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
You launch a creature or object a long distance through the air
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
You increase a creature’s speed, letting it run much faster
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
You telekinetically shove a creature backwards through the air
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
You see into the future, so you know exactly how an action will play out
Misty Step
You teleport a small distance to a space you can see
You teleport a small distance to a space you can see
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
You telekinetically take hold of a creature or object and move it around
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
You instantly swap the locations of two creatures or objects
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
You warp space in a region to speed or slow everyone in the area
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
You banish a target to a pocket dimension for a brief time
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
You open a magical door in space, teleporting a long distance
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
You speed up a creature’s local time, letting it act faster
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
You greatly increase the force of gravity, crushing creatures in an area
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
You slow down time for all creature in an area, stopping them from acting
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
You change the direction of gravity in an area
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
You teleport multiple creatures extremely long distances
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
You travel back from the future, returning to a state when you were less hurt
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
You foresee the near future, learning about any imminent dangers
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
You see briefly into the future, gaining a helpful tidbit of knowledge
Mage Hand
You manipulate a distant object with minor telekinetic force
You manipulate a distant object with minor telekinetic force
Spatiotemporal Precision
You always know exactly when and where you are to extreme 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 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.