Sorcerer

Sorcerers are powerful casters who directly manipulate the structure of reality. They bend space and time, move objects with their mind, and conjure objects out of nowhere. Sorcerers are especially known for their command of teleportation magic, as the most powerful sorcerers can cross entire continents in an instant.

Sorcerer talents include a variety of effects related to manipulating reality. Some of these talents act as direct attacks or defenses through telekinesis. Others warp time to apply unique buffs or debuffs to other creatures. Sorcerer ribbons give them minor utility effects related to their control over space and time.

Examples of sorcerers in fiction include Dr. Strange from Marvel Comics, the Green Lanterns from DC Comics, and most fictional reality manipulators or grand wizards.

Novice Talents

Catapult

You launch a creature or object a long distance through the air

Cost
0 Mana
Range
50 feet

Choose a willing creature or unattended object you can see within 10 feet that is Size +0 or smaller. You throw this creature or object as a projectile. Your projectile lands in a square adjacent to your target.

Optionally, make a Magic attack roll against your target’s Agility DC. This spell gains the Attack and Bludgeoning traits.

Success
Your target and your projectile each take 1d10 damage

Heightened

For each +1 Mana, the range increases by 50 feet and the damage increases by 1d10.

Expedite

You increase a creature’s speed, letting it run much faster

Cost
1 Mana
Range
30 feet
Duration
10 minutes

Your target’s Speed is doubled.

Heightened

If you add +1 Mana, this power’s duration is 1 hour.

Force Shove

You telekinetically shove a creature backwards through the air

Cost
1 Mana
Range
30 feet

Make a Magic attack roll against your target’s Strength DC.

Critical Success
Your target takes 6d6 damage, is pushed 60 feet backwards, and falls prone
Success
Your target takes 3d6 damage, is pushed 30 feet backwards, and falls prone
Failure
Your target falls prone

If you push your target into another creature, the other creature falls prone and your target stops in an adjacent square.

Heightened

For each +1 Mana, the damage increases by 2d6, and you can push your target an extra 10 feet.

Future Sight

You see into the future, so you know exactly how an action will play out

Cost
1 Mana
Duration
1 minute

Roll a d20 and record the number rolled. You can replace one die roll made by you or a creature you can see with this fortelling roll, after which the spell ends.

Heightened

If you add +2 Mana, this power is instead of .

Misty Step

You teleport a small distance to a space you can see

Cost
1 Mana
Range
30 feet

You teleport to an unoccupied space within range you can see.

Heightened

If you add +1 Mana, this power is instead of .

Mist not included.

Telekinetic Grip

You telekinetically take hold of a creature or object and move it around

Cost
1 Mana
Range
120 feet
Requirements
Your target is Size +0 or smaller
Duration
Sustained, up to 1 minute, or until your target is more than 120 feet away from you

Make a Magic attack roll against your target’s Strength DC.

Critical Success
Your target takes 2d6 damage and is restrained
Success
Your target is immobilized
Failure
Your target falls prone

You can use the Telekinetic Carry power.

Heightened

For each +1 Mana, increase the maximize Size target by +1.

Transposition

You instantly swap the locations of two creatures or objects

Cost
2 Mana
Range
30 feet
Target
Two creatures or objects you can see within range (including yourself)

Make a Magic attack roll against the Agility DC of each target. The effect of this spell is determined by the worse result.

Success
Your targets instantly swap positions

Heightened

For each +1 Mana, the range increases by 30 feet.

Note that you could throw a pebble with the Interact power, then cast Transposition targeting the pebble and another creature or object, even while the pebble is in midair.

Warped Space

You warp space in a region to speed or slow everyone in the area

Cost
1 Mana
Range
500 feet
Area
20-foot burst
Duration
Sustained, up to 1 minute

This spell’s area becomes warped space. Choose one of the following effects.

Spherical Warp. All distances through this warped space are doubled.

Hyperbolic Warp. All distances through this warped space are halved.

When you Sustain this spell, you can change your choice above.

Heightened

For each +1 Mana, this spell’s radius doubles.

This spell affects movement, the range and reach of attacks, the size of areas, and everything else that depends on distance. For simplicity, it doesn’t affect the squares on a grid map, or what it means for two creatures to be adjacent.

Veteran Talents

Banishment

You banish a target to a pocket dimension for a brief time

Cost
4 Mana
Range
60 feet
Duration
1 minute

Make a Magic attack roll against your target’s Spirit DC.

Success
Your target teleports to a harmless demiplane and is stunned; when the duration ends, your target reappears exactly where it left (or in the nearest empty space if that space is occupied)

Heightened

For each +1 Mana, you can target another creature within range.

Dimension Door

You open a magical door in space, teleporting a long distance

Cost
4 Mana
Range
500 feet

You teleport to the target location. Optionally, you can teleport a willing creature you can reach along with you.

Heightened

If you add +1 Mana, the range increases to 1 mile, and you don’t need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you.

Haste

You speed up a creature’s local time, letting it act faster

Cost
3 Mana
Range
30 feet
Duration
1 minute

Your target can use the Hasted Action power.

Heightened

For each +1 Mana, you can target another creature within range.

Magnify Gravity

You greatly increase the force of gravity, crushing creatures in an area

Cost
4 Mana
Range
120 feet
Area
20-foot burst
Duration
Until the end of your target’s next turn

Make a Magic attack roll against your target’s Strength DC. If your target is midair, you have advantage on the attack roll, and you deal double damage on a success or critical success.

Critical Success
Your target takes 4d6 damage, falls prone, and is immobilized
Success
Your target takes 4d6 damage and is slowed
Failure
Half damage

Heightened

For each +1 Mana, the damage increases by 1d6.

Slow

You slow down time for all creature in an area, stopping them from acting

Cost
3 Mana
Range
120 feet
Area
20-foot burst
Duration
Sustained, up to 1 minute

Make a Magic attack roll against your target’s Agility DC.

Critical Success
Your target is slowed, flat-footed, and incapacitated
Success
Your target is slowed and can’t use powers
Failure
Your target is slowed

Master Talents

Control Gravity

You change the direction of gravity in an area

Cost
7 Mana
Range
10 feet
Duration
Sustained, up to 10 minutes

Make a Magic attack roll against your target’s Agility DC.

Success
Your target is no longer affected by normal gravity. Your target immediately falls up to 80 feet in a direction of your choice, taking fall damage as normal if they hit a solid object (1d6 damage per 10 feet they fall).

Heightened

For each +1 Mana, you can target another creature within range.

For each +1 Mana, the maximum fall distance increases by 10 feet.

Mass Teleport

You teleport multiple creatures extremely long distances

Prerequisites
Dimension Door

When you use your Dimension Door power, you can teleport up to 5 willing creatures you can reach along with you. In addition, your Dimension Door power gains the following effect.

Heightened

For each +1 Mana, the range is multiplied by 20.

Rewind

You travel back from the future, returning to a state when you were less hurt

Cost
8 Mana

You heal half your missing health and gain the effect of Future Sight. At the GM’s discretion, you might also gain knowledge of a major event that will happen in the next few days.

Epic Talents

Ribbons

Augury

You foresee the near future, learning about any imminent dangers

Cost
2 Mana

You search for the results of a particular course of action, which can last up to 30 minutes in the future. The GM secretly rolls a d4. On a 1, the GM gives a random answer. Otherwise, the GM tells you their best guess among the following outcomes:

Weal
The results will be good
Woe
The results will be bad
Weal and Woe
The results will be a mix of good and bad
Nothing
There won’t be particularly good or bad results

If anyone casts Augury again to ask about the same topic, the GM gives the same response.

Guidance

You see briefly into the future, gaining a helpful tidbit of knowledge

Cost
0 Mana
Range
30 feet
Requirements
You haven’t used Guidance on this target in the last hour
Duration
Until the start of your next turn

Your target has a +1 bonus to the first die roll they make.

Levitate

You use telekinetic force to lift yourself slightly off the ground

Cost
0 Mana
Duration
Until the end of your turn

You can fly at half Speed.

Mage Hand

You manipulate a distant object with minor telekinetic force

Cost
0 Mana
Range
60 feet

Use the Interact power on your target, even if you cannot reach your target. If you attempt a task requiring physical power or dexterity, you substitute your Magic stat for your Strength or Agility for any related rolls.

Spatiotemporal Precision

You always know exactly when and where you are to extreme precision

You always know your current position relative to all locations you’ve been to before, to a precision of 1 foot. You always know the current time of day, and the amount of time that has elapsed since any past event, to a precision of 1 second.

Time Lord

You can tell when creatures modify the past with retroactive powers

You know when a creature you can see uses a Retroactive power, and you know when the circumstances around you change as the result of a Retroactive power. You remember the original timeline before the Retroactive power was used. You don’t learn which creature used the power, or what exact effect the power had.

If you know a Retroactive power, you activate it as an in-character decision instead of an out-of-character decision, as you are aware that you are manipulating the timeline.