The Second Cataclysm revealed the existence of two new forms of magic,
separate from High Sorcery and the Order of the Stars. Sorcery, also
called wild sorcery or primal sorcery, is the raw magic of Krynn. It's
cousin, mysticism, draws upon the ambient nature of the divine, and its
weilder's belief in themselves. The users of both upon these ambient
magics to create any effect they can conceive.
By nature, sorcery functions best on the non-living, and mysticism on
the living, though there are ways around this; a mystic could create a
club of wood or bone to shatter a stone pillar, and a sorcerer could
divine the location of a person by searching for the ring they wear.
Trappings used should reflect these biases; any trapping which conflicts
with them will cause the spell to have a -1 to the casting roll.
Sorcerers and Mystics do not learn discreet powers. Rather, they may use
any power they desire. However, they have very few power points, and
regain them quite slowly.
Arcane Background: Wild Sorcerer
ARCANE SKILL: Sorcery (Smarts)
POWER POINTS: 5
Arcane Background: Mystic
ARCANE SKILL: Mysticism (Spirit)
POWER POINTS: 5
Mystics and Sorcerers have only 5 power points, and regain them at the
rate of only 1 per hour. They may use any power up to their own rank,
but they cannot maintain powers. The Power Points edge only grants them
two additional power points, and they may not take the Rapid Recharge
edge. The Soul Drain edge functions normally for them. They may Short
powers, but shorting imposes an additional 1 point penalty; shorting
cost by 1 is a -2, shorting by 2 is a -3, shorting by 3 is a -4, usw.
Pages
▼
No comments:
Post a Comment