher depending on location. LIBRARIES Item Type Availability Cost Encumbrance Academic Library 5* 50 n/a Personal Library 4 20 5 Reference Library 5* 30 n/a * Estimated, may be much lower or higher depending on location.


MAGIC ARTIFACTS special equipment. unique items, the focus of entire campaigns rather than simple pieces of Aside from petty enchantments, items with true magical properties are A given magic artifact may have one or more improvements, available to the user either automatically or as the result of a successful Sorcery or other test. MAGIC ARTIFACTS special equipment. unique items, the focus of entire campaigns rather than simple pieces of Aside from petty enchantments, items with true magical properties are A given magic artifact may have one or more improvements, available to the user either automatically or as the result of a successful Sorcery or other test.


MAGIC ARTIFACTS Example magic artifact improvements: ■ Efi cacy: Increasing one or more capabilities, like bonus § damage, adding d20s to tests, allowing re-rolls, or adding extra Momentum on success. ■ Sorcery: The ability to cast a single spell in a particular way, with control of the spell the aegis of the artifact, not its wielder. ■ Qualities: More Qualities than usual for the item. ■ Appearance: Eldritch “special eff ects” like gleaming unnaturally or strange texture. ■ Durability: Unusually durable or invulnerable (not recommended for armor). MAGIC ARTIFACTS Example magic artifact improvements: ■ Efi cacy: Increasing one or more capabilities, like bonus § damage, adding d20s to tests, allowing re-rolls, or adding extra Momentum on success. ■ Sorcery: The ability to cast a single spell in a particular way, with control of the spell the aegis of the artifact, not its wielder. ■ Qualities: More Qualities than usual for the item. ■ Appearance: Eldritch “special eff ects” like gleaming unnaturally or strange texture. ■ Durability: Unusually durable or invulnerable (not recommended for armor).


LIST OF SPELLS, A TO G Astral Wanderings: Visit other places in astral form (page 173). Atavistic Voyage: Project your perception into the past (page 174). Commune with Nature: Call wild beasts to serve you (page 175). Dismember: Inffl ict physical damage on a foe (page 177). Enslave: Control another being (page 177). Favor of the Gods: Save a spell to aid you later (page 179). Form of a Beast: Transform into a natural creature (page 179). Fury of the Elements: The earth itself strikes an area or structure (page 181). LIST OF SPELLS, A TO G Astral Wanderings: Visit other places in astral form (page 173). Atavistic Voyage: Project your perception into the past (page 174). Commune with Nature: Call wild beasts to serve you (page 175). Dismember: Inffl ict physical damage on a foe (page 177). Enslave: Control another being (page 177). Favor of the Gods: Save a spell to aid you later (page 179). Form of a Beast: Transform into a natural creature (page 179). Fury of the Elements: The earth itself strikes an area or structure (page 181).


LIST OF SPELLS, H TO Z Haunt the Mind: Visions attack a foe’s mind (page 182). Placate the Dead: Put spirit to rest (page 183). Raise Up the Dead: Reanimate a body (page 184). Summon a Horror: Call a monster from the Outer Dark (page 185). Venom on the Wind: Control weather to harm or hinder foes (page 187). LIST OF SPELLS, H TO Z Haunt the Mind: Visions attack a foe’s mind (page 182). Placate the Dead: Put spirit to rest (page 183). Raise Up the Dead: Reanimate a body (page 184). Summon a Horror: Call a monster from the Outer Dark (page 185). Venom on the Wind: Control weather to harm or hinder foes (page 187).


CHILD OF DERKETA A creature brought to the world via the Summon a Horror spell. Spirits of disease and infection, they spread plague with their very presence. These easily panicked spirits ffl ee in the presence or a healer’s medicine only when emboldened by Momentum spend (see page 186). Once a Child of Derketa is banished, the diseases can be treated. Child of Derketa (Minion/Toughened) ATTSAWA INT PER WIL AGI BRW COO 12 10 5 8 14 7 5 F.O.E. Combat — Movement 3 Fortitude — Senses 2 Knowlege — Social — STRESS Vigor — Armor 10 Resolve 4/8 Courage — Armor Incorporeal Attacks ■ Diseased Touch (M): 3§, Vicious 1, Persistent 5, Vile, see Special Abilities CHILD OF DERKETA A creature brought to the world via the Summon a Horror spell. Spirits of disease and infection, they spread plague with their very presence. These easily panicked spirits ffl ee in the presence or a healer’s medicine only when emboldened by Momentum spend (see page 186). Once a Child of Derketa is banished, the diseases can be treated. Child of Derketa (Minion/Toughened) ATTSAWA INT PER WIL AGI BRW COO 12 10 5 8 14 7 5 F.O.E. Combat — Movement 3 Fortitude — Senses 2 Knowlege — Social — STRESS Vigor — Armor 10 Resolve 4/8 Courage — Armor Incorporeal Attacks ■ Diseased Touch (M): 3§, Vicious 1, Persistent 5, Vile, see Special Abilities


Special Abilties ■ Diseased: A character affected by the Vile quality of Diseased Touch becomes infected. Any character in their company must make an Average (D1) Resistance or Healing test or take +5§ damage. Once the Child is banished, a Challenging (D2) Healing test cures the disease. ■ Easily Panicked: If struck by a character, the attacker may roll Threaten damage in addition to regular damage. Any character may use the Healing skill to inflict mental damage of § equal to the character’s Healing Focus. ■ Fear 2 ■ From Darkness Born: Can squeeze through any crack light can pass. ■ Horror: Can be summoned by Summon a Horror spell. ■ Incorporeal 10 ■ Intruder: Has Movement Expertise 5 until its first attack. ■ Night Vision ■ Unliving ■ Vile: Each injury effect counts as one Wound, which must be healed before any other healing works. Special Abilties ■ Diseased: A character affected by the Vile quality of Diseased Touch becomes infected. Any character in their company must make an Average (D1) Resistance or Healing test or take +5§ damage. Once the Child is banished, a Challenging (D2) Healing test cures the disease. ■ Easily Panicked: If struck by a character, the attacker may roll Threaten damage in addition to regular damage. Any character may use the Healing skill to inflict mental damage of § equal to the character’s Healing Focus. ■ Fear 2 ■ From Darkness Born: Can squeeze through any crack light can pass. ■ Horror: Can be summoned by Summon a Horror spell. ■ Incorporeal 10 ■ Intruder: Has Movement Expertise 5 until its first attack. ■ Night Vision ■ Unliving ■ Vile: Each injury effect counts as one Wound, which must be healed before any other healing works.


SHADOW ON THE WALL A creature brought to the world via the Summon a Horror spell. A shadow of the caster, imbued with independence and freed to do its master’s bidding, its size is dependent on the light source that gave it entrance to this realm. Shadow on the Wall (Minion/Toughened) ATTSAWA INT PER WIL AGI BRW COO 10 10 5 5 14 10 14 F.O.E. Combat 1 Movement 3 Fortitude — Senses 1 Knowlege — Social — STRESS Vigor 5/10 Armor 4 Resolve 3/5 Courage 4 Armor Incorporeal Attacks ■ Claws of Shadow (M): Reach 1, 5§, Fearsome 1 SHADOW ON THE WALL A creature brought to the world via the Summon a Horror spell. A shadow of the caster, imbued with independence and freed to do its master’s bidding, its size is dependent on the light source that gave it entrance to this realm. Shadow on the Wall (Minion/Toughened) ATTSAWA INT PER WIL AGI BRW COO 10 10 5 5 14 10 14 F.O.E. Combat 1 Movement 3 Fortitude — Senses 1 Knowlege — Social — STRESS Vigor 5/10 Armor 4 Resolve 3/5 Courage 4 Armor Incorporeal Attacks ■ Claws of Shadow (M): Reach 1, 5§, Fearsome 1


Special Abilities ■ Fear 2 ■ From Darkness Born: Can squeeze through any crack light can pass. ■ Horror: Can be summoned by Summon a Horror spell. ■ Intruder: Has Movement Expertise 5 until first attack. ■ Night Vision ■ Shadow of Its Master: Shadow identical to its summoner. Daunting (D3) Observation test recognizes its caster. ■ Unliving Special Abilities ■ Fear 2 ■ From Darkness Born: Can squeeze through any crack light can pass. ■ Horror: Can be summoned by Summon a Horror spell. ■ Intruder: Has Movement Expertise 5 until first attack. ■ Night Vision ■ Shadow of Its Master: Shadow identical to its summoner. Daunting (D3) Observation test recognizes its caster. ■ Unliving


THE SERPENT RING OF SET A unique and powerful artifact, ancient when the world was still young, it functions as a Patron, Familiar, and Circle of Power. It is cast into the shape of a double-coiled serpent, with weirdly glowing gems set for its eyes. THE SERPENT RING OF SET A unique and powerful artifact, ancient when the world was still young, it functions as a Patron, Familiar, and Circle of Power. It is cast into the shape of a double-coiled serpent, with weirdly glowing gems set for its eyes.


THOTH-AMON OF THE RING A sorcerer of the Black Ring cult, Thoth-Amon wields the Serpent Ring of Set, an artifact of immense power. He is a powerful sorcerer in his own right, and with the power of the ring and the blessing of Set himself was long held as a prince among sorcerers throughout the world. Cast from power with his ring stolen and lost, he stalks the world in search of power and the ring, acting all the while as a pawn of Set in the great game to claim the fate of the Hyborian world. Thoth-Amon of the Ring (Nemesis) ATTSAWA INT PER WIL AGI BRW COO 13 13 6/8 8 9 10 10 F.O.E. Combat — Movement 2 Fortitude 2 Senses 2 Knowlege 4 Social 3 STRESS Vigor 12 Armor 4 Resolve 15 Courage 5 Armor Treated Robes THOTH-AMON OF THE RING A sorcerer of the Black Ring cult, Thoth-Amon wields the Serpent Ring of Set, an artifact of immense power. He is a powerful sorcerer in his own right, and with the power of the ring and the blessing of Set himself was long held as a prince among sorcerers throughout the world. Cast from power with his ring stolen and lost, he stalks the world in search of power and the ring, acting all the while as a pawn of Set in the great game to claim the fate of the Hyborian world. Thoth-Amon of the Ring (Nemesis) ATTSAWA INT PER WIL AGI BRW COO 13 13 6/8 8 9 10 10 F.O.E. Combat — Movement 2 Fortitude 2 Senses 2 Knowlege 4 Social 3 STRESS Vigor 12 Armor 4 Resolve 15 Courage 5 Armor Treated Robes


Attacks ■ Serpentine Dagger (M): Reach 1, 4§, 1H, Hidden 1, Parrying, Thrown, Unforgiving 1 ■ Veiled Threat (T): Range C, 7§ mental, Stun Special Abilities ■ The Serpent Ring of Set: A unique and powerful artifact described on the Serpent Ring of Set card. ■ Addict: Without the Ring, Thoth-Amon suffers a two step Difficulty increase on all Sorcery tests. Doom Spends ■ Masterful Sorcerer: Thoth-Amon knows any spell the gamemaster requires and can spend Doom instead of Momentum to empower spells. Attacks ■ Serpentine Dagger (M): Reach 1, 4§, 1H, Hidden 1, Parrying, Thrown, Unforgiving 1 ■ Veiled Threat (T): Range C, 7§ mental, Stun Special Abilities ■ The Serpent Ring of Set: A unique and powerful artifact described on the Serpent Ring of Set card. ■ Addict: Without the Ring, Thoth-Amon suffers a two step Difficulty increase on all Sorcery tests. Doom Spends ■ Masterful Sorcerer: Thoth-Amon knows any spell the gamemaster requires and can spend Doom instead of Momentum to empower spells.


SORCERY TALENT TREE BARTER YOUR SOUL PATRON LIFE ETERNAL SORCERER PACT ENDURING ENCHANTER EVERLASTING SORCERY CURSE


SORCERY TALENTS ■ Barter Your Soul: Trade Resolve for additional spells (page 167). ■ Curse: Spend 1 Fortune to bind a spell to a creature (page 168). ■ Enchanter: Bind spells into treasures (page 168). ■ Enduring: Extra Momentum to increase spell durations (page 168). ■ Everlasting Sorcery: Bind a spell to an inanimate vessel (page 168). ■ Life Eternal: Terrible bargain for eternal youth (page 168). ■ Pact: Gain an additional teacher (page 169). ■ Patron: Gain a patron and Master of Formulae talent (page 169). ■ Sorcerer: Lose 2 § Resolve to gain a spell (page 169). SORCERY TALENTS ■ Barter Your Soul: Trade Resolve for additional spells (page 167). ■ Curse: Spend 1 Fortune to bind a spell to a creature (page 168). ■ Enchanter: Bind spells into treasures (page 168). ■ Enduring: Extra Momentum to increase spell durations (page 168). ■ Everlasting Sorcery: Bind a spell to an inanimate vessel (page 168). ■ Life Eternal: Terrible bargain for eternal youth (page 168). ■ Pact: Gain an additional teacher (page 169). ■ Patron: Gain a patron and Master of Formulae talent (page 169). ■ Sorcerer: Lose 2 § Resolve to gain a spell (page 169).


ALCHEMY TALENT TREE DABBLER ALCHEMIST MASTER OF FORMULAE MASTER ALCHEMIST


ALCHEMY TALENTS ■ Alchemist: Re-roll 1d20 when attempting an Alchemy test, and substitute Alchemy for ranged weapons when using an alchemical weapon (page 58). ■ Dabbler: Create any petty enchantment desired, regardless of Diffi culty, but requires three times the number of ingredients for a petty enchantment for which the alchemist does not have the Master of Formulae talent (page 58). ■ Master of Formulae: When using a chosen petty enchant ment, the alchemist may attempt higher Diffi culty tests to increase its power (pages 58 and 163). ■ Master Alchemist: Roll 1§ when working with ingredients on any petty enchantment that the alchemist has the Master of Formulae talent for. An Eff ect means that one ingredient is saved (page 58). ALCHEMY TALENTS ■ Alchemist: Re-roll 1d20 when attempting an Alchemy test, and substitute Alchemy for ranged weapons when using an alchemical weapon (page 58). ■ Dabbler: Create any petty enchantment desired, regardless of Diffi culty, but requires three times the number of ingredients for a petty enchantment for which the alchemist does not have the Master of Formulae talent (page 58). ■ Master of Formulae: When using a chosen petty enchant ment, the alchemist may attempt higher Diffi culty tests to increase its power (pages 58 and 163). ■ Master Alchemist: Roll 1§ when working with ingredients on any petty enchantment that the alchemist has the Master of Formulae talent for. An Eff ect means that one ingredient is saved (page 58).


SORCERER’S REPERTOIRE: WISDOM The novice may seek powerful magic, but a sorcerer with intelligence realizes a fi erce reputation and arcane knowledge yield greater returns than dark pacts made beneath a full moon. Wisdom is understanding the limits of knowledge, when to be silent and listen, when to let others answer questions you dare not ask. Far better for the sorcerer to cultivate a reputation for sorcerous knowledge than to display raw power and, thus, indicate where that knowledge and power ends. SORCERER’S REPERTOIRE: WISDOM The novice may seek powerful magic, but a sorcerer with intelligence realizes a fi erce reputation and arcane knowledge yield greater returns than dark pacts made beneath a full moon. Wisdom is understanding the limits of knowledge, when to be silent and listen, when to let others answer questions you dare not ask. Far better for the sorcerer to cultivate a reputation for sorcerous knowledge than to display raw power and, thus, indicate where that knowledge and power ends.


SORCERER’S REPERTOIRE: PERSUADE Once a sorcerer’s nature is known, a convincing threat or boast can enforce the sorcerer’s will and can defuse threats before they become reality. While the Persuade skill is no prerequisite for Sorcery, the skill is invaluable to any who wish to follow that path. With Persuade and a suitable demonstration, a sorcerer can live like royalty while marshaling vast resources for a great conjuration. Sorcerers are often willing to attach themselves to nobles and courts, who support their magical eff orts and provide defense. Many a sorcerer has stirred the ambitions of would-be rulers by assuring them that the portents are good for an attempted coup or revolution. When combined with the right petty enchantments, even the weakest sorcerer can be regarded as great and powerful. Honeyed words and earnest promises, regardless of their sincerity, are far cheaper than any price paid to the forces of the Outer Dark. SORCERER’S REPERTOIRE: PERSUADE Once a sorcerer’s nature is known, a convincing threat or boast can enforce the sorcerer’s will and can defuse threats before they become reality. While the Persuade skill is no prerequisite for Sorcery, the skill is invaluable to any who wish to follow that path. With Persuade and a suitable demonstration, a sorcerer can live like royalty while marshaling vast resources for a great conjuration. Sorcerers are often willing to attach themselves to nobles and courts, who support their magical eff orts and provide defense. Many a sorcerer has stirred the ambitions of would-be rulers by assuring them that the portents are good for an attempted coup or revolution. When combined with the right petty enchantments, even the weakest sorcerer can be regarded as great and powerful. Honeyed words and earnest promises, regardless of their sincerity, are far cheaper than any price paid to the forces of the Outer Dark.


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