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m20 Sorcererx27s Companion PDF
m20 Sorcererx27s Companion PDF
Chapter Three:
Strange
Magics
Forgotten Paths
While Sorcerer Revised consolidates and Path is related to Divination in that both allow the
presents a multitude of Paths that provide a magician to use external foci and interpretation to read
number of different options for Hedge facts from the world around them. Dowsing is much
Magicians and Extraordinary Citizens of more results-oriented than Divination, as it is dedicat-
various stripes, there are other, stranger ed to specific, limited, practical matters rather than
magics, either less well known among the overarching possibilities and circumstances. It might
common Sorcerer societies, practiced pri- be said that while Divination focuses on the universal,
marily among strange Disparate groups, perhaps, or Dowsing attends to the specific.
because they ve
’ ve simply been developed more recently When dowsing, the magician uses a specific item, or
and not widely shared. items, made from normal everyday materials, to find
This Chapter provides both updates of two previous- some sort of object, person, substance, or location, or
ly published Paths to fit the Aspect system in Sorcerer to determine an immediate fact. The stereotype of the
Revised (Dowsing and Spirit Chasing), two brand new dowser is that of the peasant yokel with a forked stick
Paths (Illusion and Chronomancy), and many new looking for water, and indeed, that is a common use of
rituals, for both these and the pre-existing Paths. the ability. True dowsers know there is much more to
this magic, however. Facts may be learned through the
Dowsing judicious asking of questions. Specific items can be
With this Path, a magician uses ritually prepared but found, and at higher levels even hidden emotions (like
malice, hatred, or even love) can be detected in those
ultimately mundane
locate elemental itemsand
sources, to answer simpleitems.
find specific questions,
This around you.
21
Dowsers are more reliant than most on their Foci, the immediate circumstances can be asked
which often act as their divining tool. If the Dowser instead (“
(“Is there a god?”
god?” is beyond their ken,
lacks the “Prepare Implement”
Implement” ritual (see below), he but “Is this soup poisoned?”
poisoned?” is valid).
must have a Personalized or Unique focus dedicated to
•••• The dowser may seek out less material or
this Path to be able to use it. As such, most do learn
obvious phenomena, such as seeking out
that basic ritual early on, to provide them with addi-
magic, Mana, illness, or emotions, although
tional options in how to go about their spells.
the specifics must be defined (“
( “ Wards
Wards””, not
Any questions asked with Dowsing should be related “any magic I might want to see”
see”).
to the present or immediate past, and only relating the
immediate area/situation; predicting the future or ••••• The dowser can seek out less well defined
defined
finding information relating to far-reaching circum- immaterial phenomena, such as seeking out
stances is the purview of Divination. The distance any sort of Awakened magic, or Mana of any
Aspect must cover anything being questioned, as well resonance.
as the distance to anything being sought out more •••••• The dowser can seek out incredibly vaguely
directly. defined objects, people, locations, substances,
or phenomena of any size, for instance seeking
System
out “the weakness of the Demon that that’s
’s
Roll: Perception + Awareness
hounding me”
me” or “the best resource to
Modifiers: -1 for well known object/location/etc. improve my studies”
studies”.
+1 to +3 for vaguely defined targets. Distance
Cost: None for ritually prepared tool, one • The immediate vicinity (20 feet, or a small
Willpower to use foci directly.
directly. room)
Duration: Approximately a scene of searching •• Same building or area (about 50 feet).
Aspects ••• About 1 mile.
Potency
•••• About 10 miles.
• The dowser is able to find small items (up to
••••• Around 100 miles.
the size of a small book) that already belong to
her, or gain a vague sense of an answer to a •••••• No limit, although the power may need to be
yes/no question about immediate reactivated to home in on something far away.
circumstances relating to herself.
Rituals
•• The dowser can find personal items of any
size, and small, specifically defined objects Prepare Implement (•)
belonging to others (“
( “ Joe
Joe’’s wedding ring”
ring” is Usually the first ritual learned by any prospective
applicable, but not “ Any book that has the Dowser, this allows the magical preparation of an ob-
ritual I need”
need”). She may also gain a general ject to allow it to be used for this Path. Different object
sense of the answer to a yes/no question types are often better for different types of Dowsing; a
relating to another individual’
individual’s immediate coin on a string might work well for yes/no questions,
circumstances. and a rod likely works best for seeking out specific
objects. A point of Willpower must be spent to enact
••• The dowser can find specifically defined items the ritual, with the exact preparations depending on
of any size belonging to anyone, seek out the Sorcerer in question.
small, vaguely defined objects, or find
accumulations of mundane substances (an Marked Possession (••)
underground spring, or unexpected “pocket of This ritual allows the Sorcerer to mark a possession
air” in a building’
air” building’s walls representing a secret of theirs, to make it easier to find in the future using
room). Any sort of yes/no question relating to this Path. This costs a point of Willpower, but there’
there ’s
22 Sorcerer’ s Companion
23
• This level allows the mystic to learn how to unique ability chosen from their spirit. A
“eat” the food of
of the chosen spirit. It requires practitioner bonded to a deer could run
that the proper food be available (e.g., quickly or jump over a high fence. If a
sunshine and water for plants or crumbs for character chose poison ivy, anyone who
insects). He receives full nutritional value from touched him might develop a blistering rash.
the meal, as if he were the animal or plant. A minimum of three successes is necessary to
Rituals might include chewing cud, hiding invoke this effect; it's perhaps the closest
food to eat later and so on. Kinfolk can ever come to possessing the
shapechanging abilities of their Garou
•• With this level of Spirit Chasing, the character relatives. Acquiring physical prowess (such as
can extend his sensory perception to match great strength), offensive powers (growing
that of his chosen animal or plant in one claws or fangs) or shielding (sprouting thick
aspect. If the Spirit Chaser has a bond with a fur) are all possible rituals.
lynx, for example, he could see in the dark.
Discovering hunters, scenting a trail or finding •••••• The rare Spirit Chaser that reaches this
food are examples of rituals at this level. pinnacle may practice another ability chosen
from their spirit, but this one may be more
••• Animals and plants have an innate obvious or simply a lot more potent. Someone
understanding of self-preservation. Hurt following a bird spirit may be able to fly short
creatures lick their wounds clean, while plants distances without wings, or someone following
use energy from photosynthesis to repair torn a type of vine may be able to suck the life from
leaves and roots. When winter approaches and another individual.
food is scarce, some animals and plants fall
24 Sorcerer’ s Companion
Subjects
Sample Patrons
Patrons
The following are a few examples of the abilities cer-
tain types of spirits might grant the Spirit-Chaser fol-
lowing them. They ’re organized by the base effect for
that creature, with rituals at that level following the
base spell. Note that these are just examples, and even
for the same type of spirit, the levels can vary.
Spider
25
sense of any sort of incoming danger, giving it-Chaser. Any time the target is in danger over
them about a turn to avoid it or prepare. the course of the next month, the caster feels
-Spider’s Web: This ritual is used within terri-
-Spider’ the pull of that web, and knows the general lo-
tory belonging to the character, allowing them cation of their charge.
to become acutely aware of their surroundings; •••••: The Sorcerer becomes able to climb walls
•••••:
for 1 hour per success, the general direction and even ceilings without needing any sort of hand-
and distance to anyone else in the area can be hold or other support, nor any sort of roll.
sensed. This may work against concealing -Exoskeleton: This ritual, which costs 1 Will-
powers, using the normal means for resolving power, grants 3 Armor to the caster, which
such a Seeing the Unseen (V20, pg. 142). doesn’’t stack with mundane armor but does
doesn
•••:: As normal.
••• stack with other supernatural forms of protec-
tion. The caster’
caster’s skin takes on a hard sheen to
-Antivenin: This ritual allows the Spirit-Chaser
to “bleed
bleed”” out an antitoxin through their it, feeling like a spider’
spider ’s exoskeleton. It lasts
pores, which can be used to cure any sort of for 1 hour per success rolled.
natural toxin affecting themself or another. 1 -Trap: By spending a point of Willpower and
Willpower is spent, and 1 success is needed preparing an area with this ritual, a sort of in-
per the Toxicity of the poison to be cured. visible “ web
web”” can be set up to trap intruders
-Paralyzing Slumber: This ritual lets the charac- (or otherwise). An area about the size of a
ter develop a paralyzing venom of sorts that small room is marked, and anyone who steps
inside must beat the Sorcerer’
Sorcerer’s successes in a
sends a target
the ritual, into must
a target a healing sleep. After use
be immediately of
bitten Strength + Athletics roll (difficulty 7) or end
(an unwilling target resists with Stamina (diffi- up trapped in place, as if grappled by an invis-
culty 6)), and if successful, they fall into a ible force. They may roll again each turn, with
slumber akin to the normal third level of the successes being cumulative, escaping when
Path, letting them heal. However, they ’re still they exceed the Sorcerer’
Sorcerer’s total. The ritual lasts
for a full day.
awoken by anything that might normally wake
them up. This costs 1 Willpower. ••••••: Those Spider-Chasers that end up at the
••••••:
••••: A Spider-Chaser’
••••: Spider-Chaser’s insight at this level shows pinnacle of the path becomes able to instantly ensnare
someone with ephemeral webs. This works as the Trap
them webs of connection and influence, the vast net-
work providing insight of various kinds,
kin ds, perhaps show- ritual above, but instead instantly targeting a single
ing connections between a body and its murderer, or individual, and the substance visibly being “shot
shot”” at
between two lovers that are concealing their feelings the target by the Sorcerer.
26 Sorcerer’ s Companion
single use of this will rarely harm them long term, but -Sense Control: This ritual, when cast on
continued usage might. someone or something, reveals details about
-Bask: By performing this ritual in direct sun- others that have some sense of control over
light, the Sorcerer is able to immediately re- them, whether a mundane sort like blackmail,
plenish their internal reserves, as if they ’d just or a supernatural sort like a Mage’
Mage’s Mind rotes
or a Vampire’
Vampire’s Presence.
eaten a large meal and had 8 hours of sleep.
They still require water normally, however. -Symbiosis: As “Metaphysical Vibrations”,
Vibrations”
27
Wolf
•: The Sorcerer is able to eat and safely digest raw
meat.
-Shared Meal: A simple ritual, when cast while
sharing a small meal with someone the Sorcer-
er sees as family or close to it, everyone eating
(up to 1 person per success) may benefit as if
they ’d had a full meal of their own.
-Hidden Meal: While wolves will usually eat all
they hunt, especially large game might be
stored away for later, away from scavengers.
Casting this ritual on a store of food or other
perishable resources will make it harder to
mundanely detect, increasing the difficulty of
relevant Alertness rolls by the successes rolled.
••: The Sorcerer gains a Wolf ’s sense of smell, be-
••:
coming able to track by Scent using Alertness, and to
detect other odors normally unnoticeable to people
with mundane rolls.
28 Sorcerer’ s Companion
selves or another, seeing who owns it, immediate dan- automatically succeed and gain the number of
gers to and within it, and other relevant information successes needed. Supernatural attempts at
depending on the level of success. concealment may clash against this normally.
-Killer’s Insight: By utilizing this ritual right af-
-Killer’ Price of Failure
ter killing a living being, nearly anything about
The most likely issue with failing or botching this
them can be learned, although only things that
Path is that the Spirits the Sorcerer venerates become
affect them directly. While learning who their
offended by the clumsy attempt to mimic their abili-
best friend might be is unlikely, they may learn ties. This might increase the difficulty for further cast-
about where they lived or what their favorite
ings until some sort of chiminage is offered, or if done
food was. Exact level of detail and relevance of
repeatedly might cause the spirits to decide to take
the information depends on the number of
more direct action against the Sorcerer.
successes rolled.
-Hunter’s Instinct: This ritual, which costs a
-Hunter’ Chronomancy
point of Willpower, grants insight into how It's well known that mages are supposedly masters of
best to defeat a specific foe or marked “prey ”. time and space, and Sorcerers have worked to keep up
They need not be present for the ritual. After with this sort of belief as well. While Divination allows
its completion, for the next day, a single cho- a Sorcerer to see aspects of the future, and Fortune
sen ability gains a -1 difficulty break for any allows one to tug the strings of fate, some magic users
uses against the target. prefer to focus on manipulations of time within the
•••••:: A Master Wolf-Chaser gains the stamina of present. Traveling years through time is beyond the
•••••
their patron spirit. For so long as the power lasts, they capability of Sorcery, but a user of this Path may gain
never need to roll to resist fatigue or loss of energy, or keener insight on the flow of time, make subtle altera-
to fight the effects of sleeplessness. tions, or even speed it up and slow it down. Some may
consider these effects comparatively minor when
-Wolf ’s Maw: The Sorcerer grows a wolf ’s
meas
me asur
ured
ed agai
agains
nstt some
some of th
thee th
things a "true" Mage
ings
sharp predatory teeth, which deal lethal dam-
can do, but most Sorcerers will quickly discover just
age and don’
don’t require a grapple to attack
how usefu
usefull this Path
Path can be.
someone with. This costs a point of Willpow-
er. System
-Wolf ’s Hide: For the following scene, the Roll: Wits + Occult
character’’s hide thickens and hardens, allow-
character
Cost: One Willpower
ing them to soak Lethal damage with Stamina.
Obvious tufts of fur sprout on them for the Modifiers: -1 if the character has successfully
29
equal to successes rolled, but capped by Path only partially within might be manipulated
rating. Either way, this lasts for a scene. from the outside; pushing a mattress below
someone you froze right before hitting the
•• Perfect Timing: After managing to sense the
ground, for instance.
flow of Time, the sorcerer learns to sync
himself up to it, giving him the ability to •••••• Time-Hop: While true time travel is beyond
perform actions that require good timing or what any Sorcerer is capable of, this spell
the syncing of events more easily. Any action allows a Sorcerer to 'hold' themselves in time,
that requires precise timing, including most disappearing and then reappearing a number
combat maneuvers, can gain a dice bonus of turns or minutes later (Depending on if in
equivalent to the lower of successes rolled or combat or not, respectively) equal to the
the caster's Path rating. This lasts until used, number of successes rolled (no cap).
but no longer than a scene, after which the Alternatively, the caster may hop backwards a
unused bonus disappears. number of turns equal to successes gained
(capped by Path rating), in which case the
••• Accelerate: Disciples of this Path are able to
sorcerer remains as he is (damage taken and
more deliberately alter the flow of time itself,
all) but may redo these turns upon reappearing
speeding themselves up by slowing things
and replacing his former self, with knowledge
down to their perception. After casting this
of what happens (actions may generally not be
spell, the Sorcerer has a number of extra
changed until the Sorcerer does something
actions he can take in combat or similar,
different). This is a spell that can be aborted
spread out as desired, equal to his successes
rolled, though capped by Path rating. This to, butit
(thus, it still
works costs
as aan action
perf to cast
ect Dodge,
perfect soas
to normal
speak).
cannot be stacked; only one instance can be
If something is occupying the space the
active at a time. This follows similar rules for
Sorcerer would reappear at after the duration,
extra actions as Celerity or Rage; these extras
they're moved to the closest available area
may not be split further, they occur at the end
instead, and they take 1 lethal damage.
of the round, and they must be declared as
being used at the beginning of a round. Rituals
•••• Decelerate: With this use of the power,
power, the Grant Time Sense ( ) •
Sorcerer becomes able to slow down others as This simple ritual mirrors the first level of the Path,
he previously sped up himself. Each success but applies it to another individual instead of the Sor-
rolled, capped by path rating, causes the loss of cerer themselves. It costs 1 willpower.
one action from another character starting in
the next turn. For instance, if 3 successes are Perfect Reaction ( ••)
gained, the target would either lose 3 turns of With this ritual, which lasts a day per success, the
actions, or would need to 'split' their dice pool mage gains an automatic success to avoid being sur-
as if performing the fourth action in a turn prised or ambushed, and this cannot be canceled by a
(so, a -7 penalty), or some combination 1. While it's no guarantee against a particularly stealthy
thereof. This can be canceled out by anything individual, it does give a better chance to notice some-
that would grant extra actions, on a 1 to 1 thing amiss in time.
basis.
Time Ward ( ••• )
••••• Freeze: The sorcerer, at this level of power, can
stop time in a small area (1 yard diameter), Rival sorcerers, dark mages, mischievous fae, and
preventing any actions or any movement for a even some ancient vampires all have means of mussing
number of turns or minutes (in combat or out, with time in i n ways similar to a Sorcerer using this Path.
respectively) equal to successes rolled, capped With this ritual, the caster wards an area (About the
size of a room) against uses of this path or similar abili-
by Path Rating. Anything moved within ties, creating a Threshold that must be overcome.
becomes frozen as well, but something that's
base path, they disappear from the flow of time, but even ones that don't have a true solidity do have a
this only applies forward, and lasts for a week per suc- chimerical one, and can damage chimerical beings like
cess gained, during which they cannot be found or Fae.
affected (excep
xceptt by other advanced
advanced Time perception
perceptions),
s), The illusions created with this path aren't perfect. A
including by age, although they may do nothing until mystically attuned individual can detect that they're
1 W illpower
reappearing. This costs 1 W illpower to cast per roll. illusions (but not see the real thing or prevent damage
from higher level ones) with Perception + Awareness
Unaging ( •••••• )
or Kenning (Difficulty 4 + Path rating of caster). Simi-
This potent ritual prevents the blight of aging from larly, someone with illusion-piercing powers (Auspex,
affecting the caster, allowing for ancient Sorcerers, so Mind/Prime/Forces scans, Mana Manipulation 2+,
long as no outside factors lead to their deaths. For Mind Shields) that are active, if they have more suc-
every success on the casting of this ritual, the chrono- cesses than the illusionist, can see through an illusion
mancer ceases aging for one week . This cos ts 2 W iill-
costs ll- entirely, and prevent higher level effects from damag-
power
user is to cast, and
already can't
under its be 'stacked'
effects. or cast while
At Storyteller the
discre- ing or affecting them (An ability like Auspex that's
either active or not, not rolled, calls for a roll of Per-
tion, its difficulty may increase the older the Sorcerer ception + Awareness or similar (diff 7) to determine
gets; linear magic can’
can’t generally grant “true
true”” immor- effective successes).
tality.
System
Price of Failure Roll: Wits + Subterfuge
A lot can go wrong when messing with the flow of
Cost: One Willpower, plus one more for
time. A chronomancer might end up freezing them-
any 6-dot Aspect
selves or speeding up an enemy, befuddling their sense
of time, or even disappearing from the flow of it alto- Modifiers: -1 if the character has successfully
gether. Meditated that day.
Aspects
Senses Affected
31
trickling down
In addition, it and
mostly pooling
static on the ground.
but separate imagery
can be created. A person humming the same
note over and over (With enough sense
aspects) could be made to appear on an empty
street, for instance, or a box could appear to
be on fire (And even give off heat and the
proper sound with the right aspects, though
no damage could be done, and the fire
wouldn't spread or move quite enough). The
size of such things is limited to about that of a
large person.
•••• Changing, separate imagery can be made; a
fire with realistic movement that spreads over
nearby materials, for instance, or a person that
32 Sorcerer’ s Companion
walks down the street singing a short tune. ••••• Lasts for up to a month after the
the Sorcerer
Size is limited to that of a large vehicle, and leaves the area.
this limit doesn't change for higher aspects
(Rituals are needed for anything bigger). •••••• Permanent until dispelled.
wielder, and the damage is the caster's Manip- This allows a sorcerer to creature an illusion with the
ulation regardless of the norm for that type of usual level of complexity for 1-2 dots, visual and audio
weapon. only, but it changes depending on who's looking; the
Duration visage matches what the person expects to see, rather
than what's really there. For instance, casting it on a
• Lasts only as long as the Sorcerer Concentrates
guard dog will make it so that a person will see what-
(This counts as an action for split pools), and ever they'd expect a guard dog in a house to look like,
he can't cast another spell. or might even see another animal altogether, depend-
•• Lasts only as long as the Sorcerer is nearby, but ing on their expectations of whose place they're break-
he needn't concentrate on it. He still can't cast ing into. Similarly, a street sign will change the listed
another spell from this Path, though other text based on where a person subconsciously thinks
Paths can be used. they are at a given time, or someone could be made to
hear a band playing better music than they are if they
••• Lasts for up to an hour after the Sorcerer have a good view of them.
leaves the area, and other spells can be cast.
Shadow Puppet ( )
••••
moves and speaks and similarly does whatever it is the solutely no free dots are given beyond a 1 in each At-
caster does. This can be useful for either interposing a tribute. So, for instance, at least one Freebie needs to
dangerous looking monstrous visage to scare and react be spent on Willpower.
to others, or for creating a fake version of yourself that If you have access to Changeling: the Dreaming,
makes it difficult to target you in combat or otherwise. with Storyteller permission, the creation can instead be
Sizable Illusion (
••••• ) treated as a Chimera that’
that’s always Wyrd, granting one
chimera point per success. These creations can never
This ritual uses the basic aspects for a spell, but can
end up being much larger than the usual limit for the buy redes worth more than three chimera points, and
cannot buy Aggravated Damage
Damage.
Path; anything up to the size of a large mansion can be
made. This can be used to make a house seem to ap- Either way, only one of these may exist at a time per
pear in an empty lot, make it look like an elephant is caster, unless a Willpower DOT is spent to make an-
running down the street, create a creepy warehouse in other. Each roll requires one hour, and this ritual costs
an empty field, and anything similar. This ritual costs 1 a Willpower point per roll.
Willpower.
Price of Failure
Chimerical Assistant ( ••••••) A botched Illusion might be visible only to the cast-
Using this powerful ritual, a mythic sorcerer be- er, unknown to them, might form something that does
comes capable of creating a permanent 'assistant' that the opposite of what was intended (creating lights and
can affect the world around it, and has a basic level of sounds around the character instead of a concealing
intelligence. This provides two “Freebie points”
points” per wall), or at higher levels even turn against the user
success for the creation of a “character
character””, although ab instead.
A Sorcerer ’ Grimoire
s Grimoire (Rituals)
Alchemy •• Metal that can be crafted into a blade with an ul-
•• Metal
tra-keen edge, one that never needs to be re-sharpened.
The following formula are both those gathered from
•• An adrenaline-boosting “energy drink ” that
••
previous editions and alternative sources of alchemical
improves the user’
user’s Strength by one (to a maximum of
rituals, and those created anew for this book.
five) for a scene. After it wears off, the imbiber takes 1
• A liquid that, when imbibed, removes minor bashing damage from the exertion of their body.
Health Level penalties (through Injured) until the
•• Eyedrops that, when utilized by someone lacking
•• Eyedrops
individual is wounded again or heals.
the Awareness talent, grants them 1 dot of it, which is
• A powder that, when combined with an alcoholic experienced as strange visual hallucinations.
beverage, immediately recovers them from the effects
••• A salve which heals three non-aggravated
•••
of alcohol, both intoxication and hangovers alike.
Health Levels worth of open wounds in a matter of
• A mirrored material that cannot be chipped or minutes. This must be applied by moonlight by one
smashed. who loves the wounded. Each success creates one ap-
• An incredibly strong super glue, more potent than plication of the balm.
even the strongest commercial epoxies. ••• Metal
••• Metal that can be made into a handful of bul-
• A potent poison (one with a Toxin Rating of 7) lets that will inflict a single aggravated level of damage
in addition to any other wounds.
•• A liquid that allows the drinker to go for an en-
•• A
tire week with only one hour’
hour ’s sleep per night. ••• A hallucinogenic compound that grants the
•••
imbiber a sense of the Astral Umbra, giving them the
•• A powder that grants a vision to whomever con-
•• A
equivalent of a dot of the Astral Projection Numina
sumes it; this vision is always clothed in symbolic lan-
(Sorcerer Revised, pg. 92).
guage, and may either portend future events or show
previously unknown aspects of a current situation.
Conveyance
Unknowing Leap (•)
Enchantment
As with Alchemy, the rituals provided here are a
combination of those from obscure sources and
unique rituals designed for this supplement.
• A silver toe ring which protects its wearer from in-
coming projectiles if she is barefooted at the time
(granting +2 dots of Dodge vs. projectiles only).
• A colored candle that grants the user some one-
time favor after it’
it’s burned (two points of Resources,
Arcane, Allies, or Influence, depending on the color;
each color is a different ritual). The granted Back-
ground works once to provide that favor, and then
fades.
• A handful of grave dust that helps the user sleep ger. The charm must be sprinkled with wine each time
soundly, but wakes them immediately if they ’re ap- it is used, and works once for each enchanting success.
proached with hostile intent. •• A rowan ring that partially negates fae magic
••
• An oak picture frame that preserves any painting aimed at the caster, increasing the difficulty of any
or document placed within it for as long as the frame such effect by two. It works for one incident per suc-
remains intact. Both frame and contents must be cess.
sealed with almond oil and sprinkled with pure water •• A black cloak that makes the wearer almost in-
••
whenever it’
it’s switched out. visible in darkness or shadows, granting three dice of
• Small stones that improve the psychic abilities of Stealth to the wearer when traveling in dim light. Of
the wielder, reducing the difficulties of Psychic Numi- course, wearing a cloak in public might draw attention
na by 1. to you anyway.
• Small stones that inhibit external psychic abilities, •• An experimental firearm that subtracts one from
•• An
raising the difficulty of Psychic Numina aimed at the the difficulty of shots made with it and adds one more
wielder by 1. die of damage, but that will backfire incredibly badly
• An oak box that protects a single, specific item in- should the wielder ever botch, injuring them or per-
side it from thievery (increasing the difficulties of any haps destroying the weapon entirely.
action taken to retrieve it by 2). The magic is good •• A highly modified UV light that can reveal even
•• A
until the item is removed from the box. Both the box distant traces of someone’
someone’s passing, granting two dice
and item must be treated with willow smoke each time to any rolls made to track someone, and sets the max-
it’’s closed.
it imum difficulty of such tracking to 9 (preventing “im-
• A piece of amber jewelry that fends off magic, possible”” trails).
possible
granting the wearer one die to any roll made to resist •• A high-tech ocular targeting piece, attached to
••
magical effects (such as Sorcery, Spheres, Thaumatur- both the eye of the user (akin to a contact lens) and a
gy, and Cantrips, among other possibilities). It will last ranged weapon, removing the penalties of targeted
for a number of months equal to the creator’
creator’s success- shots with it entirely.
es before needing to be re-made. •• A magically enhanced focus that adds one die to
•• A
• An auto-targeting scope/laser that needs to be spe- the casting of Sorcerous spells or two to Sorcerous
cifically tailored to a gun it's made for, which causes an rituals utilizing it.
automatic 1 dice bonus for “aiming
aiming”” if the scope/laser ••• An obsidian torque that strengthens the wearer
••• An
can be looked through or seen, even clumsily, but once after it’
it’s blooded, granting them three dots of
doesn't increase the maximum bonus aiming can pro- Strength that last for one scene per success.
vide, although does work as a normal scope.
• A set of special tools that grant +1 die or -1 diffi- ••• A handkerchief prepared with a strange sub-
•••
stance, that is capable of wiping away any mundane
culty to appropriate Crafts rolls.
substance it’
it’s used to clean (blood, ink, fingerprints,
• A pair of glasses
g lasses that will improve the sight of even etcetera). The user must hum softly while mopping up.
the most sharp-eyed individual, granting them +2 dice The rag works once per success rolled in its creation.
to any sight-based Alertness rolls. These glasses need to ••• An intricate ring that can only be forged by
•••
be cleaned with a specially prepared mixture of rub- those with the blessing of the Fae (whether due to
bing alcohol each night after they ’re worn, or they lose being Kinain, having an Affinity, or otherwise), which
their magic. indicates the friendship of the fair folk, increasing the
•• An iron nail that enables the user to cause
•• difficulty of hostile fae magic against them by two, and
someone to painfully stub their toe. The nail must be lowers the difficulty of peaceful interactions with them
driven into a footprint left by the target. by one. Such rings might draw the attention of fae in
•• A golden charm that alerts the wearer when the
•• A need, however, or those wishing to cause said fae
talisman maker (or some other single party) is in dan- harm.
37
39
•••••• The Winchester: Said to be the first rifle ers to learn those Paths more easily, up to the rating
•••••• The
produced by Oliver Winchester under the Winchester that that’’s been imprinted in them. After reading through
name, then heavily modified by a member of his family such a grimoire, an individual may purchase the next
that dabbled in an odd form of techno-sorcery (“ (“Elec- (or first) dot of one of these paths at new rating x 5, so
trodyne Engineering”
Engineering”, as she called it), the rumor is long as this wouldn’
wouldn’t put them above what’
what’s imprinted
that this gun is capable of killing anything, even the in the Grimoire. This period of study takes at least a
avatars of gods themselves. While not entirely true, as week per dot of the Path being learned.
celestial entities and god-like beings are probably be-
yond its scope, it definitely comes close. The basic stats a Alternatively, such a Grimoire might be able to grant
Sorcerer-specific Merit, Ability, or Background, at
of the rifle are equivalent to an 1873 Winchester lever- about half cost, with the same period of study (a week
action (see Wyld West Expansion Pack Pack , pg. 14, or just per dot).
use the Rifle block in M20) despite its earlier construc-
tion, but with a damage rating of 9. Against mortal A Sorcerous Grimoire is of course written within the
beings, that's the only real advantage it provides. confines of the Sorcerer’
Sorcerer ’s view of the world, and so
only those with compatible foci are really able to make
Its real advantage comes when turned against super- use of them. As well, most will require some sort of
natural entities, that is, anything with a full supernatu-
minimum Knowledge or specific Specialty in an Ability
ral template or that works under spirit mechanics (So, to be able to properly comprehend, although the spe-
a Mage, Bane, Fomori, Wraith, and Vampire would all cifics are left up to the Storyteller.
apply, but Kinfolk and Ghouls wouldn't). In those
cases, the damage becomes three higher, is always ag- Like a Mage’
Mage’s Grimoire, a Sorcerer’
Sorcerer’s Grimoire will
always be a unique work of art, with magical lettering,
gravated,
normally and is unsoakable
be able even if the
to soak aggravated creature
damage. would
The bul- strange effects occurring when they ’re being read, and
lets will even hit a target in the penumbra or shadow- any number of other odd properties accompanying
lands. them.
successful
end of the Dexterity + Crafts
night on any roll
day the gun(difficulty
is used, it8).needs
By the
to for onerecognition
tioned night, addroll.
to those rolled for the aforemen-
be 'cleansed' by firing a specially prepared salt round Strength of Will (••)
out of it, then manually cleaning the barrel with a
clean cloth. This ritual uses the powers of the path on the Sor-
cerer themselves, granting them a strength of will and
As an additional danger, entities that could be af- confidence that grants them a bonus dice per success
fected by the weapon instinctively know how danger- (capped by path dots) for Willpower rolls, with the
ous it is upon seeing it, even casually, and may end up normal duration chart for the Path. This costs a will-
working to procure or destroy it. power point.
•••••• Sorcerer’
•••••• Sorcerer’s Grimoire: This Grimoire is ca- Hatred (•••)
pable of initiating even a sleeping mind into the mys-
teries of Sorcery. Up to one dot of Paths the creator While this Path is usually utilized to grant a positive
knows per success on the enchantment ritual are im- outlook of the character, this ritual does the opposite.
printed into the Grimoire, which can be used by oth- The target (singular) ends up utterly hating the caster
or another named and present target if they have no
way to resist the effects of the magic, and will go out of went into the effect, or in the case of those that don
don’’t
their way to harm them. This ritual is difficult to cast involve rolls (like the Bond), the Storyteller will decide
in real-time, but can be hung as normal and released in the threshold, depending on the exact level of power
the presence of the pre-named target. Either way, it and potency of that use of it. The Storyteller might
costs a Willpower point. also decide that certain powers, like Archmastery
Spheres or Elder Disciplines, may be beyond the scope
Emotional Ward (••••)
of this ritual to undo.
Recognition alone isn’isn’t always enough to resist the
effects of other mind-influencing powers, as some can’
can’t
even typically be resisted to begin with. This ritual, Fortune
Targeted Blessing (•)
however, which costs 1 Willpower, grants the caster a
pool of dice equal to the successes rolled, which can be Normally, a sorcerer using the Fortune path has
ha s little
spent to either improve their resistance to other men- say over what advantages they get past the general use
tal powers, or to act as a mental shield for those lack- of a blessing in the right context, but this ritual allows
ing typical resistance; in the latter case, roll however the sorcerer a little bit of control. Using the same du-
many of these dice at a difficulty of 8, with successes ration chart as normal for the path, the sorcerer in-
offender’s. Once a die is used to stead gains a -1 difficulty break on a named task, due
subtracting from the offender’
it’s gone from the pool, to the threads of fate working for them. This costs a
improve or create a resistance, it’
don’t expire until used. However, point of W illpower.
but they otherwise don’
casting this ritual again does not add to this pool, just Eye for Luck (•)
replaces it.
Enchanted Castle (•••••) This
ural simple ritual
influences on allows the Sorcerer
the Fortunes to spot unnat-
of themselves and
A master Sorcerer is capable of enchanting an area those around them; this will let them recognize things
itself with their influence, which can be anything up to like other Fortune users’
users’ effects,
effects, the Entro
Entrop
p y Sphere
Sphere,,
the size of a large mansion (or perhaps a Castle, as the the Soothsay Art, and any similar sort of power. The
name suggests, should a Sorcerer have access to one). effects last for a day.
Anyone who enters the area is affected
a ffected as if by the base Lucky Coin (••)
Path, with Aspects built up normally, although any
With this ritual, the caster can store a Fortune effect
number of people can be affected so long as they ve ’ ve
on an object, with no aspects needed for the target's
been in the area for a period of at least a few minutes,
definition, and then the next person other than the
and the effects then linger for when the Sorcerer inter-
caster himself who touches it is affected by the spell.
acts with them in the future.
Some benevolent sorcerers use this to leave 'lucky pen-
Break Bond (••••••) nies' around for people to help brighten their days a
With this potent Ritual, the character is capable of bit. Tricksters might instead leave curses on random
undoing just about any emotional supernatural effect objects for their own amusement.
present on a target, whether themselves or another Fortune’s Protection (•••)
person that’
that’s there for the entirety of the ritual. This
With this ritual, the mage weaves protective threads
threa ds
will undo anything that has an emotional
e motional influence on
of fate around himself or another individual, using the
the target, such as Mind magic altering emotions, oth-
usual aspects for duration and target. Instead of severi-
er uses of Fascinate, and the emotional effects of the
ty, however, the mage applies successes to a pool of
Blood Bond (although metaphysically speaking, it
'protection'. Every time the protected individual would
doesn’’t entirely break the Bond, which may then “re-
doesn
take damage within the duration, 1 success is removed
generate”” itself if even a small bit of that Vampire’
generate Vampire’s
from the pool per point (which is then ignored), and if
Vitae is consumed). This can also remove the lingering
it runs out, the effect ends. The way this damage is
effects of a power or effect that’
that’s otherwise ended, like
avoided should always appear as great strokes of luck;
the derangements caused by Dementation or the long-
the sword point hits the one piece of metal the sorcer-
term effects of the Delirium. The number of successes er is wearing, for instance.
needed will generally need to be higher than those that
41
Sacrificial Curse (••••) for larger injuries, and of course costs a willpower
point.
This powerful Curse work similarly to the Death
Curse ritual (Sorcerer Revised, pg. 77), but instead of Strengthened Pattern (•••••)
relying on the caster’
caster’s own death, it’
it’s cast in response A master of Healing is able to strengthen their own
to the death of someone close to them (the exact cause Pattern against the ravages of offensive magic and oth-
of death doesn’
doesn’t ma tter); the W illp
illpower
ower of the “sacri- er unnatural causes of injury. Each success on this
fice”” is what’
fice what’s considered spent, instead of the Sorcer- ritual grants 1 dot of armor that's used to soak damage
er’’s own Willpower (beyond one needed to activate the caused by Pattern-altering magic or similar supernatu-
er
ritual to begin with). ral powers (Including Life, Vicissitude, Holly Strike,
Fair Play (•••••) and similar). This costs a Willpower point and lasts for
This powerful ritual allows the Sorcerer to “level the one scene.
playing field”
field” against other users of luck-bending ef- Regeneration (••••••)
fects. Any sort of luck or fate altering power used in The Path of Healing is normally incapable of regen-
their presence for the rest of the day suffers a Thresh- erating lost limbs or organs, but with this ritual,
old equal to half the successes rolled by the Sorcerer through an extreme degree of effort, that limitation
(round down), although existing effects don’ don’t suffer can be worked around. The ritual requires a full hour
from this. It doesn’t
doesn’t matter if these powers are harm- of work, and the (willing) patient must spend a perma-
ful, beneficial, or who exactly they target, if the Sorcer- nent point of Willpower, in addition to a temporary
er’’s present, they fizzle and fail.
er point spent by the Sorcerer, per limb or organ being
Blessed Coven (••••••) regenerated, and at least three successes must be scored
This special ritual allows for multiple Sorcerers to for each.
utilize teamwork rules, as described for Fortune’
Fortune’s ef-
fects, without all of those involved actually knowing
Hellfire
the Path. For each success on this ritual, one target is With Storyteller permission, you might be able to
blessed to act as an assistant, rolling the usual dice take Special Effects instead of rituals when gaining
pool for Fortune at a +1 difficulty to assist the group as Path levels, treating their level as the number of suc-
if they had the Path. The actual casting of the Fortune cesses required.
effect must occur within the same scene as this ritual’
ritual’s Inflammatory Fluid (•)
completion.
This ritual allows a sorcerer to create a special fluid,
Healing whether by mixing blood, special herbs, or various
chemicals into it, making it highly flammable. Usually
Mending the Cut (•••) stored in a breakable container, this fluid combusts
A normal use of the Path of Healing can only expe-
e xpe- when exposed to open air again, creating a size one
diate the healing time of Lethal wounds, but this ritual fire, with heat decided by successes scored (Candle at
works directly on them. The process takes a half hour, 1, Campfire at 2, Bunsen Burner at 3, etc). Any fluid
and after it’
it’s completed each success removes one le- created with this ritual turns to ash 24 hours after it's
thal wound from the target, to a maximum of the us- created. This costs a W
a W illpower
illpower point.
er’’s Path rating. This ritual costs a Willpower point,
er
Elemental Resistance (•••)
and can only be used once per injury per target, as
normal. This ritual works as Fire’
Fire’s Weal, but may be applied
instead to a (single) natural phenomena covered by the
Alleviate the Unearthly Wound (••••) Special effects the user has access to (for instance, Bliz-
With this ritual, the caster may apply the normal use zard might help resist damage from exposure or direct-
of the Path as it applies to Lethal damage (Stabilizing ly taken from hailstorms).
and expediting healing times) for Aggravated damage, Heat Shield (••••)
though this takes at least a half hour, perhaps longer
While Fire
Fire’’s Weal can resist natural flames, this more
potent ritual allows the caster to be nearly immune to
it. Successes on the ritual, capped at the caster’
caster’s Path
rating, are subtracted from any damage that would be
taken from fire over the course of the next scene. This
costs a point of Willpower.
Command the Inferno (•••••)
This ritual, which can be cast more quickly than
normal (one turn per roll), allows the caster to com-
mand the spread of natural flames. Successes rolled are
split between the size and intensity of the flame to be
commanded, and once they ve ’ve been garnered, the
ritualist may either define how the flames spread,
dampen them, or contain them. The fire can’can’t do any-
thing it couldn’
couldn’t naturally do, for instance leaping
across a gap or spreading over something entirely in-
flammable. This control lasts for one turn, plus one
turn per success rolled above what’
what’s needed to com-
mand the flames to begin with.
Sympathetic Inferno (••••••)
This powerful ritual allows the caster to call down a
pillar of hellfire down on a target from a long range.
The caster must have an object of personal importance
to the intended target, or a similarly strong sympathet-
ic connection like blood or hair. The ritual is then cast
as with the base effect, with successes purchasing Dam-
age, Area (centered on the target), and Special Effects,
although the Range becomes unlimited. An “aiming aiming””
roll is made as normal, which does allow for the target
to potentially Dodge if a larger area is targeted. Once
the ritual is cast, the object or other connection used
to target burns up as well. This ritual costs two points
of Willpower to cast.
43
take on that sort of flavor). Rather than burning clean- Awaken Node (•••)
ly, it almost boils and moves with a strange viscosity to
This ritual allows dormant producers of Mana (of
it, and it seeks out its intended victim with an unerring any kind) to be uncapped, reawakened, or otherwise
gait. Balefire
Balefire does not need
need a targeting
targeting roll
roll (although
(although it made to produce energy once again. Successes are re-
CAN be targeted to gain additional attack successes to quired equal to the location’
location’s previous rating, multi-
damage), and tends to taint its victim with its foul
plied by two if the area’
area’s something other than a typi-
resonance; repeated uses of it can cause all sorts of side cal Node (such as a Caern or Balefire), and further
effects (represented
ral flaws), to both with variousand
the victim physical or alike.
caster supernatu-
This increased if strange, external effects are what caused it
to go dormant (Storyteller discretion). This effect is
unnatural fire does, however, tend to attract the atten- permanent, though costs a point of Willpower to cast.
tion of Werewolves and other shifters, so the Sorcerer
should be very careful in using it where they might be Suppress Place of Power (•••)
lurking. This effect must be made aggravated. This ritual allows for a Node or similar place of
power to be suppressed for a longer period than al-
Mana Manipulation lowed by the base Path. Upon completion of the ritual,
ri tual,
Study Wonder (•) a Node of rating equal to or lower than the number of
successes rolled has its Mana flow (of any kind; Quin-
While figuring out the resonance of a Wonder can
tessence, Glamour, etc) blocked for a day, plus an ad-
give some basic idea as to what its intended use is, this
ditional day per success rolled over the minimum re-
isn't always accurate, nor is it very detailed. This ritual
quired. This costs a point of Willpower.
gives more specific information; Intelligence + Occult
is rolled, and the successes scored gives the level of Mana Absorption (••••)
information you receive. One success gives a general With this ritual, the sorcerer can temporarily store
category of effect (protective,
(protective, offensive,
offensive, mind-altering), more mana, like with the base path effect, but the
three gives a specific use, and five gives information as mana absorbed with the ritual doesn't need to be used
to the specific type of Wonder (Minor Talisman, Arti- in the next turn, and instead remains in the sorcerer's
fact, etc). This costs a point of Willpower . pattern until discharged. This can't be used if the sor-
This ritual doesn't work on Fetishes or other magical cerer already has more than his usual maximum stored
objects specific to other Night Folk, but with proper (because of this ritual or otherwise), until he's back
information, similar rituals can be learned that apply down to normal. The maximum amount of extra mana
to them instead, for the same cost. this ritual can possibly allow a sorcerer to store is
5+Path Dots. This costs a point of Willpower.
With Storyteller permission, this ritual might instead
be purchased for use with the Alchemy or Enchant- Countermagic Ward (•••••)
ment Paths.
The
that Sorcererprotection
provides is able to against
form a larger
magic bubble of Mana
of any sort over
Absorb Resonance
Resonance (••)
an area. For each success rolled, one Mana the Sorcer-
The Sorcerer “soaks in”
in” the Resonance of a location,
er has access to (whether internally or in the form of
object, or another spellcaster they have access to; they
Tass, Dross, Infusions, or similar stores of energy) can
must be present for the entirety of the ritual. Upon a
be added to a Countermagic dice pool that’ that’s rolled (at
successful completion, the Sorcerer’
Sorcerer ’s own resonance is
difficulty 7) against any effect targeting someone in the
replaced temporarily by the sort they ve
’ve absorbed. This
area, with successes subtracting from the caster. This
effect lasts for a day.
ward lasts for one day, plus one additional day per
Suppress Personal Resonance (••) extra success dedicated to duration.
This ritual lets a Sorcerer suppress their own Reso- Wellspring (••••••)
nance, similar to a mage using Mind 2, removing the
The Sorcerer is able to create a temporary wellspring
usual social difficulties it can cause, or otherwise mak-
of Mana that matches the Sorcerer’
Sorcerer’s type, similar to
ing
takesit only
difficult
a fewtominutes
recognize. This lasts for a scene, and
to cast. the base Path’
Path’s effect, but the Mana comes in a slow
trickle, is targeted over the area instead of coming
44 Sorcerer’ s Companion
through the caster, and lasts longer. Successes are split stance). This ritual costs a point of Willpower, and
between duration (in days) and Mana produced per uses normal Distance factors.
day (two successes per Mana, capped at five per day).
Curse of the Dreamless (•••••)
This Mana can be used by anyone who successfully
meditates there that’
that’s capable of wielding a similar For one night per success, this ritual causes the target
“flavor
flavor”” of Mana to the Sorcerer; with Storyteller per- to sleep without dreaming, which leads to mental fa-
mission this might even mean that a Kinfolk Sorcerer tigue and other side effects, especially over time. Will-
power is not regained on any night the target doesn’
doesn ’t
may produce
Glamour. Gnosis
Unlike or a Kinain
a traditional Node, might
any Manaproduce
not dream, and over the course of longer periods, tempo-
absorbed in a day goes to waste, as none settles natural- rary mental flaws or derangements might be developed,
ly into Tass or similar substances. at Storyteller discretion. This costs a point of Willpow-
er, and uses normal Distance factors.
Oneiromancy Demesne (••••••)
Sense the Dreamers (•) With this potent ritual, a mythic Oneiromancer is
This ritual allows the Sorcerer to detect individuals capable of forging a Demesne, a dream realm that they
that are currently dreaming in the surrounding area, can visit, or bring others to with use of other spells.
which can have various uses. Generally, this lasts for a Every three successes on this roll provides one tempo-
scene and expands to an area according to successes rary dot of the Demesne background, which lasts for
rolled; one might only find those in the same room, about a week, although recasting this ritual and simply
whereas five can detect half a city block. garnering three successes (no matter the rating) can
Dreaming Ward (••) extend an existing Demesne’
Demesne’s duration. This can be
used to create a new realm or enhance one’
one’s connec-
A simple effect, cast before falling asleep, successes tion to an existing one they already have the back-
scored on this ritual cancel successes on other powers ground for. This costs a point of Willpower.
used to enter or alter the caster's dreams. These suc-
cesses are ablative, meaning that they ’re lost as they Shadowcasting
cancel other effects, and so a persistent attacker might
Piercing the Mask (•)
eventually still get through. The effects last for a single
night’’s sleep.
night A simple ritual, taking only five minutes to enact,
this allows a caster to see in the dark. One success
Dream Vessel (•••) allows for low light vision without penalties, and three
The Oneiromancer prepares a specially prepared ves- or more allows the caster to see with no light whatso-
sel with this ritual, enchanting it with a pre-prepared ever, though usually in various ebon hues, rather than
dream or nightmare that plays out once over the color or even grayscale. This can defeat even preter-
course of a night’
night’s sleep. Multiple vessels can be used natural darkness if the ritualist rolls more successes
by the same target; the one with the highest number of (use Seeing the Unseen (V20, pg. 142) mechanics if
successes involved always “plays out”out” first, followed the opposing power isn’
isn’t normally rolled).
then by the next highest, and so on, until no more Terrifying Darkness (•)
vessels remain or the dreamer wakes up. This costs a
point of Willpower, and the vessel lasts for one day per The caster drapes a small room in darkened shadows
success rolled before its magic fades.
fa des. (This ritual requires a minimal amount of light to be
present, if any), shadows which seem to contain a cold,
Recurring Nightmare (••••) suffocating tangibility. Anyone else that enters the
This ritual allows the caster to send a recurring room, or that's in there as the ritual's finished (or re-
dream or nightmare to a target, similar to the base leased) must make a Willpower roll (Diff 5 + successes
level of the Path, but the repetitions can be played out on ritual), or find that the darkness seems to choke
over the course of a longer, predefined period, or fol- them slightly, causing a -1 to Stamina pools while
lowing a given pattern (once every third night, for in- there. This ritual costs 1 Willpower to enact.
Veil of Shade
Shade (••)
45
With this ritual, the caster is able to hide an object 'darkness' to the area that makes it difficult to focus on
or furnishing, no larger than about half his own size, overall, not actually covering it with blackness but
in incredibly dark shadows. In a dark room, they'll instead just causing most people to ignore it.
never be found, and even if brightly lit, the shade re- Success on the ritual creates a blind spot about ten
mains, but obviously may alert someone to the fact feet across for about an hour per success, located any-
that something's out of place. The ritual lasts for a day
where within the line of sight of its creator and capable
per success on the casting roll.
r oll. of moving at up to the ritualist's walking speed, at the
The Shadow that Serves ( ••) ritualist's mental direction. Anyone wishing to peer
This ritual calls a shadow entity from the void (some- inside must earn more successes on a Willpower roll
times known as the Abyss) to serve as a spy for the (difficulty 7) than the creator achieved on the ritual.
ritualist. Performing this feat involves allowing the Otherwise, he just doesn't think to consider it. Note
flame of a candle to burn the ritualist, dealing 1 aggra- that this power is wholly supernatural in origin, and
vated damage and requiring a point of willpower to most mortals will not have had the experience with the
accomplish, and then extinguishing the flame with occult to even consider that they can try to see what is
that same hand. The caster then tightens that fist, so malevolently forcing their attention away. Powers
capable of defeating supernatural deception follow the
digging fingers into burned flesh until blood is drawn,
allowing those first few drops to hit the ground. The normal rules for such. This ritual costs a point of
blood blackens unnaturally, taking the shape of a Willpower to use.
small, shadowy creature which can serve as a spy for Tripping Shadows (••••)
the ritualist for one day per success, disappearing on The Shadowcaster thickens the shadows in the area,
the sunrise following the last day. the substance allowing them to trip up and impede
The creature has a stealth pool of 10, rolled at diffi- those who don’
don’t know what they ’re dealing with. This
culty 4, and an alertness pool of 8, rolled at appropri- causes a +2 difficulty to any rolls made to maneuver
ate difficulty. It can move as quickly as the caster could through the area by anyone other than the Shadow-
sprint, never tires, can communicate empathically with caster, and moving at more than half speed requires a
the ritualist by making skin contact, and is always Dexterity + Athletics roll (difficulty 8, after accounting
aware of where the caster is. It's not able to exert any for the above penalty). This costs a point of Willpower
sort of physical force or otherwise communicate. Any and lasts for a full day.
bright light shined directly on it will dissolve it, ending
Shadow Walk (••••)
the ritual early, as will the touch of fire.
Generally, information given is in fleeting emotional By cutting his palms and placing his hands on a
impressions and obscured images; shadows don't shadow-covered surface, the caster becomes able to
commune well with human minds. drink in the surrounding darkness, allowing him to
Blinding Darkness (•••) fade from sight and dampen sounds made after the
ritual completes. Until the next sunrise, so long as the
This ritual, which costs 1 willpower, allows the caster caster is at least partially covered by shadows or dark-
to blind a target if they fail a Willpower roll (Difficult ness (including unnatural darkness, but not his own
of 4 + successes rolled). This blindness lasts for a scene, shadow), he's utterly invisible to passersby, unable to
but is rendered useless against powers that would let be seen or heard by mundane senses.
someone see in the dark, as it's effectively highly tar- The ritual ends early if the caster does something in-
geted shadows (indeed, one looking at the blinded credibly obvious or attention drawing, such as attack-
person's eyes will have trouble seeing their irises, seeing ing someone, tripping an alarm, knocking something
just reflected blackness instead). Obviously, this ritual heavy over, or making loud enough noises to get past
is most often used by hanging it first. the ritual's 'dampening'. Supernatural senses may also
Shroud of Absence (•••) allow an individual to spot the Shadowcaster, using the
Rather than create a writhing, coiling mass of shad- normal rules for seeing the unseen, and if they make it
ows, this ritual instead adds a preternatural form of clear where the ritualist is to others, the spell also ends.
Enacting this ritual costs a point of Willpower.
47
although they in turn may not attack physically. How- Separate mostly-mechanical or simple electron-
ever, they may envelop characters with the same effica- ic devices - Toasters, Lighters, Blenders,
cy as using the fifth dot of Shadowcasting, potentially Clocks, etc.
frightening and shrouding them in the same way. The Can also be used for Digital Web programs -
character is also able to see even in pitch blackness and Minor Data Beasts, Minor Attack Progs, Vi-
supernatural darkness.
ruses.
This ritual costs 1 Willpower and lasts for a scene or Level 2
until it’s ended
ended willingly by the caster.
Ephemera/Necromancy/Daimonic:
Summoning, Binding, and Ghosts (If using Wr20, separate into Wraiths
Warding and Spectres).
Some advice follows for the specificity and availabil- Material:
ity of rituals relating to certain types of entities. As Any larger animal – Wolves (including Dogs),
well, there are a few “general
general”” rituals that work outside Dolphins, Monkeys, Elephants.
the bounds of the Path’
Path’s normal Aspects, which cover
the effects of certain older Paths (like Ephemera) that Coiling:
were folded into this one in Sorcerer Revised. Larger, more complex devices can be chosen -
Televisions, Monitors, Radios, Print-
Creatures ers/Scanners, Intercoms, Phones, Cameras.
The following is some advice and expanded options
for the creatures that can be affected at each level of Digital Ghosts.
this Path, separated further by the type of S/B/W, if Level 3
the distinction matters to your character. Note that Ephemera/Necromancy/Daimonic:
while animals are separated fairly specifically, ephem-
eral and supernatural beings are just slightly more gen- Naturae, Astral Preceptors, Astral Angels, Mi-
eralized; the reason for this is that while “rat
rat”” as a crea- nor Astral Deities, Astral Demons, Celestials,
ture type actually covers dozens of species, a “rat natu- Epiphlings, Sentient Chimera, Banes, Chaos
rae”” is usually the most specific “species
rae species”” of spirit that Spirits (Wyld Spirits), Paradox Spirits (bad
a Sorcerer will recognize, and so more general catego- idea), Nephracks, etc. Generally up to Jag-
ries are given. This also helps Ephemera Summon- glings/Servitors in level of po wer
.
ing/Binding/Warding to be a bit more useful. Material:
Note: Where the word “Minor
Minor”” appears as a distinc- Humans
Huma ns.. This affects Mediums, A colytes,
This colytes,
tion, it can be assumed to mean Gaffling, Minion, or dabblers”” in Numina if they have no
and “dabblers
similar categories of being, as appropriate. other templates.
Level 1 Coiling:
Ephemera/Necromancy/Daimonic: Computers, Alarm Systems, Entertainment
Minor Naturae, Imps, Minor Epi- Systems, Internet Hubs, etc.
phlings/Stereotypes, Minor Banes, Nonsen- Can also be used for more complex Digital
tient Chimera, Minor Celestials (lunes, for in- Web programs- Data Beasts, Attack Progs,
stance), etc. Virii.
Material: Level 4
Any simple creature type – Rats, Bats, Spiders, Ephemera/Necromancy/Daimonic:
Lizards, Flies, etc.
Familiars, Bygones, Risen, Fomori, Drones,
Coiling: Gorgons, Kami, other individual types of Pos-
sessed beings, etc.
Trinary Computers, Devices, Gadgets, VR sys- This ritual works like Ephemeral Eyes, but allows the
tems. sorcerer to see Chimera in the Near Dreaming. The
memory loss of the Mists still applies, but no Coma
Level 5 results.
Ephemera/Necromancy/Daimonic: Mediumship (•)
Fallen Demons, Denizens (Adhene), Elemen- This works as See Naturae, but for seeing Ghosts, in
tals (Inanimae) the Shadowlands, instead.
Material: Enochian (••)
Vampires (Cainites), Kuei-Jin, Mages, Change- With this ritual, the character becomes able to speak
lings, Hsien, Werewolves, Changing Breeds and understand Enochian temporarily, allowing easier
(one ritual per type), Imbued. interaction with High Umbral entities. They can be
Coiling: treated as having +1 dot of the Enochian Ability (or
the Enochian Esoterica Specialty, if using M20).
Automobiles, Airplanes, Large-Scale Security
Systems, Boats, HIT Marks, etc. Granted Sight (••)
49
Chapter Four:
Arcane
Development
Eldritch Resources
While the Awakened have countless
unique abilities and resources of their own,
New Backgrounds
Sorcerers have built up their own power Feng Shui
bases over the years, whether to compete Whether via Paths like Mana Manipulation, the as-
with Mages and other Night Folk or to sistance of the Awakened (or stranger Night Folk), or
help them more efficiently work alongside through some other method, you have access to an
them. area that’
that’s attuned specifically to one type of activity.
The following Backgrounds, Merits, and Flaws After choosing this Background, choose a single
should be assumed to have the requirement of being a Ability that this Background applies to. Within that
Sorcerer, but with Storyteller permission, a few might area, that Ability becomes easier to use, as described
be applicable to other character types. Still, you should below. Note that this does NOT stack with uses of the
be hesitant about giving away the few unique tricks Shape Mana ritual or similar abilities that makes a task
and tools linear mages have built up for themselves. with a given ability easier via Mana or Resonance.
These have all been written with compatibility in However, this Background may be taken more than
mind; all of them should work equally well with both once, representing multiple areas or multiple different
Revised edition games and M20 games. Abilities that are affected.
• You have a small space (like a single room)
that provides a -1 difficulty break to the chosen
Ability.
•• You have a larger space (a small home or so) ••• You have a relic of middling power, or perhaps
that provides a -1 difficulty break to the chosen multiple lesser ones, which provide +2 dice
Ability. and -1 difficulty to appropriate Spells and
Rituals.
••• You have access to either a huge area (a
warehouse, manion, or park, for instance) that •••• You have a very powerful relic that resonates
provides a -1 difficulty break, or a small space strongly with a given realm. This provides +3
that provides a -2 difficulty break. dice and -1 difficulty to appropriate Spells and
Rituals.
•••• You ve
You’’ ve prepared a larger space that provides a -
2 difficulty break to the chosen Ability. ••••• Your artifact almost seems
seems to exist partially in
another realm, and so provides +3 dice and -2
••••• A huge area that you have access to provides a
difficulty to appropriate Spells and Rituals.
-2 difficulty break to the chosen Ability.
Trinket
While Wonder covers objects made via Awakened
Spiritual Relic Magic and Sorcery, sometimes a Sorcerer who’who’s made
When aligned with energies of death, they ’re often strange alliances may find their way into the possession
called Memento de Morte, when aligned with natural of far stranger objects. This background represents
spirits, they ’re often called fetishes (lower case f), and those; this might be a Werewolf ’s Fetish modified to
when aligned with other beings altogether, they may be work for a Sorcerer (or Kinfolk), a Fae Treasure, a
called any number of names. What they all have in strange artifact born of Vampiric Thaumaturgy, or
common, however, is that they have a tie to another something stranger still.
layer of reality, and thus make it a little easier to utilize
• You ve
You’
’ ve come into possession of a single,
Sorcery on otherworldly beings or the realms they
dwell within. temporary item of some kind, like a Talen.
The Sorcerer's Companion provides new Paths, Rituals,
Backgrounds, Merits, Flaws, and other options for Sorcerers,
utilizing the Sorcerer Revised systems and providing updated
hints for compatibility with M20.
Quick-Conversion rules for M20 play.
2 brand new Paths of Sorcery .
2 conversions of e xistin
xistingg Paths to Sorcerer's systems .
75+ new Rituals.
New Backgrounds, Merits, and Flaws.
Advice for Crossover games.