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16:05, 27th April 2024 (GMT+0)

The New Sorceries.

Posted by Dread Pirate RobertFor group 0
Dread Pirate Robert
GM, 294 posts
Master of Fate
Danger Pool: 5
Mon 10 Apr 2023
at 04:04
  • msg #1

The New Sorceries

Perhaps just for the fun of it, maybe we can kick around a few ideas for what the price of El Fuego Adentro might be, as well as speculate on those two unnamed sorceries.

I missed out on the 1st Edition stuff because I didn't discover the game that early. I do have the d20 Swashbuckling Adventures book at home, but don't know if it dealt with any of this.

So, thoughts on what Sorcery #6 and #7 might be?
Fiora Ambrogia
player, 110 posts
Sophia's Daughter Strega
Mon 10 Apr 2023
at 04:29
  • msg #2

The New Sorceries

I have the 1e books, so I can just look up that version of El Fuego Adentro.  Mechanics don't translate well from 1e to 2e, but for inspiration.

It has nine knacks total, which is a ridiculous amount of XP to fill completely in 1e.  As in, you could grandmaster three swordsman schools for the same price as El Fuego.

ApprenticeFire and heat-based effects do not harm you or any equipment kept in close contact with you. You can direct the movement of one fire within 10 feet of you. It will ignore winds and can even cross water if Feed is used. The movement rate is 10 feet per round (15 if Adept, 20 if Master). The wind can sometimes move it faster.
JourneymanYou can grasp fire as if it were a solid object.
MasterYou can give flames the semblance of life.

ConcentrateFor every rank in this you can control an additional fire beyond the first.
ExtinguishYou may use an action to reduce a fire by a number of dice equal to your rank in this knack. See GM 200 for fire rules. You can affect 100 square feet of fire per rank in this knack.
FeedYou may keep a fire going by taking 2 times the number of dice of fire you want to prevent being lost in flesh wounds each phase. This damage is reduced by your rank in this knack. A wound check is made at the end of each round for this damage.
RangeYou may affect fires up to 40 feet times your rank in this knack away
FirestartingYou may take 1 flesh wound to light a fire in adverse conditions. How adverse depends on your rank. 1=damp tinder or strong wind, 2= wet tinder or light rain, 3= waterlogged tinder or medium rain, 4= non-combustible tinder or heavy rain, 5= any material or weather conditions.
Flaming BladeYou may place your sword into a fire and pick up the flames. The sword does extra damage equal to your rank in this knack times 1 (Apprentice), 2 (Adept), or 3 (Master).
Hurl FireRequires Adept status before this knack can be raised to 1 or higher. You may use an action to reach into a fire and throw a chunk at an opponent. Roll Finesse+this knack to hit with a range of 5+(Brawn*2) yards. Damage if you hit is 3k3 (Adept) or 4k4 (Master). Regardless, you take 2 flesh wounds minus your rank in the Feed knack. This fire dies out and cannot be used to ignite someone or something.
FirefliesRequires Master status before this knack can be raised to 1 or higher. You may spend 3 actions to convert 1 die of fire into a 10' by 10' cloud of fireflies, and you take 1 flesh wound (which won't heal until the cloud goes away). You control the cloud and can extinguish it at will. The cloud canmove 15 feet or 1 level per phase. Any creature in the cloud takes 1 flesh wound per phase unless wearing heavy clothing or other protection. You can have one cloud for each rank you have in this knack.
Flame SerpentRequires Master status before this knack can be raised to 1 or higher. You may spend 5 actions to convert 2 dice of fire into a flame serpent, and you take 3 flesh wounds (which won't heal until the serpent goes away). You control the serpent and can extinguish it at will. It acts as if it had all traits of 3, but it cannot be harmed except by immersion in water. It starts with your rank in this knack in damage dice (for example, 3k3 if your rank is 3), but after each successful hit it loses a damage die. When at zero dice it can still move but does no damage. It may regain dice up to its starting value at the rate of 1 die per round of sitting in a fire. You can have one flame serpent for each rank you have in this knack.
FirebirdRequires Master status before this knack can be raised to 1 or higher. You may spend 10 actions to convert 4 dice of fire into a firebird with a 40 foot wingspan, and you take 5 flesh wounds (which won't heal until the firebird goes away). You control the firebird and can extinguish it at will. When extinguishing it, you may choose to have it explode as a rank 4 explosion. It acts as if it had all traits of 3, but it cannot be harmed except by immersion in water. It does not attack or deal damage. It can instead travel up to 50 miles times your rank in this knack each day. And it may carry one passenger for each rank you have in this knack.

Fiora Ambrogia
player, 111 posts
Sophia's Daughter Strega
Mon 10 Apr 2023
at 04:35
  • msg #3

The New Sorceries

Zerstörung was the ability to rapidly age something.  Users could disintegrate objects or people (directly causing dramatic wounds, yikes), but they also used it to age wine.

Mirage was an illusion magic based around mirrors.  (originally 3rd party, but became an ascended fanwork when it got published as an official 1e ebook.  The author re-did it for 2e and published it here https://www.drivethrurpg.com/p...e-Sorcery-of-Mirrors?)
This message was last edited by the player at 04:36, Mon 10 Apr 2023.
Dread Pirate Robert
GM, 295 posts
Master of Fate
Danger Pool: 5
Mon 10 Apr 2023
at 04:59
  • msg #4

The New Sorceries

I have a Sorcery Handbook from 3PP that covers the Fuego stuff you listed. Wasn't crazy about some of it.

I was just thinking that the cost might be burning something. It kind of makes no sense for it to burn the sorcerer.


I was thinking Shadow for one of the others... beyond Nacht.

And maybe Healing for the other.


I realize Wick (before he became an assassin) was trying to capture the Swashbuckling Age of Sail feel to the game and didn't want magic to supplant that (thus making it too much like the other 'might and magic' games out there), but I think he may have gone a bit too far considering how much 3PP material got let in.
Fiora Ambrogia
player, 112 posts
Sophia's Daughter Strega
Mon 10 Apr 2023
at 05:19
  • msg #5

The New Sorceries

Dread Pirate Robert:
I was just thinking that the cost might be burning something. It kind of makes no sense for it to burn the sorcerer.

The bargainer's arts all harm the caster somehow as their price, that's one of the unifying elements.  The other sorceries have varying costs, but the bargainer's arts are consistent.  Burning the same person that the sorcery makes fire immune does seem a bit off-theme, but on the other hand, one of the two options a Strega has for shedding lashes is to curse themselves and everyone around them.  So...  Being harmed by the very thing the sorcery lets the sorcerer control is also in-theme for the bargainers arts.

Porte's cost is very straightforward, you have to cut yourself and shed blood.  The amount needed varies based on what you want to do.  (Flesh or dramatic wound)
Fiora Ambrogia
player, 113 posts
Sophia's Daughter Strega
Mon 10 Apr 2023
at 05:28
  • msg #6

The New Sorceries

Dread Pirate Robert:
I was thinking Shadow for one of the others... beyond Nacht.

And maybe Healing for the other.


For a shadow sorcery, maybe borrow the shadow binding art from Naruto.
Reshape your own shadow
Hold one person/multiple people in place as long as your shadows touch.
Force someone/several people to mimic your movements as long as your shadows touch.
Force choke one/several people with your shadow.
Stab someone/several someones with your shadow.

Just mimicking the rank structure of Sorte there, where each Tesse has a lesser and greater version.

Not sure what the costs should be.
Dread Pirate Robert
GM, 297 posts
Master of Fate
Danger Pool: 5
Mon 10 Apr 2023
at 06:21
  • msg #7

Re: The New Sorceries

Fiora Ambrogia:
The bargainer's arts all harm the caster somehow as their price, that's one of the unifying elements.  The other sorceries have varying costs, but the bargainer's arts are consistent.  Burning the same person that the sorcery makes fire immune does seem a bit off-theme, but on the other hand, one of the two options a Strega has for shedding lashes is to curse themselves and everyone around them.  So...  Being harmed by the very thing the sorcery lets the sorcerer control is also in-theme for the bargainers arts.



That's a great overview/perspective on sorceries as a whole! Thanks!
Vasily Pavlychenko
player, 239 posts
Ussuran Sorcerer/Duelist
HP: 0
Mon 10 Apr 2023
at 15:26
  • msg #8

Re: The New Sorceries

Several of the non-bargainer ones require binding yourself at some level to some sort of behavior/duty/etc; Glamour stuff requires following the code, Mother's touch requires taking on prohibitions, Tură's Touch has a mark and you have to do a quest, several of the other ones in the splats are like that too; basically, you have power, but you have to follow some sort of code or behavioral limitations along with it.
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