Sorcery Spells

DominationSpell Cost: 8 (Cantrip) – Sorcery Roll Penalty: -6 – Endurance Cost: 6/Phase (*Special)
The most feared spell of Sorcery allows a wizard to take over another person’s mind. The more the victim objects to a particular action, the harder it is to assert and maintain control over him, but there are recorded instances of mages using this spell to force weak-willed people to commit “suicide”.
Game Information Mind Control 10d6, Telepathic (+¼) (62 Active Points); Gestures (-¼), Incantations (-¼), Requires A Sorcery Roll (-½), Spell (-½). (Real cost: 25 points).
Alter/Inflict Emotion: AngerSpell Cost: 6 (Cantrip) – Sorcery Roll Penalty: -6 – Endurance Cost: 6/Phase (*Special)
One of the most basic Sorcerous powers is the ability to work temporary changes in a target’s emotional state. (Creating permanent changes requires a different spell; see Emotion Sculpting: Anger, below.)
There are several related spells that the Sorcerer can learn, and each is listed separately here.
With Alter/Inflict Anger, the Sorcerer can only enhance or negate those types of feelings; for example, he cannot inspire or diminish a target’s feelings of jealousy, love, or fear, only feelings of anger, rage, and calmness. Alter/Inflict Emotion spells which match or contradict the character’s Psychological Limitations receive the usual bonuses or penalties.
The Alter/Inflict Emotion: Anger Table (below) describes the basic effects and parameters of this power. You can “diminish” an emotion by reversing the listed effects.
(Characters will not be allowed to use it for other than genuine emotional manipulation. For example, using ordinary Mind Control, a character could force a person to go stand underneath a particular tree. A character with Alter/Inflict Emotions generally cannot do that — not even if he tries to avoid the Limitation by claiming, “I’m going to inspire a hate of that tree in this person so he’ll go next to it to attack it.” At the very least, characters attempting such work-arounds should be required to achieve a much higher Effect Roll than a character with ordinary Mind Control.
Game Information Mind Control 12d6 (60 Active Points); Only To Alter/Inflict Anger or Calm (-1), Gestures (-¼), Incantations (-¼), Requires A Sorcery Roll (-½), Spell (-½). (Real cost: 17 points).
Anger: A Sorcerer uses control of anger to make a target so angry at something or someone that he attacks it (or to remove anger the target presently feels). At lower levels of anger, the target only attacks to hurt or damage; at higher levels, he attacks to kill or destroy. The wizard may direct the character’s anger at something general (“Aren’t cars annoying?”) or something specific (“Your girlfriend has been cheating on you with Defender! Doesn’t that make you really angry at him?”).
With some modification in terms and effects, you can also use this chart for Hatred.
Feeling Mind Control Roll Needed / Effect
Annoyed/Frustrated Greater than EGO: Attack people/objects the character would attack anyway;
automatically trigger appropriate Enrageds/Berserks; if attempting to calm an Enraged/Berserk character, target gets a roll to break free from his Enraged/Berserk when character achieves this level of control.
Angry EGO +10: Attack people/objects the character dislikes; automatically calm down Enraged/Berserk characters
Furious EGO +20: Attack people/objects the character likes.
Insanely Angry EGO +30: Attack people/objects the character loves
Alter/Inflict Emotion: FearSpell Cost: 6 (Cantrip) – Sorcery Roll Penalty: -6 – Endurance Cost: 6/Phase (*Special)
One of the most basic Sorcerous powers is the ability to work temporary changes in a target’s emotional state. (Creating permanent changes requires a different spell; see Emotion Sculpting: Fear, below.)
There are several related spells that the Sorcerer can learn, and each is listed separately here.
With Alter/Inflict Fear, the Sorcerer can only enhance or negate those types of feelings; for example, he cannot inspire or diminish a target’s feelings of jealousy, love, or hate, only feelings of fear, and bravery. Alter/Inflict Emotion spells which match or contradict the character’s Psychological Limitations receive the usual bonuses or penalties.
The Alter/Inflict Emotion: Fear Table (below) describes the basic effects and parameters of this power. You can “diminish” an emotion by reversing the listed effects.
(Characters will not be allowed to use it for other than genuine emotional manipulation. For example, using ordinary Mind Control, a character could force a person to go stand underneath a particular tree. A character with Alter/Inflict Emotions generally cannot do that — not even if he tries to avoid the Limitation by claiming, “I’m going to inspire a fear of the open air so he will stand underneath that tree.” At the very least, characters attempting such work-arounds should be required to achieve a much higher Effect Roll than a character with ordinary Mind Control.
Game Information Mind Control 12d6 (60 Active Points); Only To Alter/Inflict Fear or Bravery (-1), Gestures (-¼), Incantations (-¼), Requires A Sorcery Roll (-½), Spell (-½). (Real cost: 17 points).
Fear: A Sorcerer uses control over the primal emotion of fear to terrify a victim, or to inspire courage in someone. Victims who fail their EGO Roll normally flee, though they may be paralyzed with fear or may lash out at the feared object or phenomenon in panic. In combat, they do not usually attack the feared object/phenomenon, they only Dodge it. If trapped and unable to flee, they become paralyzed with fear or act in whatever way the GM considers appropriate. If subjected to interrogation, they answer questions willingly (the GM may allow a separate EGO Roll to resist particularly damaging questions). A successful Fear attack automatically triggers the target’s Danger Sense, if any. Interpret the results oppositely (i.e., confront or stand up to the situation or phenomenon), when using this chart for Courage.
Feeling Mind Control Roll Needed / Effect
Apprehensive/Uneasy Greater than EGO: Ego Roll at +5 to maintain composure; if failed, character avoids the situation or phenomenon causing the fear. Danger Sense automatically triggered.
Fearful EGO +10: As Greater than EGO, but the EGO Roll is unmodified.
Terrified EGO +20: As Greater than EGO, but the EGO Roll is at -5.
Blind Panic EGO +30: Character moves away from feared object or phenomenon as fast as possible.
Alter/Inflict Emotion: SorrowSpell Cost: 6 (Cantrip) – Sorcery Roll Penalty: -6 – Endurance Cost: 6/Phase (*Special)
One of the most basic Sorcerous powers is the ability to work temporary changes in a target’s emotional state. (Creating permanent changes requires a different spell; see Emotion Sculpting: Sorrow, below.)
There are several related spells that the Sorcerer can learn, and each is listed separately here.
With Alter/Inflict Sorrow, the Sorcerer can only enhance or negate those types of feelings; for example, he cannot inspire or diminish a target’s feelings of jealousy, love, hate, or fear, only feelings of sadness and joy. Alter/Inflict Emotion spells which match or contradict the character’s Psychological Limitations receive the usual bonuses or penalties.
The Alter/Inflict Emotion: Sorrow Table (below) describes the basic effects and parameters of this power. You can “diminish” an emotion by reversing the listed effects.
(Characters will not be allowed to use it for other than genuine emotional manipulation. For example, using ordinary Mind Control, a character could force a person to go stand underneath a particular tree. A character with Alter/Inflict Emotions generally cannot do that — not even if he tries to avoid the Limitation by claiming, “I’m going to inspire a deep sorrow about the leaves dropping in Fall and he will go stand underneath it to admire the leaves while he can.” At the very least, characters attempting such work-arounds should be required to achieve a much higher Effect Roll than a character with ordinary Mind Control.
Game Information Mind Control 12d6 (60 Active Points); Only To Alter/Inflict Sorrow or Joy(-1), Gestures (-¼), Incantations (-¼), Requires A Sorcery Roll (-½), Spell (-½). (Real cost: 17 points).
Sorrow: The effects of sadness and depression are difficult to adjudicate in a game setting. The GM should use his best judgment. In general an affected character becomes listless and apathetic, unwilling to act or take control of a situation. This may extend to his entire life, or only to certain situations (for example, a particular battle or mission).
Feeling Mind Control Roll Needed / Effect
Pensive Greater than EGO: Ego Roll at +5 to maintain composure; if failed, the character becomes listless and apathetic, and has difficulty taking any action.
Sad EGO +10: As EGO +0, but the EGO Roll is unmodified.
Despairing EGO +20: As EGO +0, but the EGO Roll is at -5.
Depressed EGO +30: Character becomes totally listless and apathetic; he seriously considers suicide or other extreme “solutions”.
Alter/Inflict Emotion: LoveSpell Cost: 6 (Cantrip) – Sorcery Roll Penalty: -6 – Endurance Cost: 6/Phase (*Special)
One of the most basic Sorcerous powers is the ability to work temporary changes in a target’s emotional state. (Creating permanent changes requires a different spell; see Emotion Sculpting; Love, below.)
There are several related spells that the Sorcerer can learn, and each is listed separately here.
With Alter/Inflict Love, the Sorcerer can only enhance or negate those types of feelings; for example, he cannot inspire or diminish a target’s feelings of hate, fear, or sorrow, only feelings of love, lust and hate. Alter/Inflict Emotion spells which match or contradict the character’s Psychological Limitations receive the usual bonuses or penalties.
The Alter/Inflict Emotion: Love Table (below) describes the basic effects and parameters of this power. You can “diminish” an emotion by reversing the listed effects.
(Characters will not be allowed to use it for other than genuine emotional manipulation. For example, using ordinary Mind Control, a character could force a person to go stand underneath a particular tree. A character with Alter/Inflict Emotions generally cannot do that — not even if he tries to avoid the Limitation by claiming, “I’m going to inspire a love of that tree in this person so he’ll go stand underneath it.” At the very least, characters attempting such work-arounds should be required to achieve a much higher Effect Roll than a character with ordinary Mind Control.
Game Information Mind Control 12d6 (60 Active Points); Only To Alter/Inflict One Love or Hate (-1), Gestures (-¼), Incantations (-¼), Requires A Sorcery Roll (-½), Spell (-½). (Real cost: 17 points).
Love: If the character is already favourably inclined toward someone, using Alter/Inflict Emotions can make him love that person — a minor crush becomes full-blown, heartfelt love. If he’s not favourably inclined, higher levels of effect are required to inspire feelings of attraction and desire. With some modification in terms and effects, you can also use this chart for Greed or Lust.
Feeling Mind Control Roll Needed / Effect
Sympathetic Greater than EGO: Character is attracted to people he likes already; he will be inclined to do what they ask of him and will generally try to please them.
Loving EGO +10: Character is attracted to people he feels neutral about.
Passionate EGO +20: Character is attracted to people he does not like.
Crazed/Head over Heels EGO +30: Character is attracted to people he hates, or who repulse him.
Emotion Sculpting: AngerSpell Cost: 5 (Ritual) – Sorcery Roll Penalty: -10 – Endurance Cost: 10/20 Min
Sometimes known as Empathic Surgery, this spell allows a character to alter another character’s mental state long-term by removing or altering Psychological Limitations related to Anger or Calmness, or adding new ones the target does not presently have. The character must touch his intended target to make the attack. The change remains until someone uses Psychology (Long term use – needing to beat the BODY of the Transform in successful SS: Psychology rolls (where each point under the skill target roll = 1 Body)) or a similar spell to “heal” the ’damage’ caused).
The Sorcerer can also use this power to affect Enrageds and other “mental” Disadvantages, not just Psychological Limitations.
The Sorcerer needs to already know Alter/Inflict Emotion: Anger, to be able to learn this spell.
Game Information Major Transform 3d6 (alter, remove, or add Disadvantages related to or reflecting the emotional state of Anger or Calm, heals back via Psychiatry or through applications of similar Emotion Sculpting spells or Powers), BOECV (Mental Defense applies; + 1), Works Against EGO, Not BODY (+ ¼) (101 Active Points); No Range (-½), Limited Target (anger-or-calmness-based emotions in the minds of sentient beings; -¾), Extra Time (20 Minutes; -2½), Gestures (-¼), Incantations (-¼), Requires A Sorcery Roll (-½), Spell (-½). (Real cost: 16 points).
Emotion Sculpting: FearSpell Cost: 5 (Ritual) – Sorcery Roll Penalty: -10 – Endurance Cost: 10/20 Min
Sometimes known as Empathic Surgery, this spell allows a character to alter another character’s mental state long-term by removing or altering Psychological Limitations related to Fear or Bravery, or adding new ones the target does not presently have. The character must touch his intended target to make the attack. The change remains until someone uses Psychology (Long term use – needing to beat the BODY of the Transform in successful SS: Psychology rolls (where each point under the skill target roll = 1 Body)) or a similar spell to “heal”).
The Sorcerer can also use this power to affect Enrageds and other “mental” Disadvantages, not just Psychological Limitations.
The Sorcerer needs to already know Alter/Inflict Emotion: Fear, to be able to learn this spell.
Game Information Major Transform 3d6 (alter, remove, or add Disadvantages related to or reflecting the emotional state of Fear or Braveness, heals back via Psychiatry or through applications of similar Emotion Sculpting spells or Powers), BOECV (Mental Defense applies; + 1), Works Against EGO, Not BODY (+ ¼) (101 Active Points); No Range (-½), Limited Target (fear-or-bravery-based emotions in the minds of sentient beings; -¾), Extra Time (20 Minutes; -2½), Gestures (-¼), Incantations (-¼), Requires A Sorcery Roll (-½), Spell (-½). (Real cost: 16 points).
Emotion Sculpting: SorrowSpell Cost: 5 (Ritual) – Sorcery Roll Penalty: -10 – Endurance Cost: 10/20 Min
Sometimes known as Empathic Surgery, this spell allows a character to alter another character’s mental state long-term by removing or altering Psychological Limitations related to Sorrow or Joy, or adding new ones the target does not presently have. The character must touch his intended target to make the attack. The change remains until someone uses Psychology (Long term use – needing to beat the BODY of the Transform in successful SS: Psychology rolls (where each point under the skill target roll = 1 Body)) or a similar spell to “heal”).
The Sorcerer can also use this power to affect Enrageds and other “mental” Disadvantages, not just Psychological Limitations.
The Sorcerer needs to already know Alter/Inflict Emotion: Sorrow, to be able to take this spell.
Game Information Major Transform 3d6 (alter, remove, or add Psychological Limitations related to or reflecting the emotional state of Sorrow or Happiness, heals back via Psychiatry or through applications of similar Emotion Sculpting spells or Powers), BOECV (Mental Defense applies; + 1), Works Against EGO, Not BODY (+ ¼) (101 Active Points); No Range (-½), Limited Target (sorrow-or-happiness-based emotions in the minds of sentient beings; -¾), Extra Time (20 Minutes; -2½), Gestures (-¼), Incantations (-¼), Requires A Sorcery Roll (-½), Spell (-½). (Real cost: 16 points).
Emotion Sculpting: LoveSpell Cost: 5 (Ritual) – Sorcery Roll Penalty: -10 – Endurance Cost: 10/20 Min
Sometimes known as Empathic Surgery, this spell allows a character to alter another character’s mental state long-term by removing or altering Psychological Limitations related to Love, or adding new ones the target does not presently have. The character must touch his intended target to make the attack. The change remains until someone uses Psychology (Long term use – needing to beat the BODY of the Transform in successful SS: Psychology rolls (where each point under the skill target roll = 1 Body)) or a similar spell to “heal”).
The Sorcerer can also use this power to affect Enrageds and other “mental” Disadvantages, not just Psychological Limitations.
The Sorcerer needs to already know Alter/Inflict Love, to be able to take this spell.
Game Information Major Transform 3d6 (alter, remove, or add Psychological Limitations related to or reflecting the emotional state of Love or Hate, heals back via Psychiatry or through applications of similar Emotion Sculpting spells or Powers), BOECV (Mental Defense applies; + 1), Works Against EGO, Not BODY (+ ¼) (101 Active Points); No Range (-½), Limited Target (love-or-hate-based emotions in the minds of sentient beings; -¾), Extra Time (20 Minutes; -2½), Gestures (-¼), Incantations (-¼), Requires A Sorcery Roll (-½), Spell (-½). (Real cost: 16 points).
GlamourSpell Cost: 3 (Cantrip) – Sorcery Roll Penalty: -3 – Endurance Cost: 3/Phase
This cantrip allows a mage to create illusions so believable they even appear real to the touch.
Game Information Sight, Touch, and Hearing Sense Groups Images, Increased Size (2” radius; +¼) (25 Active Points); Gestures (-¼), Incantations (-¼), Requires A Sorcery Roll (-½), Spell (-½). (Real cost: 10 points).
InvisibilitySpell Cost: 3 (Cantrip) – Sorcery Roll Penalty: -2 – Endurance Cost: 2/Phase
This spell renders the caster invisible, making it easy for him to slip by guards. However, he still shows up on cameras, closed-circuit TV, and the like.
Game Information Invisibility to Sight Group (20 Active Points); Does Not Work Against Cameras (see text; -½), Gestures (-¼), Incantations (-¼), Requires A Sorcery Roll (-½). (Real cost: 8 points).
MindreadingSpell Cost: 7 (Cantrip) – Sorcery Roll Penalty: -5 – Endurance Cost: 5/Phase
One of the most basic — and most useful — spells of Sorcery, Mindreading allows a mage to peer into another person’s mind and discern his thoughts, memories, loves, and fears. Wizards use it to interrogate captives, glean useful information from passersby, and discover secrets with which to blackmail someone.
Game Information Telepathy 10d6 (50 Active Points); Gestures (-¼), Incantations (-¼), Requires A Sorcery Roll (-½), Spell (-½). (Real cost: 20 points).
MindscapesSpell Cost: 7 (Cantrip) – Sorcery Roll Penalty: -5 – Endurance Cost: 5/Phase
Unlike Glamour, which creates an illusion that many people can perceive at once, Mindscapes projects an illusion directly into the target’s mind so that only he can perceive it, which often makes it much more effective against him.
Game InformationMental Illusions 10d6 (50 Active Points); Gestures (-¼), Incantations (-¼), Requires A Sorcery Roll (-½), Spell (-½). (Real cost: 20 points).
SeemingSpell Cost: 3 (Cantrip) – Sorcery Roll Penalty: -4 – Endurance Cost: 4/Phase
This spell sheathes the caster in an illusion that alters his appearance (even to the point of imitating other people with great accuracy). He can only change his height three inches up or down, and cannot give himself non-human attributes like wings or claws (though he could make minor cosmetic changes, such as giving himself bright red eyes or purple skin).
Game Information Shape Shift (Sight, Hearing, and Touch Groups, any humanoid form), Imitation (36 Active Points); Concentration (½ DCV throughout casting; -½), Extra Time (1 Minute to cast; -¾), Gestures (throughout casting; -½), Incantations (throughout casting; -½), No Nonhuman Attributes (see text; -¼), Requires A Sorcery Roll (-½). (Real cost: 9 points).
Astral FormSpell Cost: 3 (Ritual) – Sorcery Roll Penalty: -7 – Endurance Cost: 7
With this spell, perhaps one of the most powerful in his repertoire, a Sorcerer can disconnect his mind from his material form, allowing it to roam at will. His mind cloaks itself in an astral form and can fly at tremendous speed and is immaterial, but possesses his memories, spells, and so forth. While disconnected from his mind, the wizard cannot use his body at all, and harm caused to either mind or body affects both. Furthermore, his mind cannot remain outside his body for more than 24 hours, or both will die.
Game Information Duplication (creates spirit form with all of wizards abilities, but also Desolidification, 0 End, Inherent), Easy Recombination (Half Phase Action at Half DCV), Altered Duplicate (25%; +¼) (69 Active Points); Costs Endurance To Activate (-¼), Extra Time (must enter trance and meditate to allow spirit to leave its fleshy prison, 1 Minute to cast; -1½), Feedback (-1), Original Character Is Incapacitated And Helpless While Duplicate Exists (-1), Both Characters Die If They Do Not Recombine Within 24 Hours (-½), Gestures (-¼), Incantations (-¼), Requires A Sorcery Roll (-½), Spell (-½). (Real cost: 11 points).
Imperious RexSpell Cost: 6 (Cantrip) – Sorcery Roll Penalty: -5 – Endurance Cost: 5/Phase
A spell developed by a now-defunct SHIELD taskforce after a particularly harrowing diplomatic incident with Atlantis, ‘Imperious Rex’ draws attention to any positive traits possessed by the caster, and amplifies them in the minds of all who can see him. This makes him both good at Interacting with people of all walks of life, but also able to be commanding and demand respect from opponents. The impressiveness remains for as long as the caster devotes at least a small portion of their mind to maintaining it (pays Endurance)
Game Information + 50 Presence (50 Active Points); Costs Endurance (-½), Gestures (-¼), Incantations (-¼), Requires A Sorcery Roll (-½), Spell (-½). (Real cost: 17 points).

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Sorcery Spells

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