Sorcerous Boons
On a critical success performing a ritual or spell, the Sorcerer not only gains a +1 specialization on the spell/ritual,
but also has a chance of gaining some Sorcery related ability. These are permanent, unless stated
otherwise in the description.
Each time a Critical Success is rolled performing ritual/spells, roll 1D6 and add it to your character level.
This is your percentage change of gaining a Sorcerous Ability. Roll D% and if you roll that number or lower
roll on the results below. Otherwise you only get the one point raise in the Arcane skill.
1) Difficulty of all Rituals/Spells that you perform is reduced by 1D4.
2) Chance of any Sorcerous Mishaps is reduced by 1D4 for all sorcery.
3) You can now see ambient Sorcerous energies.
4) You can see the power of other sorcerers be perceiving their auras. Low (1-5), Medium (6-10), High (11-15).
You will not know exact levels, but you will know if they are higher, equal or lower in power than yourself.
5) Targets of your same race who must save against your sorceries does so with a penalty of 1D4:
6) You save against spells/rituals cast by those of your same race with a 1D4 bonus:
7) If your character ever has to roll on the Sorcerous Mishap chart, roll twice and choose which takes effect.
8) During any full moon, you get a plus 1D4 to perform any spell/ritual. (extra full moons, extra bonus.)
9) During any new/full sun, you get a plus 1D4 to perform any spell/ritual.
10) You take half of any sanity/insanity penalty caused by the effects of Sorcery, including miscasts/fumbles.
11) While within 1 subhex (704 yards) of any holy/unholy monument, shrine, etc... you get a plus 1D4 to your
Sorceries, as you draw upon the energies of such places. (Unless such places negate/corrupt sorcery.)
12) If your character ever has to roll on the Sorcerous Mutation chart, roll twice and choose which takes effect.
13) If your character ever gets a random insanity due to Sorcery, roll twice and choose which takes effect.
14) Treat any spell/ritual that requires components from body parts of an individual of your race and gender as
always being present. (Such parts are NEVER consumed in casting, even if you have components in bag.)
15) Each dice rolled for spell/ritual effect gets a plus one added to it, be it damage, healing, attribute drained/increased etc...
16) You become 1D6 years younger.
17) Reduce any existing insanities by 3d4 each. (Some insanities may never be reduced to zero. Consult Game Master.)
If you currently have no insanities, your SAN score increases by 1D6.
18) Reduce casting time by one melee action for spells. (Rituals not affected.)
19) You may remove any one undesired Sorcerous Mutation. If you have none, reroll this result.
20) The spell or ritual you just performed will no longer have sorcerous mishaps if you miscast them. In addition
reduce PP cost by half (round up), and add 25% (round down) to range, duration and effects. This only applies
to your character. No one else you teach this spell/ritual to will have this effect unless they have found a
way to bind your essence to an item which takes advantage of your spell casting ability. There is also percent
chance (equal to what you rolled to get to this table to begin with) that anyone you teach this spell or ritual
will find that this particular version of the spell/ritual will have it's miscast number reduced by 1D4 points.
21) When "The Stars are Right" or a celestial alignment occurs, you will be able to perform sorceries as if you were
a level higher and with a +3 to Arcane rolls at half the PP cost. In addition, you will suffer no miscast side
effects during such times. Any critical fumbles will be treated as a simple miscast instead. This duration of
these bonuses only last as long as the event occurs with a maximum of 24 hours of these effects, if the event
lasts longer than a day.
22) The difficulty rating of the spell/ritual you just performed will drop by five points. You may reteach this
version to others who will be able to take advantage of this safer version of the spell/ritual.
23) An Attribute/Trait is Increased! Roll 1D10 and consult below:
#1 Strength increases by one
#2 Dexerity increases by one
#3 Constitution increases by one
#4 Wisdom increases by one
#5 Intelligence increases by one
#6 Beauty increases by one
#7 Charisma increases by one
#8 SAN increases by 1D6
#9 PP increases by 1D4
#10 HP increase by 1D4
24) Can sense presence of spell/ritual components like a divining rod in distance equal to your level in sub-hexes.
This is very much warm or cold. If something is hidden/burried, you will be able to feel that you can't get any
closer, but this will not reveal much more at that point. It's up to the player and his/her character's skills
to determine where it is beyond that point. This also only determines the components for spells/rituals that the
character has. You cannot sense components that another sorcerer needs.
25) Minor Patron God: A minor diety of sorts or otherwise powerful being has had it's attention drawn towards you.
This entity will be aligned with your current highest affiliation. (chaos, balance, order) The more you further
it's goals, the more benefitial it becomes towards you. While ignoring it's goals does not immediately cause it's
wrath, it will eventually lose interest in you, causing you to lose any abilites and bonuses that it may have
gifted you. The GM will need to determine the entity and what gifts it may bestow upon you.
26) Solar Charged: When the suns are at their peak of the day, your PP and HP are restored by 3D4 points each. (To
their maximum amounts.) If it is the day of the New or Full Suns, the amount becomes 4D6 points.
27) Prophecies of the Edge of the Galaxy: At midnight when none of the moons are full or new, you can channel the
unholy prophecies and secrets from dark gods at the edge of the galaxy. Your character must roll equal or under
his/her INT score. If successful, you have gained insight into some dark secrets, which must be scribed or the
information lost. In the case of this roll, a critical success is a one and a critical failure is a Natural 20.
If a critical fail results, you lose 2D4 SAN into a randomly determined insanity. If you have a critical success
then double the percentage amount which we shall discuss now. Each night of successful insight grants your
character a 1D6% of the information to write a blasphemous tome from the dark secrets you have chanelled. Even
after you write it all down, you will still have to decipher the new blasphemous tome, which has the usual risks
to sanity and other horrors. At the time of writing this, there is not random blasphemous tome chart, though
hopefully there will be in the near future.
28) Remove a Sorcerous Corruption: You may choose one of your existing Sorcerous Corruptions to remove. If your
Sorcerer does not currently have any, you may (only in this situation.) save this to negate one single future
Sorcerous Corruptions from either spell miscasting/fumbling or by increasing in levels as a Sorcerer.
When your Sorcerer has rolled a natural twenty success on a spell or ritual, the GM rolls for a possible Sorcerous Evolution for your character.
1-50% No Evolution
51%-55% The spell or ritual just performed has difficulty reduced by one. (only for caster.)
xx%-xx% The spell or ritual just performed has corruption chance penalty reduced by one. (only for caster.)
xx%-xx% Casting Corruption penalties for any spell/ritual drop by minus one point. (SAN, AGE, etc...)
xx%-xx% Gain a permanent Power Point. (You can take this every time it is rolled.)
xx%-xx% Chance to perform Free Form Sorceries can be performed on a natural 19 now instead of natural 20.
xx%-xx% Minus one point of damage from each dice rolled in damage from the backlash, miscast or fumble cast of your own Sorcery.
xx%-xx% The spell or ritual just performed has half the casting time, (round down) to perform. (only for caster.)
xx%-xx% The spell performed no longer requires physical component to cast if it did. (If ritual or no phys component, reroll. Only caster.)
xx%-xx% The spell performed has +1 unit duration when cast. (If ritual or no duration, reroll, Only caster.)
Example: If duration is in minutes, add +1 minute to duration, if in melees, add +1 melee, etc... Consult GM for variations.
xx%-xx% The spell performed has +1 unit range when cast.
Example: If range is 5' per level add +5', if static range is given, add 10% of that range as the new range. Consult GM for variations.
xx%-xx% The spell performed has +1 unit area of effect when cast.
Example: If area of effect is 5' per level add +5', if static AoE is given, add 10% of that AoE as the new AoE. Consult GM for variations.
xx%-xx%
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xx%-xx%
xx%-xx% You gain +1 to save vs the spell you just performed if used against you. (Reroll if ritual or already have this bonus.)
xx%-xx% In the presence of Great Old Ones monuments or shrines, you recover power points at twice the rate. (Reroll if already exists.)
xx%-xx% You are immune to Sorcerous Mutations caused by miscast or fumbled spells and rituals, unless the ritual causes such normally.
xx%-xx% You take half the usual affiliation modifiers from spells and ritual casting, miscast or fumbles.
xx%-xx% You take half the usual aging from spell and ritual casting, miscast or fumbles after existing modifiers.
xx%-xx% You take half the usual SAN loss from spell and ritual casting, miscast or fumbles after existing modifiers.
xx%-xx% The spell or ritual you just performed will never have miscast effects on you from now on.
xx%-xx% The spell or ritual you just performed costs one less power point to perform it. (Not for others learning it from you.)
xx%-xx% The spell or ritual you just performed will never have critical failures, only normal failures.
xx%-xx% You take half damage from any non-sorcery related attack or non-sorcerous weapon. (Reroll if already have.)
xx%-xx% You may remove an existing Sorcerous Mutation or if none exist, ignore the next one you would otherwise be afflicted by.
xx%-xx% Gain the ability to restore lost hit points with power points 1/1. (reroll if already exists.)
xx%-xx% The spell you just cast becomes a natural ability with no chance of miscast or need for components/foci. (Reroll if ritual)
xx%-xx% You recover Power Points (PP) at twice the usual rate from now on. (Re-Roll if already have.)
xx%-xx% Any aging from miscast/fumbled spell/ritual casting will be halved, rounding odd numbers in your favor from now on.
xx%-xx% Any SAN loss from miscast/fumbled spell/ritual casting will be halved, rounding odd numbers in your favor from now on.
xx%-xx% Any Affiliation from miscast/fumbled spell/ritual casting will be halved, rounding odd numbers in your favor from now on.
xx%-xx% You can heal yourself of damage at the rate of 1 hit point per 1 power points spent from now on. (re-roll if already have.)
xx%-xx% You gain the ability to drain essence from a target that is killed into a pool. You gain 1 point per level/HD of the slain and you only
gain this if your character deals the killing blow, not just participated in the kill. When the pool reaches 100, you can turn that into
one point of any attribute you wish for your character permanently. (Subtracting 100 points from the pool when doing so.) This
also only applies to in game combat, not rounding up defenseless slaves/victims to sacrifice. It won't work that way.