The Azure Path

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Title: One to Four Schools: Azure Magician, Five Schools: Arch Mage

Origin: Invocation

Attribute: Mental

School: Evocation

Effects: Arcane, Earth, Fire, Force, Temporal, Thunder, Water, Wind


Created during the Age of Dragons by the Dragon Queen Ashurra, this magical Form is sometimes called the Blue Path or the Path of Naming. The magical form was slowly learned by apprentices of the dragon Tourmaline, and from there spread throughout educated society. This Path involves learning the names of the powerful spirits and entities which exist in the Realms, shaping these names with invocations, or inscribing them into wards and circles. Ritual and proper pronunciation is important to be a successful Azure Magician.


Those who walk the Azure Path are some of the most educated members of society. The pursuit of names and the proper method of invoking these names plays a large role in the successful use of magic, and as such study and memorization is important to the Azure Magician. Most other Forms are seen as inferior, and those who walk the other paths are often thought to be fumbling around 'in the dark'.

Contents

Form Benefits

The character may perform a Petition before casting the Spell. The character makes a Results Roll using Social + Occultism, using a number of Rounds equal to the Difficulty of the roll. The Potency is added as Minimum Successes to any Azure Spell cast the following Round. If the character fails the Petition, or rolls no Successes on the Spell, the Spell is an automatic failure, but the Essence is still spent for the Spell.

Azure Sorcerers are also masters of distance and time, and use full instead of half Might for the calculation of Area of Effect and for Duration.

Azure Circle

At Growth 1, the character create an Azure Circle. The character performs an Invocation, which requires a Results Roll using the character's Mental + Occultism. The character spends a number of Full Round Actions and an amount of Essence determined by the duration the character wishes the Circle to remain (see below). The Potency of the roll determines the Potency of the Circle and the DP Cost for a permanent Circle. The character may choose not to spend DP on the Circle if they are not pleased with the results, but must still spend the Essence. Such Circles have a Duration in Days.



Duration and Cost
Duration: Might x Rounds Minutes Hours Days Permanent
Essence Cost 1 2 3 4 5 + DP


The Circle has a fixed diameter of up to the character's Might in yards, and manifests around the character as a glowing ring with multiple circles and unknown writing around and within the borders. The Circle manifests on a flat surface of the character's choice, or floats around the character at a fixed height. A permanent Circle remains fixed in place once designed. Spells cast from within the Circle, or at a target inside the Circle by the caster gain a number of Additional Successes equal to the Circle's Potency.

Azure Door

At Growth 3, while within an Azure Circle, the character may transport themselves to any Azure Circle they have created, or can transport an object in a prepared Azure Circle to themselves. This takes an Action and 2 Essence. The character may use this as an Active Defence if they are within a Circle by increasing the Essence Cost by one. If the attacker does not exceed the character's Might in Successes on the attack roll, the character has vanished before the attack hits them. If the attack has enough Successes, the opponent strike the character, who then teleports.

Azure Ritual

At Growth 5, while within an Azure Circle, the character may attempt to increase the Area and Duration of a Spell being cast by spending 3 Essence. The character performs an Petition as a Results Roll and makes a Social + Occultism roll. This Petition takes a number of Full Round Actions equal to the Difficulty of the roll. If successful, the Area and Duration of the Spell cast adds their Potency to their Might to determine Area and Duration.

Azure Rites

At Growth 7, the character may gain greater benefit from working with a group. The character uses a number of assistants up to the character's Might. Each Assistant rolls Mental + Occultism against the Difficulty of the Spell as a Full Round Action, and spends Essence equal to the Essence Cost of the Spell. Every Success grants the character one additional die for casting the Spell themselves. The Difficulty of the Spell for the character is then increased by the number of assistants they are using.


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