SORCERER
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Introduction
3 points
Gain a virtue of your choice from X or Y.
Choose 2 aspects of your choice from the options below (see "Aspects" below).
1 free rank with Imperial.
Distribute 5 ranks amongst skills and lore of your choice.
Choose any two resources.
Supplies: Bag of salt, Sickle
Ingredients: Firebloom rose, Ironwood chips
Chronicles: Sea of Stars
Words of Power: Change
Choose one from the options below.
Junk Mage. You are addicted to the using words of power.
Vice2. Desc
Choose 1 milestone from the list below. You can replace your choice with a different quest between game sessions.
You gain the Student of Magic trait.
Student of Magic. Consume a chronicle to produce a related word of power.
Your magic lets you subtly shift the laws of reality. You can use the Attune skill to perform otherwise difficult physical feats.
Strain to enchant a Close object. It becomes a 1-track temporary companion that follows your bidding until the end of the scene.
The gifts of fate are extended to material things. Strain to be granted visions of the past of an object.
You converse telepathically with any sapient creature you can see. Strain to do so with a Distant creatures. Burn instead to do so without requiring sight.
You've struck a bargain with a sapient animal familiar. When you gain this aspect, choose its form from a toad, crow, snake, or cat. You can change its form during a respite.
You have access to a small interdimensional space, in which you can store a single item.
Rolling a ⧉ Twist while using a word of power doesn't consume the resource.
Strain to gain accurate yet confusing visions about a location or person. Burn instead to receive instant clarity from your visions.
Using your mind, you can magically manipulate objects Close to you.
This dial points north. Strain to momentarily point towards something you seek.
A bag of esoteric curiosities with protective power. Strain to give yourself or another creature a damage resistance from Burn, Freeze, Shock, Salt, or Corrupt until the end of the scene.
Consume an animal ingredient to morph part of your body into an aspect of that creature. Gain a movement, sense, or natural ability appropriate to the animal which lasts until the end of the scene.
A walking stick to channel arcane energy. Deals your choice of Salt, Burn, Freeze, or Shock damage in melee.
A black book for noting arcane research. When you discover a new location, gain a chronicle related to your last location.