Changeling often talks about sorcerers, but it never gave any rules for playing them. Goblin Vows could help, but they were straight forward and tame.
With the release of Blood Sorcery it became possible to correct this. I teamed up with LOOK to create Wyrd Sorcery. This isn't the safe measured sacrifices of blood sorcery, or the honest bargains of Werewolf Rituals. This is wild faerie magic, unbound by pledges or contract and tainted with magic. It is a fleeting trick played upon the world, and no less powerful for it.
Wyrd Sorcery
Changeling’s perceive a world where everything is, in it's own way, alive. They can bargain with the world, and through these bargains they gain supernatural powers. All Changelings use Contracts, turning to deals that have been negotiated for by the faerie race. Some Changelings make their own offers through Goblin Vows, even magic can be brought for a price. And some Changelings, they don't bargain. They weasel and trick the world around them into doing what they want.
These Lost are feared and respected, for they are Sorcerers.
Wyrd Sorcery is rated one to five, and costs new dots x 7. Each dot of Sorcery comes with a free dot in one Tale, and a Sorcerer can never have more dots in any Tale than they have in Wyrd Sorcery.
Tales
The power of sorcery is to weave Tales, and to trick the world into playing along. There are four different kinds of tales that a Sorcerer can master, each with their own powers and themes. Tales may also be mixed to create new Sorcery that no single Tale could generate.
Tales cost new dots x 5. Each of the Elemental Courts finds that one form of Tale is closest to their ideals, and so may be purchased by members for new dots x 4 instead. Summer (Blessing), Winter (Transmogrification), Autumn (Hexing), Spring (Fantasy).
Blessing (Intelligence): can make a meek man mighty, and a coward courageous. It protects, enhances and empowers. It can enlighten the minds of beasts and grant unnatural properties to tool. Blessings are more than increased ability, they are tales about the dragonsalyer who won against impossible odds, or the simple fool who outwitted the king’s traitorous chancellor. Common twists saddle the blessings with secret flaws, or cause them to grow out of the users control. Fortune may become too great, or a shield may become useless in the face of a wooden sword.
One Dot: Can increase the value of existing merits, attributes, skills and equipment at +1 (dot or bonus) per point of potency. Or mitigate existing penalties or flaws (also one-to-one with potency). Can grant 9-again. [Examples: A sword might be made sharper, a man's eye sight more precise. Wealth, beauty and talent accentuation.]
Two Dot: Can grant brand new skills and merits. Granting talent from no where, or causing fortune and beauty to spring from nothingness. Or grant an animal intelligence. Can grant 8-again. [Examples: A man may come into incredible wealth. A lad may find, with the silver blade in hand he is a courageous knight. A raven may gain the cunning and insight of a man.]
Three Dot: Can grant unusual properties, or remove existing flaws and faults. Make animals speak and act as men. Can grant the Rote quality. [Examples: like a hat that makes you a better swordsman, or a sword that makes you prettier. A dog that can speak English with a slight German accent]
Four Dot: Can bestow impossible boons and abilities, intelligence to inanimate objects, and automatic successes. [Examples: Flying carpets. Swords that spray lightning. A sentient computer. An arrow that never misses]
Five Dot: Creates a Dynamic Blessing, one who's exact functions shift and change based on the objective for which it was made. [Example: A maiden blessed with eternal beauty might gain striking looks, then suddenly shift to wealth for fine cloths. Then, when a fire breaks out, resistance to burning to protect her image (though she might still choke to death, and emerge a gorgeous corpse).]
Fantasy (Wits): Fantasy is the art of creation from nothing. It can generate objects, structures, and even creatures from nothing. It can also warp the world at large, bending and connecting spaces, creating elements and cataclysm, and even adjusting the flow of time. Common twists render fantasy creations are fleeting or fragile. Cause them to feel artificial or hollow, and grant them insidious natures and personalities.
One Dot: Can manipulate light and sound, or make space/time appear larger or smaller. [Examples: Illusory party, including the sounds of talking and shadows at the windows. A hallway that it longer than it seems.]
Two Dot: Can create simple phantasms, inanimate objects and tools, or shrink/stretch space. Can create illusions with separate Meins and Masks. Can create illusions that react to stimulus in a simple, mindless manner. [Examples: A phantasmal car that runs on water. A phantom cottage. A room in which everything moves more slowly. A bag of holding. An illusion that shows what your rival is doing, in realtime.]
Three Dot: Can create complex phantasms of living things. Connect or disconnect spaces, or alter specific parts of timeflow. [Examples: A phantom stallion, house which all doors lead back inside. A castle in which nothing ages.]
Four Dot: Can create thinking phantasms which grow, age and react to stimulus. Connect or disconnect distant spaces. Remove entire aspects of time or make time flow in exceptionally odd ways. [Examples: A phantom knight to ride atop the stallion, a gate that leads halfway across the world. A forest where it is always night.]
Five Dot: Create a Dynamic Fantasy, one that changes and adjusts to meet its parameters. [Example: A phantasmal castle is made where a party is to take place when guests arrive. As they do the castle creates thinking phantasmal servants and grows in size to accommodate their expectations. Regardless of how long the guests stay it only lasts one night.]
Hexing (Presence): can make a mighty man weak, and a hero into a coward. It lays curses of ill fortune and poor health, and corrupts other magics. They lessen the mind, reducing men to beasts and seed madness and hallucination. A sorcerer who has mastered Hexing is scary indeed, for the curses she lays are spiteful things, that twist and fight back when their victims seek a solution. Common twists may cause the curses to grant unforeseen boons, or to spread from the target to their friends.
One Dot: Can decrease, but not remove, existing merits, and bonuses. Or exacerbate existing penalties or flaws. [Example: A brilliant driver can barely control his vehicle. A once rich man falls to poverty. A speakers occasional stutter becomes almost uncontrollable]
Two Dot: Can decrease skills, remove merits, or grant flaws, derangement, and negative states. [Example: A woman gains a sudden phobia of needles. A debating candidate stumbles over his every word. The beautiful princess finds others now see her as mundane. Cause someone to fall ill.]
Three Dot: Remove skills entirely, reduce attributes. Add unfortunate properties to objects and people. Cause spells to twist. [Example: A sword cannot cut. A man forgets how to use computers. The strong become weak. Cause someone to never wake from slumber.]
Four Dot: Removes successes from rolls, grant impossible negative properties, or reduce minds and thoughts. [Example: Make a gun that never hits its target. Pen that causes the writer to take lethal damage. Give a man the mind of a beast.]
Five Dots: Create a Dynamic Curse that adapts to cause maximum misery. [Example: A witch curses a man never to never find companionship. First the curse gives him amnesia, causing him to forget his home and friends. When he finally finds them it makes him unattractive and cruel to drive them away. Then when his loneliness leads to workaholism and promotions, the curse destroys his wealth just as it starts to attract sycophants.]
With the release of Blood Sorcery it became possible to correct this. I teamed up with LOOK to create Wyrd Sorcery. This isn't the safe measured sacrifices of blood sorcery, or the honest bargains of Werewolf Rituals. This is wild faerie magic, unbound by pledges or contract and tainted with magic. It is a fleeting trick played upon the world, and no less powerful for it.
Wyrd Sorcery
Changeling’s perceive a world where everything is, in it's own way, alive. They can bargain with the world, and through these bargains they gain supernatural powers. All Changelings use Contracts, turning to deals that have been negotiated for by the faerie race. Some Changelings make their own offers through Goblin Vows, even magic can be brought for a price. And some Changelings, they don't bargain. They weasel and trick the world around them into doing what they want.
These Lost are feared and respected, for they are Sorcerers.
Wyrd Sorcery is rated one to five, and costs new dots x 7. Each dot of Sorcery comes with a free dot in one Tale, and a Sorcerer can never have more dots in any Tale than they have in Wyrd Sorcery.
Tales
The power of sorcery is to weave Tales, and to trick the world into playing along. There are four different kinds of tales that a Sorcerer can master, each with their own powers and themes. Tales may also be mixed to create new Sorcery that no single Tale could generate.
Tales cost new dots x 5. Each of the Elemental Courts finds that one form of Tale is closest to their ideals, and so may be purchased by members for new dots x 4 instead. Summer (Blessing), Winter (Transmogrification), Autumn (Hexing), Spring (Fantasy).
Blessing (Intelligence): can make a meek man mighty, and a coward courageous. It protects, enhances and empowers. It can enlighten the minds of beasts and grant unnatural properties to tool. Blessings are more than increased ability, they are tales about the dragonsalyer who won against impossible odds, or the simple fool who outwitted the king’s traitorous chancellor. Common twists saddle the blessings with secret flaws, or cause them to grow out of the users control. Fortune may become too great, or a shield may become useless in the face of a wooden sword.
One Dot: Can increase the value of existing merits, attributes, skills and equipment at +1 (dot or bonus) per point of potency. Or mitigate existing penalties or flaws (also one-to-one with potency). Can grant 9-again. [Examples: A sword might be made sharper, a man's eye sight more precise. Wealth, beauty and talent accentuation.]
Two Dot: Can grant brand new skills and merits. Granting talent from no where, or causing fortune and beauty to spring from nothingness. Or grant an animal intelligence. Can grant 8-again. [Examples: A man may come into incredible wealth. A lad may find, with the silver blade in hand he is a courageous knight. A raven may gain the cunning and insight of a man.]
Three Dot: Can grant unusual properties, or remove existing flaws and faults. Make animals speak and act as men. Can grant the Rote quality. [Examples: like a hat that makes you a better swordsman, or a sword that makes you prettier. A dog that can speak English with a slight German accent]
Four Dot: Can bestow impossible boons and abilities, intelligence to inanimate objects, and automatic successes. [Examples: Flying carpets. Swords that spray lightning. A sentient computer. An arrow that never misses]
Five Dot: Creates a Dynamic Blessing, one who's exact functions shift and change based on the objective for which it was made. [Example: A maiden blessed with eternal beauty might gain striking looks, then suddenly shift to wealth for fine cloths. Then, when a fire breaks out, resistance to burning to protect her image (though she might still choke to death, and emerge a gorgeous corpse).]
Fantasy (Wits): Fantasy is the art of creation from nothing. It can generate objects, structures, and even creatures from nothing. It can also warp the world at large, bending and connecting spaces, creating elements and cataclysm, and even adjusting the flow of time. Common twists render fantasy creations are fleeting or fragile. Cause them to feel artificial or hollow, and grant them insidious natures and personalities.
One Dot: Can manipulate light and sound, or make space/time appear larger or smaller. [Examples: Illusory party, including the sounds of talking and shadows at the windows. A hallway that it longer than it seems.]
Two Dot: Can create simple phantasms, inanimate objects and tools, or shrink/stretch space. Can create illusions with separate Meins and Masks. Can create illusions that react to stimulus in a simple, mindless manner. [Examples: A phantasmal car that runs on water. A phantom cottage. A room in which everything moves more slowly. A bag of holding. An illusion that shows what your rival is doing, in realtime.]
Three Dot: Can create complex phantasms of living things. Connect or disconnect spaces, or alter specific parts of timeflow. [Examples: A phantom stallion, house which all doors lead back inside. A castle in which nothing ages.]
Four Dot: Can create thinking phantasms which grow, age and react to stimulus. Connect or disconnect distant spaces. Remove entire aspects of time or make time flow in exceptionally odd ways. [Examples: A phantom knight to ride atop the stallion, a gate that leads halfway across the world. A forest where it is always night.]
Five Dot: Create a Dynamic Fantasy, one that changes and adjusts to meet its parameters. [Example: A phantasmal castle is made where a party is to take place when guests arrive. As they do the castle creates thinking phantasmal servants and grows in size to accommodate their expectations. Regardless of how long the guests stay it only lasts one night.]
Hexing (Presence): can make a mighty man weak, and a hero into a coward. It lays curses of ill fortune and poor health, and corrupts other magics. They lessen the mind, reducing men to beasts and seed madness and hallucination. A sorcerer who has mastered Hexing is scary indeed, for the curses she lays are spiteful things, that twist and fight back when their victims seek a solution. Common twists may cause the curses to grant unforeseen boons, or to spread from the target to their friends.
One Dot: Can decrease, but not remove, existing merits, and bonuses. Or exacerbate existing penalties or flaws. [Example: A brilliant driver can barely control his vehicle. A once rich man falls to poverty. A speakers occasional stutter becomes almost uncontrollable]
Two Dot: Can decrease skills, remove merits, or grant flaws, derangement, and negative states. [Example: A woman gains a sudden phobia of needles. A debating candidate stumbles over his every word. The beautiful princess finds others now see her as mundane. Cause someone to fall ill.]
Three Dot: Remove skills entirely, reduce attributes. Add unfortunate properties to objects and people. Cause spells to twist. [Example: A sword cannot cut. A man forgets how to use computers. The strong become weak. Cause someone to never wake from slumber.]
Four Dot: Removes successes from rolls, grant impossible negative properties, or reduce minds and thoughts. [Example: Make a gun that never hits its target. Pen that causes the writer to take lethal damage. Give a man the mind of a beast.]
Five Dots: Create a Dynamic Curse that adapts to cause maximum misery. [Example: A witch curses a man never to never find companionship. First the curse gives him amnesia, causing him to forget his home and friends. When he finally finds them it makes him unattractive and cruel to drive them away. Then when his loneliness leads to workaholism and promotions, the curse destroys his wealth just as it starts to attract sycophants.]
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