Post by Darth Kairos on May 3, 2019 1:38:00 GMT
The Dark Side of the Force is a pathway to many abilities some would consider to be...unnatural. The Jedi and Sith are not the only Force traditions in the galaxy, merely the most well known, and their paths to using the Force have split and merged with those of others countless times. The ancient Red Sith of Korriban, long before a group of Dark Jedi styled themselves Lords of the Sith, practiced the Force in arcane ways dependent on ancient ritual forms, and the great worlds of the ancient Sith Empire each perfected their own style of Sith Sorcery. Sadly, most of these magical ways did not survive the Great Hyperspace War or the millenia of strife that beset the Sith people in the ages since. Today, only four forms of Sith Sorcery are practiced by a handful of occultists throughout the galaxy; these are Pyromancy, Cryomancy, Necromancy and Living Alchemy.
Sith Sorcery functions very differently to regular Force Powers. Sith Sorcery does not carry a Force Well cost, instead a character's capacity to cast Sith Sorcery is determined by how many Sorcery Points they possess. A character's total Sorcery Points are calculated as:
Regardless of how many sorcerous spells a caster knows, they can cast only a limited number before taking rest. Manipulating the fabric of the Force and channeling its energy into even a simple spell is physically and mentally taxing, and higher Tier spells are even more so. Finishing a Short Rest replenishes a caster's Proficiency Modifier in Sorcery points; finishing a Long Rest restores all expended Sorcery Points.
Casting Sith Sorcery is a Standard action, unless otherwise noted in the Spell's description, and requires an expenditure of Sorcery points equal to the Spell's Tier. Additionally, all Spells require verbal invocations and somatic gesticulation, meaning the caster must be able to speak and be free to move. Some Spells also require a specific material sacrifice to function, which is noted in their description. Because of the precise gestures required for Sorcery, a character must be proficient with the armor they are currently wearing to cast a Spell. In some instances, noted in the description, Spells may be cast at a higher Tier for a more potent effect. Spells cannot be increased to a Tier that exceeds the caster's Advanced Path levels, and the maximum Tier a spell's effect may increase to is Tier 5. If a Spell's duration states "concentration," then the effect can be freely sustained to the maximum time listed, so long as the caster doesn't cast another Spell or activate a Force Power during that time. Despite not using Force Well points, all Sith Sorcery Spells are considered a use of the Force. Many Spells call for a Sorcery check, which is calculated as:
Learning Sith Sorcery
All Sith Sorcery Spells cost one Skill point and a number of Force Power Points to learn. If the Spell is Tier 2 or lower, it costs one Force Power Point. Spell Tiers 3 and 4 cost two Force Power Points, and Tier 5+ Spells cost 3 Force Power Points.
How a character learns Sith Sorcery, and whether they can learn it at all, depends on their Path. Sith Sorcery may be learned by any Sith, but Sith Acolytes and Krath Enchanters have a particular affinity for these mystic arts. Sith Acolytes and Krath Enchanters pay the base point costs listed above. Sith Lords, Sith Marauders, and Sith Assassins pay an additional Force Power Point over the base cost, while Knights of Zakuul pay an additional two Force Power Points.
No character may learn Sith Sorcery before level 5, and no character may purchase a Spell of a Tier higher than their Advanced Path level (so a level 5 character can only purchase Tier 1 Spells, level 6 Tier 2, Level 7 Tier 3, etc.). For Sith Acolytes and Krath Enchanters, the ability to purchase Sith Sorcery Spells is gained automatically at level 5. All other characters must first be inducted into the mystic arts before they can begin purchasing and using Sith Sorcery. To do so, they must either be awarded with or spend the Asset points to obtain the Rank 2 Unnatural Ability Asset "Sorcerer's Ways" which allows them to learn and use Sith Sorcery.
Forms of Sorcery
Pyromancy: The grim deserts of Korriban and its merciless sun, Horuset, were the muses that inspired Pyromancy, the art of fire control and manipulation. Pyromancers often use their powers for martial purposes but more subtle uses are also encountered. A Pyromancer can hurl fireballs, create pillars and walls of flame, light inflammatory objects with a gesture and control preexisting fires. Any flammable objects that take damage from Pyromancy spells may ignite.
Cryomancy: On the frozen world of Ziost the first secrets of Cryomancy, that is cold magic, was discovered. Cryomancy is a truly daunting threat to face as few are prepared to fight cold itself. Cryomancy can be used to freeze object or beings, hurl spears of ice, lower dangerously high temperatures or cover the ground with sheets of ice.
Necromancy: Perhaps the archetypal Form of Sith Sorcery is Necromancy, which consists of spells related to the dead. The Sith species were intently focused on death and the dead. The veil between the Galaxy and the Netherworld was believed to be thin indeed. Kissai priests held ceremonies to bring the favor of their ancestors upon their clan. This necrotic fascination strongly influenced the Dark Jedi rulers of the Sith Empire and Necromancy flourished under their reign. Despite its almost religious origins, Necromancy has received a very black reputation due to the attitudes of one of its great innovators. Darth Andeddu, perhaps Necromany’s most famous student, had a very different attitude towards his specialty. Where the Kissai saw the dead as objects of reverence, Darth Andeddu saw them as objects. Spells that were intended to beseech the ancestors’ aid instead compelled it. Conjurations that created unliving tomb guardians were used to make tireless slaves and soldiers. Since then Necromancers have tended to fall into two camps: the mystics who echo the Kissai’s beliefs and those who ascribe to Andeddu’s cold pragmatism. Necromancy can be used to create revenants, summon wraiths, question the dead for wisdom and manipulate the life energies of others. A Sorcerer may control a total number of undead at one time which is equal to half their level, plus their Spirit Stat.
Living Alchemy: Long ago, the Dark Jedi who would become the first Sith broke away from the Jedi Order. This departure was instigated by the Jedi Order’s refusal to allow experimentation with a new technique that allowed for the alteration of life through the Force. This line of inquiry was thought by the Jedi Masters to be a violation of the natural order and was declared forbidden knowledge. But the lure of forbidden knowledge is strong and many left the Jedi Order to pursue this lore. This was the beginning of the Sith arts of Living Alchemy. Living Alchemy allows for the alteration of living beings and the creation of war beasts and Sith Spawn, granting the Sorcerer powerful creatures to command. Alchemical spells are rarely enacted on the fly, with almost all requiring long hours of work and the use of special Alchemical devices, materials and laboratory space.
Monstrous Ascension
6th Tier
Range: Self
Duration: Concentration, up to ten minutes
Sudden and dramatic yet equally temporary changes to a body are perhaps one of the most disturbing manifestations of Living Alchemy. This Spell combines the repulsion of the most grotesquely rapid transformations with the far more concrete fear of its lethal utility. Monstrous Ascension allows a Sorcerer to assume the form of any type of Sith Spawn that they have previously created through Birth Spawn. For the duration of the Spell, the Sorcerer takes on the shape, Strength stat, Dexterity stat, Constitution stat, size, speed(s) and physical abilities of the Spawn. While so transformed, the Sorcerer cannot speak any languages that the Spawn is incapable of speaking or using items the Spawn is incapable of using. This Spell does not alter items on the Sorcerer's person at the time of transformation, which may be damaged depending on the nature of the shapeshift. Invoking Monstrous Ascension requires a sacrifice of a portion of flesh and blood taken from the relevant kind of Sith Spawn, which is consumed to activate the Spell.[/ul]
Sith Sorcery functions very differently to regular Force Powers. Sith Sorcery does not carry a Force Well cost, instead a character's capacity to cast Sith Sorcery is determined by how many Sorcery Points they possess. A character's total Sorcery Points are calculated as:
Half character level (round down if necessary) + Proficiency Modifier + Spirit Modifier
Regardless of how many sorcerous spells a caster knows, they can cast only a limited number before taking rest. Manipulating the fabric of the Force and channeling its energy into even a simple spell is physically and mentally taxing, and higher Tier spells are even more so. Finishing a Short Rest replenishes a caster's Proficiency Modifier in Sorcery points; finishing a Long Rest restores all expended Sorcery Points.
Casting Sith Sorcery is a Standard action, unless otherwise noted in the Spell's description, and requires an expenditure of Sorcery points equal to the Spell's Tier. Additionally, all Spells require verbal invocations and somatic gesticulation, meaning the caster must be able to speak and be free to move. Some Spells also require a specific material sacrifice to function, which is noted in their description. Because of the precise gestures required for Sorcery, a character must be proficient with the armor they are currently wearing to cast a Spell. In some instances, noted in the description, Spells may be cast at a higher Tier for a more potent effect. Spells cannot be increased to a Tier that exceeds the caster's Advanced Path levels, and the maximum Tier a spell's effect may increase to is Tier 5. If a Spell's duration states "concentration," then the effect can be freely sustained to the maximum time listed, so long as the caster doesn't cast another Spell or activate a Force Power during that time. Despite not using Force Well points, all Sith Sorcery Spells are considered a use of the Force. Many Spells call for a Sorcery check, which is calculated as:
d20 + Spirit Modifier + (Spell Tier * Proficiency Modifier)
Learning Sith Sorcery
All Sith Sorcery Spells cost one Skill point and a number of Force Power Points to learn. If the Spell is Tier 2 or lower, it costs one Force Power Point. Spell Tiers 3 and 4 cost two Force Power Points, and Tier 5+ Spells cost 3 Force Power Points.
How a character learns Sith Sorcery, and whether they can learn it at all, depends on their Path. Sith Sorcery may be learned by any Sith, but Sith Acolytes and Krath Enchanters have a particular affinity for these mystic arts. Sith Acolytes and Krath Enchanters pay the base point costs listed above. Sith Lords, Sith Marauders, and Sith Assassins pay an additional Force Power Point over the base cost, while Knights of Zakuul pay an additional two Force Power Points.
No character may learn Sith Sorcery before level 5, and no character may purchase a Spell of a Tier higher than their Advanced Path level (so a level 5 character can only purchase Tier 1 Spells, level 6 Tier 2, Level 7 Tier 3, etc.). For Sith Acolytes and Krath Enchanters, the ability to purchase Sith Sorcery Spells is gained automatically at level 5. All other characters must first be inducted into the mystic arts before they can begin purchasing and using Sith Sorcery. To do so, they must either be awarded with or spend the Asset points to obtain the Rank 2 Unnatural Ability Asset "Sorcerer's Ways" which allows them to learn and use Sith Sorcery.
Forms of Sorcery
Pyromancy: The grim deserts of Korriban and its merciless sun, Horuset, were the muses that inspired Pyromancy, the art of fire control and manipulation. Pyromancers often use their powers for martial purposes but more subtle uses are also encountered. A Pyromancer can hurl fireballs, create pillars and walls of flame, light inflammatory objects with a gesture and control preexisting fires. Any flammable objects that take damage from Pyromancy spells may ignite.
Cryomancy: On the frozen world of Ziost the first secrets of Cryomancy, that is cold magic, was discovered. Cryomancy is a truly daunting threat to face as few are prepared to fight cold itself. Cryomancy can be used to freeze object or beings, hurl spears of ice, lower dangerously high temperatures or cover the ground with sheets of ice.
Necromancy: Perhaps the archetypal Form of Sith Sorcery is Necromancy, which consists of spells related to the dead. The Sith species were intently focused on death and the dead. The veil between the Galaxy and the Netherworld was believed to be thin indeed. Kissai priests held ceremonies to bring the favor of their ancestors upon their clan. This necrotic fascination strongly influenced the Dark Jedi rulers of the Sith Empire and Necromancy flourished under their reign. Despite its almost religious origins, Necromancy has received a very black reputation due to the attitudes of one of its great innovators. Darth Andeddu, perhaps Necromany’s most famous student, had a very different attitude towards his specialty. Where the Kissai saw the dead as objects of reverence, Darth Andeddu saw them as objects. Spells that were intended to beseech the ancestors’ aid instead compelled it. Conjurations that created unliving tomb guardians were used to make tireless slaves and soldiers. Since then Necromancers have tended to fall into two camps: the mystics who echo the Kissai’s beliefs and those who ascribe to Andeddu’s cold pragmatism. Necromancy can be used to create revenants, summon wraiths, question the dead for wisdom and manipulate the life energies of others. A Sorcerer may control a total number of undead at one time which is equal to half their level, plus their Spirit Stat.
Living Alchemy: Long ago, the Dark Jedi who would become the first Sith broke away from the Jedi Order. This departure was instigated by the Jedi Order’s refusal to allow experimentation with a new technique that allowed for the alteration of life through the Force. This line of inquiry was thought by the Jedi Masters to be a violation of the natural order and was declared forbidden knowledge. But the lure of forbidden knowledge is strong and many left the Jedi Order to pursue this lore. This was the beginning of the Sith arts of Living Alchemy. Living Alchemy allows for the alteration of living beings and the creation of war beasts and Sith Spawn, granting the Sorcerer powerful creatures to command. Alchemical spells are rarely enacted on the fly, with almost all requiring long hours of work and the use of special Alchemical devices, materials and laboratory space.
Monstrous Ascension
6th Tier
Range: Self
Duration: Concentration, up to ten minutes
Sudden and dramatic yet equally temporary changes to a body are perhaps one of the most disturbing manifestations of Living Alchemy. This Spell combines the repulsion of the most grotesquely rapid transformations with the far more concrete fear of its lethal utility. Monstrous Ascension allows a Sorcerer to assume the form of any type of Sith Spawn that they have previously created through Birth Spawn. For the duration of the Spell, the Sorcerer takes on the shape, Strength stat, Dexterity stat, Constitution stat, size, speed(s) and physical abilities of the Spawn. While so transformed, the Sorcerer cannot speak any languages that the Spawn is incapable of speaking or using items the Spawn is incapable of using. This Spell does not alter items on the Sorcerer's person at the time of transformation, which may be damaged depending on the nature of the shapeshift. Invoking Monstrous Ascension requires a sacrifice of a portion of flesh and blood taken from the relevant kind of Sith Spawn, which is consumed to activate the Spell.[/ul]