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Sorcerer Abilities
Aspect
Gain 1 + TT/2 Reduction to Cosmic elements.
Boost: Reduce the Tiers of Encumbered you gain from Crowded by TT/3.
Response - Infusion
As you Hinder Spellcasting, gain + 1 + TT/2 on your roll. If the Spell was Augmented and is lost, heal 1 Energy.
Boost: If this restores Energy, choose an ongoing effect on you and it gains 1 + TT/2 duration.
Aspect
Gain 1 + TT Mana Pool. You can use Mana to pay Energy and Resolve costs of Augments. You can use 10 Souls as a Major Action or use Cantrip to heal 1 Mana.
Boost: After succeeding an Augmented Manifest roll, heal 1 Mana.
Response - Infusion
As another target creature in 3 + TT range uses an action, choose up to 1 + TT/2 Augments you know and pay their costs. They may apply the Augments to their action.
Boost: Use Magic to Aid their action, DL increased by 3 - TT/2.
Response - Infusion
1 Resolve: After succeeding defense against a Spell, heal 1 + TT/3 Energy.
Boost: Gain +1 on defense against the Spell.
Stance
While Manifesting a Spell, you can use an additional Manipulation Limb to increase damage it deals by 1 + TT/3.
Boost: When you do, reduce the DL to Manifest it by 1 + TT/2 if it is Augmented.
Advanced Abilities
Those that practice and excel in the Sorcerer style gain access to these more unique abilities.
Aspect
Requirements: 7 Combined Tiers of Endure and Magic
Reduce the total increase to DL from Augments by 1 + TT.
Boost: You can apply the same Augment to an ability an additional TT/3 times.
Trick - Elemental
Requirements: 7 Combined Tiers of Endure and Magic
Reduce the DL to Manifest by 1 in an Aura 1 + TT.
Boost: All creatures in the Area count as in Reach to Aid Manifest Spell rolls and to Aid creature's using Aid on a Manifest Spell roll.
Response - Elemental
Requirements: 9 Combined Tiers of Endure and Magic
2 Energy: After an effect with a single target deals Elemental damage to target creature in 6 + TT x 2 range, deal Bashing damage of the same Element equal to half of the damage to Grit to other creatures in a Burst 1 + TT/2 from the target.
Boost: Increase this damage by 1 + TT/3.
Spell - Infusion
Requirements: 7 Combined Tiers of Endure and Magic
Any Augment can be applied to this. Augments you apply to this instead apply to target ongoing effect in Reach if they are applicable.
Boost: Gain +1 + TT on your attack roll.
Aspect
Requirements: 11 Combined Tiers of Endure and Magic
Treat the effect of Intensity on each Augment you apply as up to 1 + TT/3 higher.
Boost: Treat abilities you Augment as having 1 higher Trained Tier.
Trick - Infusion
Requirements: 9 Combined Tiers of Endure and Magic
Do not benefit from Training on Spells. Increase the DL of Knowledge about Spells you Manifest by 1 + TT.
Boost: For each 3 times a Spell you Manifest is Trained, reduce your Energy cost or DL of the Manifest by 1.
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