Aspect Codex
Sorcery
Sorcery is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Sorcery defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Sorcerous Burst
Cast raw innate magic at one creature or object within range. Make a ranged power attack. On a hit, the target takes 1d8 acid, cold, fire, lightning, poison, psychic, or thunder damage. If you roll the maximum on a damage die, roll one additional d8 and add it, up to extra dice equal to your CHA modifier.
Innate Spark
Express a harmless flicker of born magic: floating sparks, minor telekinetic pressure, a brief scent, a colored flame, a whispered echo, a chill, or a tiny sensory sign of your bloodline. It cannot damage, restrain, or impersonate a specific spell above cantrip scale.
Spell Font
Stir your innate font of magic. For the duration, once per turn when you use a Sorcery power that deals damage, heals, or grants temporary hit points, add your CHA modifier to one roll if it is not already included.
Arcane Bolt
Shape your innate magic into a direct bolt. Make a ranged power attack against one target within range. On a hit, it takes 2d8 force damage. If you are under an active Sorcery effect, you may change the damage type to acid, cold, fire, lightning, poison, psychic, or thunder.
Arcane Bloodline
Choose one sorcerous source with the GM: draconic, wild, storm, shadow, divine, aberrant, clockwork, fey, elemental, or custom. Your Sorcery powers may carry harmless signs of that source, and you have advantage on Arcana checks to identify similar magic.
Surging Ward
When you take damage from a spell, power, or magical effect, flare innate power around yourself. Reduce the damage by 1d8 + your CHA modifier. If the damage type matches your bloodline source, reduce it by an additional 1d8.
Flexible Casting
Convert raw magic into a different expression. The next Sorcery power you use before the end of this turn may change one of its damage types to acid, cold, fire, force, lightning, poison, psychic, radiant, necrotic, or thunder, if the GM agrees the expression fits your source.
Careful Spell
When you use a Sorcery power that affects an area, choose up to a number of creatures equal to your CHA modifier in the area. Chosen creatures automatically succeed on the initial save and take no damage if they would normally take half.
Distant Spell
The next Sorcery power you use before the end of this turn doubles its range if it has a range of 5 ft. or greater. If it has touch range, its range becomes 30 ft. This cannot extend a self-only power.
Wild Flicker
When you or a creature within range rolls a d20 for a spell, power, attack, save, or Arcana check, nudge the magic. Add or subtract 1d4 from the roll before the outcome is known. The effect appears as a brief surge of your sorcerous source.
Quickened Spell
Use one Tier 2 or lower Sorcery power you know that normally takes an action. You cannot use another action-cost damaging Sorcery power on the same turn unless the GM allows the combination as minor.
Subtle Spell
The next Sorcery power you use before the end of this turn has no obvious verbal, somatic, or focus tell unless its effect is inherently visible. Creatures have disadvantage on checks to identify you as the source before the power resolves.
Sorcerous Pulse
Release raw magic in a pulse. Creatures of your choice in the emanation must make a DEX save, taking 4d8 force damage on a failed save, or half on a success. If your bloodline has a signature damage type, you may use that type instead.
Sorcerous Vitality
Convert innate magic into personal vitality. Gain temporary hit points equal to 3d8 + your CHA modifier. If you are affected by a bloodline-themed environmental hazard or magic source, also end one frightened, charmed, poisoned, or deafened condition on yourself.
Twinned Spell
When you use a Sorcery power that targets only one creature and does not have self range, choose a second eligible creature within range. The power also targets the second creature. If the power deals damage or healing, roll separately for each target.
Heightened Spell
The next Sorcery power you use before the end of this turn imposes disadvantage on the first saving throw one target makes against it. If the power affects multiple targets, choose only one target for this disadvantage.
Bloodline Expression
Manifest a visible trait of your sorcerous source: scales, halo, storm-eyes, shadow mantle, clockwork sigils, aberrant aura, fey shimmer, or elemental glow. For the duration, gain resistance to one damage type tied to the source and add your CHA modifier to one related skill check each round.
Arcane Backlash
When a creature within range damages you with a spell, power, or magical effect, lash back with unstable magic. The creature must make a CHA save, taking 4d10 force damage or your bloodline damage type on a failed save, or half on a success.
Empowered Spell
When you roll damage or healing for a Sorcery power, reroll a number of dice up to your CHA modifier and use the new results. If at least one die rolls its maximum value after the reroll, add your CHA modifier to the total.
Seeking Spell
When you miss with a Sorcery power attack, reroll the attack roll and use the new result. If the new attack hits, add your CHA modifier to one damage roll from that power.
Arcane Eruption
Choose a point within range. Raw magic erupts in a 20-ft. radius sphere. Creatures in the area must make a DEX save, taking 8d6 force damage or your bloodline damage type on a failed save, or half on a success. If at least one creature fails, you may immediately move up to 10 ft. without provoking opportunity attacks.
Innate Flight
Your sorcerous source lifts you through magic: wings, storm drafts, shadow drift, radiant lift, or raw force. Gain a flying speed equal to your walking speed for the duration. If the effect ends while airborne, you descend safely up to 60 ft. before falling.
Sorcery Dominion
Your Sorcery powers ignore resistance to your bloodline’s signature damage type. You have advantage on CON saves to maintain concentration on Sorcery powers, and you can identify metamagic, sorcerous sources, and innate spellcasting by sight or sound within 60 ft.
Metamagic Master
Once per turn, when you apply a Sorcery metamagic power to another Sorcery power, you may also apply one harmless modification: change color, reduce noise, change scent, shape the visual effect, or make the magic visibly match your bloodline.
Bloodline Aura
Project the aura of your sorcerous source. Hostile creatures that start in the emanation must make a CHA save, taking 6d8 force damage or your bloodline damage type and suffering a minor source-appropriate rider until the start of their next turn on a failed save, or half damage only on a success.
Spellfire Counter
When a creature within range uses a magical effect of Tier 6 or lower, attempt to smother it with raw sorcery. Make a CHA check against DC 10 + the effect’s tier. On a success, the effect fails, is suppressed until the start of its user’s next turn, or loses one metamagic-like enhancement.
Arcane Apotheosis
Your body becomes a vessel of living magic. For the duration, you have resistance to force damage and your bloodline damage type, your Sorcery powers deal extra damage equal to your CHA modifier once per turn, and your movement leaves a visible trail of source-themed magic.
Innate Spellcraft
Use one approved spell-like effect of Tier 5 or lower that fits your sorcerous source. It uses CHA for attacks and saves. The effect cannot duplicate another aspect’s core identity better than that aspect, create permanent wealth, or revive the dead unless your source and GM explicitly allow it.
Overchannel
When you deal damage with a Sorcery power, maximize a number of damage dice up to your CHA modifier. After the power resolves, take force damage equal to twice the number of dice maximized; this damage cannot be reduced.
Sorcerous Restoration
Draw your font of magic back into alignment. End one exhaustion, frightened, charmed, poisoned, deafened, or source-related condition of Tier 7 or lower on yourself, then gain temporary hit points equal to 7d8 + your CHA modifier.
Font of Magic
Open the full font of your innate magic. For the duration, once on each of your turns you may apply one metamagic Sorcery power of Tier 5 or lower to a Sorcery power without changing the action used. You cannot apply the same metamagic twice to one power.
Bloodline Manifestation
Manifest your sorcerous source in a major way: draconic wings and scales, storm mantle, living shadow, divine radiance, aberrant halo, fey glamour, clockwork order, or elemental body. Gain flight or a source-appropriate movement mode, resistance to two source-related damage types, and advantage on one source-related save.
Arcane Storm
Raw sorcery storms around you. Hostile creatures that start in the emanation must make a DEX save, taking 8d10 force damage or your bloodline damage type and being pushed 10 ft. on a failed save, or half damage only on a success. Once per round, when you apply metamagic, one chosen ally in the emanation gains temporary hit points equal to your CHA modifier.
Greater Spellfire Counter
When a creature within range uses a magical effect of Tier 8 or lower, oppose it with your innate font. Make a CHA check against DC 10 + the effect’s tier. On a success, the effect fails. On a failure, reduce any damage or healing it deals by 8d8 + your CHA modifier.
Sovereign Sorcery
Your Sorcery powers ignore resistance to force damage and your bloodline damage type, and treat immunity to your bloodline damage type as resistance unless the target is divine, Artifact-grade, or story-protected. You are immune to mundane attempts to suppress your visible sorcerous tells unless you choose otherwise.
Wishspark
Briefly touch the impossible through innate magic. Duplicate one approved Tier 7 or lower spell-like effect that fits your source, or attempt a narrow miracle: undo a recent magical mishap, restore one broken magical pattern, create a temporary source-themed object, or alter one power’s presentation dramatically. Open-ended uses may twist or cost something.
Primal Arcane Burst
Choose a point within range. A 30-ft. radius sphere erupts with primal sorcery. Creatures in the area must make a CHA save, taking 12d10 force damage or your bloodline damage type and suffering one source-appropriate rider until the start of your next turn on a failed save, or half damage only on a success.
Metamagic Cascade
For the duration, the first time each turn you apply metamagic to a Sorcery power, choose one additional metamagic option of Tier 5 or lower to apply to that same power. If the combination would be abusive or nonsensical, the GM may require one option to be harmless presentation only.
Archsorcerer
Become a supreme vessel of innate magic. For the duration, you have resistance to all magical damage, your Sorcery powers ignore resistance to force and bloodline damage, and once per turn when you use a Sorcery power, add 2d10 force damage, 2d10 temporary hit points, or impose disadvantage on one save against that power.
Perfect Metamagic
For the duration, every Sorcery power you use may apply up to two metamagic Sorcery powers of Tier 8 or lower without changing the action used. You may also ignore one limitation on range, target count, subtlety, or damage type per round, subject to GM approval.
Sorcerous Cataclysm
Release your innate font as a cataclysm. Creatures of your choice in the emanation must make a CHA save, taking 18d10 force damage and 18d10 damage of your bloodline type on a failed save, or half on a success. You may apply one metamagic Sorcery power to this without changing its action.
The First Font
Awaken a mythic source of innate magic within yourself, your bloodline, or a chosen successor. Define its principle with the GM: the first dragon-spark, storm-heart, star-blood, living spell, divine ember, wild font, or impossible arcane inheritance. It can found a bloodline, transform your magic permanently, or create a sorcerous legacy. It ends only by Tier 10 antimagic, divine intervention, or a story condition set when created.
Characters With This Aspect
No character is linked to this aspect yet.