Level: 5
You can add an additional target to any spell that affects targets. You must spend half again the Sorcery (round up). So a level 5 spell costs 8 Sorcery. Spells that affect only you or that affect an area are not affected.
Level: 5
You can add two enhancements from Sortilege to an action, or you can add one enhancement from Sortilege to something that already has enhancements, like a spell.
Level: 3
Winds wrap around you like loving arms. Any spell with the Air facet costs you 1 less Sorcery to cast.
Level: 2
You can speak to ants. Moreover, because you know so much about ants and their culture and customs, you gain +2 in your attempts to persuade them to do something.
Level: 4
You are focused on rest and relaxation, and are attuned to the power of the mind. You add 1 to the level of all Blue Sun spells you cast, but you don’t increase the cost in Sorcery. Your right thumb turns visibly blue.
Level: 5
You have learned how to draw sustenance from the air. While you need to breathe and drink water, you no longer require food. (You can still eat if you wish, but many Breatharians consider it a vulgar habit.)
Level: 3
When you hold a weapon in each hand (or in two hands, if you have more than two), you can make two attacks as a single action. Alternatively, you can use both weapons to make one attack but inflict damage equal to the better of the two weapons +3.
Level: 5
Magic is for gathering power, and power lies in knowledge. Any spell with the Divination facet costs you 1 less Sorcery to cast.
Level: 3
You hear the deep rumblings of the earth that others ignore. Any spell with the Earth facet costs you 1 less Sorcery to cast.
Level: 5
If you watch someone do a mundane action successfully, you can succeed at it too. For example, if you do nothing but observe a person climbing up the side of a tower, you can then climb up the side of that same tower (once). Observing an action using Echopraxia is an action.
Level: 2
You can spend an additional Sorcery bene to increase a spell’s level by 1 when you cast it. This affects both the number added to the venture and other factors, such as damage for many attack spells. You can use this on long-form magical practices as well, but minor magic (and incantations) cannot be elevated.
You must learn this secret before you can learn the secret Magnify Spells.
Level: 3
You can spend up to 3 bene from the appropriate stat pool to devote effort to an action, rather than just 1. You must know this secret before you learn the secret Magnificent Endeavor.
Level: 3
You can make your spells last longer. When you cast a spell with a depletion determined by a die roll, if you spend double the normal Sorcery cost, the spell does not end until you roll the depletion twice.
Level: 3
The fire in your soul powers the fire in your magic. Any spell with the Fire facet costs you 1 less Sorcery to cast.
Level: 3
Winter and ice are your siblings. Any spell with the Cold facet costs you 1 less Sorcery to cast.
Level: 5
As a stage 3 ghost, you can manipulate objects or affect something in the material world (such as shoving a creature or writing on a steamy mirror) if you succeed at a Sorcery-based action with a challenge equal to the level of the object or material you are affecting. You basically have the same strength and manual dexterity you had in life when performing this action.
Level: 4
You are extremely comfortable with change. You add 1 to the level of all Gold Sun spells you cast, but you don’t increase the cost in Sorcery. Your right thumb turns visibly gold.
Level: 4
You are extremely adept at nurturing and growing plants. You are attuned to the power of life. You add 1 to the level of all Green Sun spells you cast, but you don’t increase the cost in Sorcery. Your right thumb turns visibly green.
Level: 4
You are very familiar and comfortable with falsehood and illusion. You add 1 to the level of all Grey Sun spells you cast, but you don’t increase the cost in Sorcery. Your right thumb turns visibly grey.
Level: 4
You are extremely adept at understanding what’s true. You add 1 to the level of all Indigo Sun spells you cast, but you don’t increase the cost in Sorcery. Your right thumb turns visibly indigo.
Level: 4
You know the secret of really hurting someone. Any attack you make against a single target inflicts +3 damage. Any attack you make against multiple targets (or an area) inflicts +1 damage.
Level: 5
You are skilled with magic that affects other magic. Any spell with the Metamagic facet costs you 1 less Sorcery to cast.
Level: 5
You can handle two additional objects of power above and beyond the normal limit of three at a time.
Level: 5
You can spend an additional point of Sorcery to increase a spell’s level when you cast it. The level increase is equal to the additional Sorcery you spend, up to a maximum increase of 5 (or up to a total level of 17, whichever comes first). This affects both the number added to the venture and other factors, such as damage for many attack spells. You can use this on long-form magical practices as well, but minor magic (and incantations) cannot be elevated.
You must learn the secret Elevate Spells before you learn this secret.
Level: 3
Sound is your ally. Any spell with the Sound facet costs you 1 less Sorcery to cast.
Level: 1
When you become a ghost, you retain all your memories from life, including the memories of your spells.
Level: 3
You know the dark secrets of midnight. Any spell you cast at the stroke of midnight gains +1 level. (By definition, you can do this only once each night.) Any spell with the Midnight facet costs you 1 less Sorcery to cast.
Level: 4
After death, you can move through the transitory stage instantly to become a stage 1 ghost, or whatever advanced stage you have reached previously.
Level: 4
You are proficient with the funereal depths of death magic. Any spell with the Death facet costs you 1 less Sorcery to cast.
Level: 5
Your feet never touch the ground. You leave no footprints, and your weight is never applied to the floor. This secret does not grant you the ability to hover or fly—it just raises you a millimeter above the floor.
Level: 5
If you are a Goetic, you can conjure entities of 1 level higher than normal. So if you are 2nd degree and can normally summon beings no higher than level 5, you can summon a being of up to level 6.
You must know Otherworldly Touch before you can learn Way With the Beyond.
Level: 3
Plant them and watch death grow. You know how to transform normal plant seeds into pale seeds. After a few months, a planted pale seed grows into a pale plant that produces pods, which can be used either to harvest more pale seeds or as bullet-like anti-life projectiles. Fired from a gun or a sling, they inflict +3 damage above and beyond what the weapon would normally inflict if used against living creatures. Even just hurled at someone, they inflict 3 damage.
Level: 4
You are attuned to the grim forces of death. You add 1 to the level of all Pale Sun spells you cast, but you don’t increase the cost in Sorcery. Your right thumb turns visibly pale white.
Level: 4
You can hide a spell within lines of poetry that you write. The verse must be original, lengthy, and in flowing script, and the spell must be one you can cast. The whole process takes a minimum of 17 (not necessarily consecutive) hours, but when someone reads and digests the lines (which takes at least an hour), it is as though the spell is cast upon them. Each person can be potentially affected only once, and no more than one reader can be affected between two sunsets.
Most mage poets have the poem and its imagery relate to the spell, although it may be obfuscated. In fact, the words and meaning of the poem may figure into the spell itself. For example, if the spell is Soul Compulsion, the desire or need implanted by the spell will be described in the poem.
Level: 4
You are extremely skilled at destroying things. You are attuned to the power of destruction. You add 1 to the level of all Red Sun spells you cast, but you don’t increase the cost in Sorcery. Your right thumb turns visibly red.
Level: 3
You can see and hear invisible or inaudible ghosts and spirits even if they don’t want you to.
Level: 4
You are attuned to the forces of the Dark. Any spell with the Dark facet costs you 1 less Sorcery to cast. You gain +1 to all interactions with any creature of the Dark, as they treat you with more respect.
Level: 4
You are attuned to the mysteries of the Legacy. Any spell with the Legacy facet costs you 1 less Sorcery to cast. You gain +1 to all interactions with any creature of the Legacy, as they treat you with more respect.
Level: 2
You sense whether a creature within short range is a vislae, a demon, or another magical entity (but you do not immediately know which). “I see the glow around her.” You can also identify a thoughtform as such.
Level: 4
You are extremely comfortable with new beginnings and looking ahead. You add 1 to the level of all Silver Sun spells you cast, but you don’t increase the cost in Sorcery. Your right thumb turns visibly silver.
Level: 2
You can speak to spiders. Moreover, because you know so much about spiders and their culture and customs, you gain +2 in your attempts to persuade them to do something.
Level: 2
When you die, you can still communicate normally with a person you choose when learning this secret, even if you are in a stage where it usually would not be possible. There is no limit to the range of this communication.
Level: 4
You see a distant place as though you were there. When you first learn this secret, you discover the location of your third eye by seeing through it. The eye is located somewhere amid the worlds, and you have to find it. Once you do, if you touch it, you can move it with you and leave it anywhere you like. Only you can touch and see it. To you, it looks and feels just like one of your other eyes.
Level: 4
For you, distance is but an obstacle made for magic to easily circumvent. Any spell with the Teleportation facet costs you 1 less Sorcery to cast.
Level: 3
If you know the secret magical name of a person, you can more easily affect them with your spells, effectively adding +1 die to your action.
Level: 4
As a stage 2 ghost, you can freely move back and forth between visibility and invisibility, and between audibility and inaudibility. The transition takes an action, but you can alter both sight and sound at once if you wish.
Level: 3
Water and wave answer your call. Any spell with the Water facet costs you 1 less Sorcery to cast.
Level: 3
You can whisper soft commands and assurances to your weapon as an action. For the rest of a combat encounter, that weapon’s level is increased by 1.