Sorcerous Talents
From FFa2Wiki
The Sorcerous Talents a character can take provide benefits to the caster. Below are the list of Talents, and what they provide for the character.
Contents |
Nesting Mastery
The character can combine a Spell with a Divination. The Divination detects the condition in which the second Spell is to be triggered, and when the conditions are met, the second Spell is unleashed. All decisions for both Spells must be made when the Nested Spell is constructed, and once the Spell has been unleashed, Nested Spell is expended. The casting time for the Nested Spell is equal to the longer of both Spells, while the Essence Cost for both the Divination and the Spell to be triggered are paid.
A Nested Spell, once prepared, has an indefinite duration. The character need not concentrate on the Nested Spell, unless the triggered Spell has that as a listed Duration (which is an effective way for the caster to know the Spell has been triggered). Essence committed to a Nested Spell remains committed until the Spell has been triggered. The roll for a Nested Spell is a Passive Roll, made when the Nested Spell has been prepared.
Multiple Nesting
A caster may use multiple Spells as part of a Nested Spell, thus creating a chain of conditions and exceptions for what will trigger a tailored final effect. This is, in many ways, similar to a computer program, creating 'If/Then/Else' circumstances before releasing a final effect. All Divinations must be placed at the same time into the Nested Spell, and can not be added later. If any of the Divinations are triggered, the Nested Spell is expended with the results.
Example
A caster decides to make a security ward at the entrance to their sanctum. They add a Detect Infernal, Detect Undead, and Detect Tax Collector Spell to a Nested Spell, then sets the condition that if the Detect Infernal Spell is triggered, an Anti-Infernal Evocation is released. If the Detect Undead Spell is triggered, an Anti-Undead Evocation is released. And if the Detect Tax Collector Spell is triggered, then a Transmutation Spell is released, teleporting a bag of gold to the door with a note indicating that the bag contains the taxes for the month. Unfortunately, if the tax collector happens to be infernal, both the Evocation and Transmutation Spells are released. If the caster had added another Divination which checked for 'more than one', it could have pre-empted both the Detect Infernal and Detect Tax Collector, and tell the Nested Spell to 'do nothing'.
Permanency and Nested Spells
The caster may use Permanency on a Nested Spell. The Nested Spell will then trigger once each time the conditions are met, and will not be expended. The DP cost of a Nested Spell is equal to its Potency.
Portal Mastery
Portal Mastery allows the caster to create Portals, allowing the caster to create the means to travel vast distances, or to step into other Realms. A Portal is one-way, requiring the caster to create a portal at the other end to allow transport back. There are two forms of Portals: permanent gates, and temporary portals. Because Portals have a Range of Remote, the caster must either be familiar with the location the portal is going to, or must have a sympathetic link to the destination. Most portal makers use a single stone from the location to be opened to.
| Cost | 8 |
| Difficulty | 10 |
| Modifiers | Remote Range |
| Willing Target |
Portals
The caster chooses one of two Durations of the portal before it is created. The first Duration is standard, using a normal Duration that modifies the Essence Cost and the Difficulty for the portal. The second Duration determines the specific number of people who may pass through the portal before it is expended. The Essence Cost and Difficulty is increased by the number of people who will be able to access the portal.
Creating a portal is a normal Spell Casting roll. The Potency of the portal can be sacrificed to reduce the Essence Cost and Difficulty for those who wish to use it. The remaining Potency is used to counter Dispel attempts and other effects.
Passing through a portal requires the person to make a Spiritual + Meditation roll with a Difficulty of 10, and the expenditure of 8 Essence. Each point of Potency sacrificed reduces both the Difficulty and Essence Cost by two.
The caster may decide to create a physical object for the portal to manifest within, such as an arch or doorway. Constructing the proper structure has a Resource Cost equal to the maximum Potency the portal will be able to support, and takes a number of days to build equal to the Resource Cost. Once the physical structure is built, the caster gains an equipment bonus to the roll to create the portal, and the Essence Cost for creating the portal is reduced by two. Excess Potency over the frame's limit can still be used to help reduce the Essence Cost and Difficulty to access the portal as normal. Each Success reduces the Resource Cost by one.
Nested Spells and Portal Mastery
The caster may add a Divination to the Gate or Portal construction, allowing it to only open and be triggering the Divination, or sealing the it if the Divination is triggered. This prevents gates uses being wasted, and can prevent a portal from being used by the wrong parties.
Permanency and Portals
The caster may use Permanency on a Portal that has a Duration of Concentration. The DP cost of a Portal is equal to its Potency. Any Nested Spells which help protect the Portal will also be made permanent.
Buying a Portal
The Resource Cost of buying a Portal is (Might of Creator) + (Total Potency of Portal). If the Portal is permanent, the DP Cost is added to the Resource Cost. If there are Nested Spells involved, the Difficulty of the Divination is added Cost. The maximum Potency for a Portal is usually twice the Might of the creator.
Potion Mastery
The caster can craft a simple, one-use item which can be discarded once it is used. In most cases, these are crafted as potions, but a simple, breakable talisman or a charm may also be crafted. The caster uses a Passive Roll using either Mental + Craft or Mental + Herbalist.
| Effect | Cost | Difficulty |
|---|---|---|
| One Use | +3 | +2 |
| Per Additional Use | +1 | +1 |
The Resource Cost of creating a potion is equal to the final Difficulty. Each Success reduces the Resource Cost by one, in additional to determining the Potency of the potion. Potions have an indefinite shelf life, and the Essence expended is not committed to the potion. The person who uses the potion has the effect applied, at the Potency provided. If the target is unwilling, reduce the Potency by the Trait of the victim, minus the Difficulty of the Spell.
Permanency and Potions
Permanency can be used on potions, creating a potion that, when used, produces a permanent effect. The DP spent is equal to the Potency of the effect, plus one for each additional use the potion will provide. The Duration of the effect must be Concentration.
Buying Potions
The Resource Cost of purchasing a potion is (Half Might of Creator) + (Difficulty of Spell) + (Potency of Potion). If the potion is permanent, the DP Cost is added to the Resource Cost. Maximum Potency for a potion is usually twice the Might of the creator.
Ritual Mastery
The caster is capable of performing ritual magic, allowing them to work with others to cast powerful and potent Spells. With the assistance of other practitioners of magic, the caster can enhance and expand the capabilities of the Spells they cast.
| Effect | Cost | Difficulty |
|---|---|---|
| Ritual Sorcery | +3 | +5 |
| Different Form (per assistant) | +1 | +1 |
Preparation
The caster chooses the assistants. They must have the ability to use Sorcery, and must have the same School of Magic that the character will be using. They do not need to use the same Form, though it becomes more difficult for the caster to perform the ritual if some members do not know the caster's Form of Sorcery. The caster is allowed a number of assistants equal to the caster's Might. Any further assistants will not be of use to the caster.
Casting Time
The Casting Time of a Ritual Spell is equal to the Essence Cost in minutes. Any adjustments which are done to the Casting Time are done before the final Casting Time is multiplied by the number of assistants aiding in the casting of the Spell.
Example
A Spell with a Casting Time of 8 is being performed by five people. The Casting Time can be reduced, before it is multiplied by five.
The caster chooses what Skill will be used in the casting of the Spell. Each assistant then performs a Spell roll as if they were casting the Spell. The total Successes of the group becomes a Ritual Pool which can then be used by the caster for their roll.
The assistants make their rolls at the beginning of the ritual. The caster decides how to spend the Ritual Pool, and once it has been spent, the Casting Time and Essence Cost of the Spell are modified and all costs are paid.
- For each Pool sacrificed, the caster gains one additional die on the Spell roll.
- For every two Pool sacrificed, the caster gains an Additional Success on the Spell roll.
- For every three Pool sacrificed, the caster gains one Minimum Success on the Spell roll.
- For each Pool sacrificed, the Casting Time of the Spell may be reduced by one before multiplying the Casting Time by the number of assistants involved.
- For each Pool sacrificed, the Essence Cost of the Spell can be reduced by one for everyone involved in the Spell.
Rune Mastery
The character can tattoo or carve runes into a target, granting the target the ability to use these runes as magical effects. The marks are usually permanent, though the magical effect is often not.
| Cost | 3 |
| Difficulty | 3 |
| Modifiers | Touch Range |
The caster chooses one Power which will be inscribed onto the target of the Spell. If the target is unwilling, the Difficulty is the target's Resistance. The caster may choose to assign a Duration to how long the rune remains effective for the recipient, and adjusts the Difficulty and Essence Cost appropriately, or chooses how many times the rune may be used. If the latter is the case, the rune can be activated a number of times equal to the caster's Might, plus one for every +1 Essence Cost and +1 Difficulty the caster accepts.
If the Power has an Essence Cost, the caster may choose to pay this Essence Cost at the time of making the rune. If so, the recipient is not required to pay Essence when activating the rune.
Painting and Inking
The caster uses inks or paints on the recipient. These materials have a Resource Cost equal to the Difficulty of the roll. The caster uses Spiritual + Artistry for the roll, using the Specialty of either Painting or Tattooing. The recipient is allowed as many tattoos or runes as the caster is willing to pay for. Once the rune wears off, the paints will wash away, though tattoos will remain behind. The Resource Cost is reduced by the Successes of the roll.
Scarification
The caster carves the runes into the target's skin, leaving scars. The recipient suffers an amount of Wounds in the process equal to half the Essence Cost. The caster uses Spiritual + Craft for the roll, using the Specialty of Carving. The victim is allowed to soak these Wounds as normal. A character may only have a number of Scars equal to their Might. Any further runes will not assist the character, nor will they provide any effect. Once the rune wears off, the scars remain behind.
The Casting Time is equal to the Essence Cost in hours. The caster can adjust the Casting Time as normal. Activating stretch mark removal a rune is an Instant Action, gaining the benefit immediately. The Growth used by the rune is equal to the Potency of the roll, with a maximum Potency equal to the caster's Might.
Hostile Runes
A hostile rune is one designed to be used against the wearer. The rune performs an effect against the wearer when activated by the caster, or has a constant effect which is used against the person wearing the rune. Beyond this, the rune is similar to any other rune.
Nested Spells and Rune Mastery
The caster may place a Divination on the rune, increasing the Essence Cost of the rune. When the Divination is triggered, the rune is immediately activated. This is good for having runes activate under certain conditions. If a rune is desired to be used as a hostile effect, the Divination can be activated to use the rune against the person who wears the rune. This is an effective tool for prisoners.
Permanency and Rune Mastery
The caster can use the Permanency Talent to make a rune permanent. The DP cost is equal to the Potency of the rune, and the Duration must be Concentration to do this.
Buying Runes
Having a rune placed on a person has a Resource Cost equal to (Might of Rune Maker) + (Difficulty of Creation). A Permanent Rune has an increased Cost equal to the DP Spent.
Scroll Mastery
The character is capable of creating an item which can store a Spell. The Spell can be used by nearly anyone, unleashing the Spell that is stored. The most common use method is a scroll or spell book, though it is known that wands or staves can also be used, or even magic rings or amulets.
The character prepares the item to hold the Spell, and constructs the Spell as normal. The container has a Resource Cost equal to the caster's Might, and the Difficulty of preparing the scroll is equal to the Difficulty of the Spell.
The caster carefully inscribes the spell onto the object, and makes a roll using their Mental + Linguistics, reducing the Resource Cost by the Successes of the roll. The time to prepare the container is equal to the Casting Time in hours, and Essence is not spent in the preparation. The Successes of the roll creates the item's Potency.
To use the item, the character uses Mental + Linguistics, and gains a number of Additional Successes equal to the Potency of the item. The Spell is cast exactly as it is inscribed, using the Spell's Difficulty. The user spends the Essence for the Spell, reduced by one per Success on the roll. The character does not get Form Benefits when using the item. When using the item, the character has a number of choices:
- Cast the Spell for a single Action. This erases the script, destroying the Spell.
- Cast the Spell as a Full Round Action. The character gains bonus dice equal to the number of Actions sacrificed. If the Difficulty and Essence Cost are increased by +3, the script is not erased, and the Spell will remain to be used again.
Permanency and Scroll Mastery
The caster can use the Permanency Talent to make a permanent item. The DP cost is equal to the Potency. The item will never lose their script, allowing it to be used in a single Action with no penalties, and will not require the increased Essence Cost and Difficulty.
Buying Scrolls
Inscribed items have a Resource Cost equal to (Half Might of Caster) + (Difficulty of Spell) + (Potency of Spell). A Permanent Scroll has an increased Cost equal to the DP Spent.
Wand Mastery
The character knows how to empower an item which can help focus a person's ability to cast Spells. Most often, these items appear as staves or wands, though rings and amulets are also known to exist. The Resource Cost of crafting the item is equal to the caster's Might, and the crafter makes a Results Roll, using their Spiritual + Craft (usually Carving). The Resource Cost is reduced by the Successes. It takes a number of days to craft the item equal to the Difficulty chosen, and the Essence Cost is equal to twice the character's Might. The Potency of the Results Roll is used for the item's Potency.
The creator must choose a School of Sorcery, which the item will augment. Additional Schools can also be chosen, but the Essence Cost and Difficulty are increased by three for each additional School. A character with this item can temporarily spend Potency when casting a Spell of the appropriate School. Each point of Potency spent provides one of the following benefits:
- Lower the Essence Cost of a Spell by one.
- Lower the Difficulty of a Spell by one.
- Lower the Casting Time of a Spell by one.
A person without Sorcery can also use the item, having access to the Schools the item was prepared for. The would-be caster rolls Spiritual + Occultism to use the item, and may spend Potency, but all Potency costs are doubled. If the caster fails, the results are often embarrassing or mildly dangerous. The caster gains no Form Benefits from using the item.
Buying Wands
Empowered items have a Resource Cost equal to (Might of Creator) + (Potency of Item). The Resource Cost is increased by three for each additional School it holds. In most cases, the maximum Potency for buying a wand is equal to twice the Might of the creator.
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