The Path of the Chorister
From FFa2Wiki
Title: Aria Chorister
Origin: Invocation
Attribute: Social
School: Transmutation
Effects: None. May invoke any effect by adding +1 Essence and +1 Difficulty to the spell.
In the year 999 AE, the Reclaimers unlocked the secret of the Aria, the voice of the gods, which granted them the means to create, transform, and destroy. This project took many generations and the delving into ancient secrets best left forgotten to time. The Reclaimers attempted to harness the Aria for their own ends, but found to their dismay that the power of the gods could not simply be wrest from their hands. The mortal voice was not meant to sing the Aria, and a single mis-note could easily become a disaster. A group of sorcerers performing an Aria are called a Choir.
Someone who follows the Path of the Chorister shows an incredible amount of hubris. To them, the Aria is the quickest path to power, allowing the sorcerer to perform miraculous feats with just the power of their voice. Any other Form of magic is a pale imitation when compared to the power of the Aria. Others view the Aria not as magic, and see their ability to use it as a divine gift, creating cults around their powers, attempting to shape the world with their will. Some cults are incredibly faithful, following the gods they worship, while others attempt to pass themselves off as divine figures themselves - for good or for ill.
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Form Benefits
All Aria Spells have a Base Difficulty of 4. Modifiers to the Difficulty are applied as normal. If the Spell is being cast on a target, the target may not use Active Defence to increase the Difficulty of the Spell. In addition, the character must use the Perform Skill for casting the Spell. If the character wishes to, they may use a musical instrument as an assistance to the character's singing. Doing so grants the character an equipment bonus for casting the Spell. The Aria grants no effects naturally however a character may also invoke any spell effect they do not know by adding +1 Essence and +1 Difficulty to the spell.
Lesser Symphony
At Growth 1, the character may extend the Casting Time to Rounds, rather than as a penalty to Initiative. Doing so grants the character a number of Additional Successes to the roll for casting the Spell equal to the character's Might.
Lesser Weaving
At Growth 3, the character may increase the Essence Cost of the Spell to increase the maximum Potency the character may have on the Spell. For each additional point of Essence Spent, the maximum Potency of the Spell is increased by one. The character can only spend an amount of additional Essence equal to the character's Might. (At Growth 7, the maximum Potency can be modified to be up to 20).
Greater Weaving
At Growth 5, the character may cast a Spell, using a School that they do not know. The character performs a Full Round Action to perform an Invocation which will help them prepare the Spell. The character rolls Spiritual + Meditation against the Difficulty of the Spell they wish to cast. The Successes indicate the maximum Potency for the Spell they will be casting the next Round. Failing the Invocation produces a Botch Condition (see below).
Greater Symphony
At Growth 7, the character may extend the Casting Time to minutes. Doing so grants the character a number of Minimum Successes for the Spell equal to the character's Might. If the caster rolls no Successes, the Spell may still be a Success, but the character still suffers a Botch Condition (see below).
Botch Condition
The Aria is a very delicate thing, and a single mis-note can destroy the Chorister or and those around them. When casting an Aria or using a Chorister Benefit, or during a Concentration Roll, if none of the dice rolled show a Success, the Spell becomes uncontrolled and damages the region. The caster suffers a single Wound to each Attribute and then suffers a number of Wounds equal to the Essence Cost of the Spell. This damage can not be Soaked. If any Attribute is reduced to 0, or the character loses their last point of Health, the character vanishes, erased from existence. In addition, the Spell is unleashed on the Area, affecting all viable targets within a radius equal to the character's Might x 10 yards.
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