Spelljammer
Sorcery
This skill is used to modify the effects of casting a normal spell and has multiple possible uses. It also grants mages a Spell Pool of points that can be used to cast spells.

The Sorcery skill roll is equal to ((MA - 15) * 3) + (Level * 5).

Sorcery skill can be used for any of the following uses:
  • Modify Description
  • Spell Displacement
  • Spell Split
  • Spell Trickery
  • Triad

If attempting to use Sorcery for two different effects simultaneously (e.g., Spell Trickery and Spell Displacement) apply a -15 to each skill roll. If attempting to use Sorcery for three different effects, apply a -25 to each skill roll.


Increase Range
By spending 1 additional spell point and taking 2 rounds to fast cast (or 2 minutes to slow cast), the mage can double the range of a spell. This only applies to spells that have a range other than 0, Self or Touch. If the mage takes 3 rounds to fast cast (or 3 minutes to slow cast), he can triple the range. Note that tripling the range still only costs 1 spell point plus the spell point cost of the spell.


Modify Description
This use of Sorcery allows the mage to make slight changes to the description of a spell. For example, a spell that allows a mage to summon dogs could be used to summon a specific dog (say Old Yeller). It is up to the GM to determine whether any given use of Sorcery to modify the description is allowable.

To use this ability, the mage must successfully cast the spell and then they must make a Sorcery skill roll and compare the results to the following table.
  • Absolute Success - The Sorcery works as intended and, if possible, in a slightly enhanced way.
  • Success - The Sorcery works as intended.
  • Near Success - The Sorcery mostly works but with some minor modification not intended by the caster.
  • Partial Success - The Sorcery works somewhat but with modifications not intended by the caster.
  • Failure - The spell works but the Sorcery fails.
  • Absolute Failure - The spell and the Sorcery fail.
  • Blunder - The Sorcery fails and the spell backfires.


Spell Displacement
The skill allows the mage to make ranged spells appear to originate from another location. Visible ranged attacks normally originate from the caster.

To use this ability, the mage must first make a successful cast roll with the spell and then attempts a Sorcery roll, comparing the result to the following table:
  • Absolute Success - The Sorcery works and the spell can be "displaced" (appear to originate from) up to (Rank + MA) feet away. The spell can be sent in any direction from the displacement point.
  • Success - The Sorcery works and the spell can be "displaced" (appear to originate from) up to (Rank + (MA-15)) feet away. The spell may be sent in any direction within a 180 degree arc of the direction the caster is facing when casting the spell.
  • Near Success - The Sorcery works and the spell can be "displaced" up to 1 foot per rank from the caster. The spell may be sent in a direction that is within a 60 degree arch of the way the caster is facing.
  • Partial Success - The Sorcery works and the spell can be "displaced" up to 6 inches per rank from the caster. The spell may be sent in a direction that is within a 30 degree arch of the way the caster is facing.
  • Failure - The spell works but the Sorcery fails (the spell appears to originate from the caster).
  • Absolute Failure - The spell and the Sorcery fail.
  • Blunder - The Sorcery fails and the spell backfires.


Spell Split
This use of Sorcery allows the mage to split a spell that is normally a single target spell between two or more recipients. This could be a ranged attack spell or a defensive or utility spell such as Levitation. In all cases, the range remains the same but the duration, if not immediate, is divided equally between the recipients. Effect may also be split depending on the spell. For ranged attack spells, all targets must be within a 60 + (rank x 3) degree arc from the caster to a maximum of 180. His Sorcery skill roll is reduced by 5 for the first additional target and by 10 for each additional target.

Targets
Modifier
2
-5
3
-15
4
-25
5
-35
6
-45
7
-55

The mage must make a successful spell cast roll first and then attempt his Sorcery roll. Compare the result to the following table.
  • Absolute Success - Works as the mage intended plus some additional benefit determined by the GM.
  • Success - The Sorcery works as the mage intended.
  • Near Success - The Sorcery works almost as the mage intended but in a slightly degraded way. For example, if the spell was an attack spell, the damage might be reduced for some, but not all, of the targets. If the spell was a beneficial one, the duration or effect might be reduced for some, but not all, of the recipients. Degradation should total about 25%. This could be damage for attack spells or duration for beneficial spells.
  • Partial Success - The Sorcery works somewhat as intended but in a degraded way. Degradation should total about 50%. This could be damage for attack spells or duration for beneficial spells.
  • Failure - The spell works but the Sorcery fails.
  • Absolute Failure - The spell and the Sorcery fail.
  • Blunder - The Sorcery fails and the spell backfires.

Example One - Darius wants to cast Levitation on four people. The duration for Levitation, at his rank, is 2 hours but he knows that each person really only needs it for less than half an hour to negotiate a cliff so he decides to split a single Levitation spell among 4 people. If he is successful, he will cast only a single spell (using 2 spell points) and the 2 hour duration will be split equally among all recipients, giving each 30 minutes of Levitation.

Example Two - Darius has a very powerful Bolt of Energy and wants to use it to kill several giant rats that are dripping with disease. He is rank 10 with Sorcery, giving him a 120 degree arc and he has 6 rats within the arc. His Bolt of Energy does 16d6 damage. Splitting it as evenly as he can, 4 of the rats will take 3d6 damage and the remaining 2 will take 2d6 each.


Spell Trickery
The mage uses Sorcery skill to attempt to cast a spell with verbal and/or somatic components without being noticed. If the spell has a verbal component but not a somatic component, the Sorcery roll is made at +10. If the reverse is true, the roll is normal. If the spell has both verbal and somatic components, the roll is made at -10.

NOTE: All spells except when specifically noted, use both verbal and somatic components.

To use Spell Trickery, the mage must first make a successful cast roll with the spell and then makes a Sorcery roll and compares the result to the following table.
  • Absolute Success - The Sorcery works. Potential observers may attempt a Subtle PER roll to see if they notice the spell casting, but only if they are especially suspicious that spell casting has been used (GM discretion).
  • Success - The Sorcery works. Especially suspicious observers may attempt a 2x PER roll to notice that the mage may have done something.
  • Near Success - The Sorcery mostly works. Anyone who happens to be glancing in the direction of the mage can attempt a 2x PER roll to notice the spell casting.
  • Partial Success - The Sorcery partially works. Anyone in the vicinity can attempt a 3x PER roll to notice the spell casting.
  • Failure - The spell works but the Sorcery fails.
  • Absolute Failure - The spell and the Sorcery fail.
  • Blunder - The Sorcery fails and the spell backfires.


Triad
This use of Sorcery allows the mage to cast a double or triple version of a ranged attack spell. In this regard, it is the opposite of Spell Split where the mage attempts to split a single spell between multiple targets. With Triad, the mage attempts to cast multiples of the same spell in a single casting. The mage pays the spell point cost as if he had cast 2 (or 3) spells. Thus, a triad of Demonic FireBolts (special knowledge spell) would cost 6 spell points.

To use Triad, the mage first attempts a single cast chance roll for the spell and then rolls his Sorcery skill, comparing the result to the following table. The Sorcery roll is made at -5 for a double spell and -15 for a triad.
  • Absolute Success - The Sorcery works and may be enhanced in some way as determined by the GM, perhaps using less spell points.
  • Success - The Sorcery works as intended.
  • Near Success - The Sorcery mostly works but is degraded in same fashion, using with effect or duration. Maximum degradation is 25%. Thus, if a triad of 8d6 Fire Bolts was being attempted, each bolt might lose 2d6 or damage or maybe two of them work at full damage but the third only causes 2d6 damage. The GM will determine the effect.
  • Partial Success - The Sorcery partially works. As above but maximum degradation is 50%.
  • Failure - A single use of the spell works normally but the double or triad fails. All spell points are still expended for the double or triad.
  • Absolute Failure - The spells and the Sorcery fail. All spell points are still expended.
  • Blunder - The Sorcery fails and the spell backfires. All spell points are expended. Only a single backfire result occurs.

A double or triad spell may not be invested in an item using the Investment Ritual unless the result of the ritual indicated Grievous success.

Sorcery Pool

A Spell Pool is a pool of points that can be used to help cast spells. They add directly to cast chance. For example, Morty has 7 Spell Pool points and attempts to cast a spell with a cast chance of 45%. He rolls a 51% which indicates failure. However, he can use 6 of his Spell Pool points and add them to his cast chance to make it a cast chance of 51% so that the roll becomes success. He then has 1 Spell Pool point remaining.
  • Spell Pool points refresh with a night's rest.
  • Spell Pool points can only be used to turn a failure into a success. They cannot be used to turn a success into critical or grievous success.
  • Spell Pool points can't be used if the result is a backfire.
  • Spell Pool points can't be used for rituals.
Rank
Pool Points
1
5
2
7
3
9
4
11
5
13
6
15
7
17
8
10 + rank

In addition to Spell Pool points gained by rank, mages also gain points for having a high INT.
  • INT 5-17: +0
  • INT 18-19: +1
  • INT 20-21: +2
  • INT 22-23: +3
  • INT 24-25: +4
  • INT 26-35: +4 + (INT - 25)

Single class mages gain a +6 to their sorcery pool.



Old Description - 9/28/2016

This ability allows the mage to modify the effects of a spell for a specific purpose. For example, a spell that allows a mage to summon dogs could be used to summon a specific dog (say Old Yeller).

The chance of success is equal to ((MA - 15) * 3) + (Level * 4). If the Sorcery roll fails, the spell points are expended and the spell fails. If a 98 or higher is rolled on the sorcery roll, the mage rolls a backfire.