In the Sorcery Sheet you are given difficulty mods (DF) for all sorceries. For some you are given costs, area-of-effects and other data. Information on Sorcery Sheet overrules this information. Sorcery is the most basic form of spell casting. In the following examples the different stages have a cost multiplier attached to them- this number is applied to any attributes of the spell that have not been specified in this template AND to the difficulty factor.
BASE CAST CHANCE:
RANK*10 + SCF - DF + MODS - MDF(if targetted)
OR
Magical APtitude + RANK*3 - DF + MODS
CAST TIME: 10 counts ( up to 30 counts )
SPELL POINT COST: 10 SPELL POINTS
RANGE: 3*(AURA + RANK) in feet
AREA OF EFFECT: One object, person, or 3 feet cubed, or 1 foot^3 per rank
SAVES: Full magic save cancels effects or halves effect
COMPONENTS: None unless specified- act of will sufficient
This is the basic human Sorcery Sheet. Use this sheet unless specifically told not to. Any value not specified here defaults to the sorcery template above.
NOTES::
All ranges are in feet except those with (m); these are in miles.
Most sorceries can be held for multiple durations without rolling again so long as the base cost is paid over again. Abbreviated stats refer to the object of the spell not the caster.
Any time a stat is used in a formula you can add your rank in that skill to the stat. For example:
You have RANK 4 in TRUTH READ, you have a 12 DRV, the formula(from the table above) for Duration is DRV*2.
You can keep the truth read up for (12+4)*2 = 16*2 = 32 cts.
Personal ranges can be made into area of effects: by paying total cost for every aura/2 in feet radius; or by paying total cost for every "AUR cubic feet" of wall the caster wishes.
* Requires a "read aura" to be going on simultaneously
** Each level of mind after surface(thought, deep, and inner) costs another 10% to penetrate unless it is done one level at a time. Astral travellers travel 5* faster than normal, mind travellers can travel one mile per count or slower.
*** The change in appearance/taste/smell/sound is substantial but the caster can only project or hide one basic attribute per rank. To get more they would have to cast simultaneous casts and take florentine penalties to get another change sense running. Each sense is also a seperate sorcery and they all require concentration- thus other mental actions are florentines.
**** A shift is equal to 10% off perception if it is a general block against uninterested/mildly interested observation. (like a walk unseen)
@ Elemental fire's mod becomes -10 for this
@@ There is an additional penalty of -(70 - SKL in Element).