Become a student of the dark arts of Sorcery...


Sorcery is the magical art that is already included in the Power Rangers RPG. More commonly used by villains like Rita Repulsa and Lord Zedd, Sorcery is a skill that can be used by Power Ranger characters as well.


GETTING STARTED WITH SORCERY


You've decided to study the darker arts of Sorcery rather than the pure study of Magic. So how d you get started? Similar to the MLP magic system, Sorcery requires a General Perk in order to use. While Magic spells require the Spellcasting skill, Sorcery spells require the use of three skill specializations: Culture(Arcane), Performance(Ritual), Targeting(Sorcery).



Once a player has found a Sorcery teacher and has gained the appropriate skill requirements, they are able to take the Sorcery General Perk.


Sorcery

Prerequisite: Culture (Arcane) or Performance (Rituals) skill at +d2 or higher


You have learned how to command magical energies. You begin with 4 points of Sorcerous Powers, and gain 2 more with each level gained after taking this Perk. Use the rules for Building Sorcerous Powers (see below) to spend these points; you must spend these points when gaining this Perk, though you can reconfigure your Sorcerous Powers when you gain new points at your GM’s discretion. Once you have created a Power, you can use it as often as the Power dictates.


Additionally, a character who takes this Perk gains the following Mandatory Hang-Up:


Cost of Sorcery: Sorcerous power has unseen costs. Rolling a Fumble on a Skill Test involving one of your Sorcerous Powers or an attack with the Sorcerous Trait causes you to lose 1 Health. This damage cannot be prevented.


HOW TO USE SORCERY SPELLS


Sorcery spells take a Standard Action to cast. Sorcery spells are able to be used as often as the spell dictates and instead of using a specific skill for every spell, each Sorcery spell uses one of the three Sorcery specializations. So a spell that is essentially an attack (ex. Fireball), would use Targeting(Sorcery) to use. Aura of Decay uses Culture(Arcane). Spells that don't require a roll (Allies from Below) just require a Standard Action.


BUILDING SORCEROUS SPELLS


Instead of choosing spells from a list, Sorcery practitioners create their own Sorcerous abilities. When you level up and gain points to spend on Sorcery spells, you are able to create new abilities. You can also, with GM discretion, reconfigure your current powers. For example, you get 2 points when you level up. If there is a particular ability that you don't use often or don't really like, with GM permission you can get the points back from that particular spell ability and put the points towards something else. Maybe you want to create a much more powerful ability that would require more points to get. Maybe you want to use it and your new points to get 2 new abilities. It's up to you and our GM how your points are used towards your Sorcery powers. As long as you remember to follow these rules:



The following table details a list of effects and their point costs when creating Sorcerous Powers. Effects that add Traits to attacks or equipment are always active. Effects that create attacks or mimic other Perks must be activated by the appropriate action and required skill test.


Effect Cost
Permanently add the Sorcerous trait to a specific attack +1 Point
Permanently add the Sorcerous trait to a specific worn (non-Morphin shell) armor +1 Point
Create a basic Sorcerous effect mimicking a Perk or Grid Power that targets you or a target within 20ft; you must succeed at a DIF 12 Culture (Arcane) Skill Test to activate this effect +2 Points
Create a basic Targeting (Sorcery) Sorcerous attack with Range 30 ft/60 ft, inflicting 1 Energy damage +1 Point
Create a basic Culture (Arcane) Sorcerous attack that targets everything within 20ft of you, inflicting 1 Energy Damage +2 Points
Change the base damage type of a Sorcerous Power or attack to any other form (except Void*) and increase the damage by 1 +1 Point
Change the base damage type of a Sorcerous Power or attack to Void* damage +2 Points
Change the area of effect of a Sorcerous Power or attack to a 5ft radius blast or 20ft cone +1 Point
Increase the Range or area of effect of a Sorcerous Power or attack by 10ft +1 Point
Increase the base damage of a Sorcerous Power or attack by 1 +1 Point
Add Accurate (1) to a Sorcerous Power or attack +1 Point
Add an additional Trait to a Sorcerous Power or attack +1 Point
Add Multiple (X) Targets or Multi-Weapon (X) to a Sorcerous Power attack +(X) Points
Add a special Alternate Effect/Condition to a Sorcerous Power or attack +2 Points
Create a unique effect for a Sorcerous Power or attack +2 Points
The Sorcerous Power requires the Performance (Rituals) Skill Test and at least 10 minutes to activate -1 Point
The Sorcerous Power requires the Performance (Rituals) Skill Test and at least 1 hour to activate -2 Points
The Sorcerous Power or attack requires a specific enchanted item or focus to function (see pg. 274) -1 Point
The Sorcerous Power or attack is blocked or nullified by a specific, non-unique substance or situation -1 Point
The Sorcerous Power or attack has an additional resource cost (Personal Power, Story Points, Health, etc.) -2 Points

*Element (Void): This weapon utilizes a portion of the energy of consumption and the Dark Dimension, a taste of what the enemy holds as a constant basis in their hearts. This rare Element damage ignores any armor bonuses to Toughness but corrupts the thoughts and actions of its wielder over time. Non-Psycho Ranger users need special training to operate Void weapons without being overwhelmed by their inherent evil.


Examples of Sorcerous Powers


Allies From Below

Raw magical energy. Calls forth interdimensional allies.


Effect: Summons 3d4 Threat Levels worth of allied creatures as a Standard Action.


Cost: 2 Points.

Arcane Blast

An explosive burst of magical energy that effects an area.


Effect: Targeting(Sorcery) attack; Range: 30ft/60ft (1 Energy Damage Blast (5ft radius)


Cost: 2 points

Arcane Bolt

A basic streak of magical energy hurled toward a target.


Effect: Targeting (Sorcery) attack; Range 30ft/60ft (1 Energy damage)


Cost: 1 point

Aura of Decay

A wave of raw entropy rolls out from the sorcerer in all directions, but taxes their well-being.


Effect: Culture (Arcane) attack; Range 20ft in all directions (2 Void Damage); costs 1 Health to use


Cost: 3 points

Bolster Defense

Magically reinforces the target with a quick warding spell.


Effect: DIF 12 Culture (Arcane) Skill Test as a Standard action to increase one Defense by +2 or all Defenses by +1 of a target within 20ft until end of scene


Cost: 2 points

Chronomantic Pulse

Alters the flow of time to speed up or slow down someone or something’s actions.


Effect: DIF 12 Culture (Arcane) Skill Test as a Standard action to determine where in the Initiative Order a target within 20ft of you is placed; automatically succeeds against a willing target


Cost: 2 points

Fireball

A projected eruption of flame.


Effect: Targeting (Sorcery) attack; Range 30ft/60ft (2 Fire Damage Blast [5ft radius])


Cost: 3 points

Forked Lightning

Arcing bolts of electricity shoot out to potentially scorch multiple targets.


Effect: Targeting (Sorcery) attack; Range 30ft/60ft (2 Electric damage — Multiple [3] Targets)


Cost: 5 points

Icy Breath

An exhalation of frozen energy, turning everything it touches to ice.


Effect: Targeting (Sorcery) attack; Range 20ft cone (2 Cold damage)


Cost: 3 points

Illusory Disguise

Magical alteration of one’s appearance to look like someone else to blend in or escape detection.


Effect: DIF 12 Culture (Arcane) Skill Test as a Standard action to appear as someone else, gaining Edge on Infiltration and Deception Skill Tests relating to the illusion


Cost: 2 points

LUCKY CHARM

Create a temporary token of uncanny good luck.


Effect: DIF 12 Performance (Rituals) Skill Test in a 1-hour ritual to recreate the effects of the Luck General Perk for the rest of the day


Cost: 1 points

MONSTER… GROW!

A powerful surge of magic turns a monster into a titan of destruction.


Effect: Turn an allied Threat from Normal to Grown version as a combined Standard and Move action


Cost: 2 points

SORCEROUS TREMORS

A few magical impulses call up a potentially massive earthquake.


Effect: DIF 12 Culture (Arcane) as a Standard action to recreate the effects of the Power Quake Grid Power.


Cost: 2 points

SUMMON CYCLE

Call a magical facsimile of a personal vehicle.


Effect: DIF 12 Performance (Rituals) Skill Test in a 10-minute ritual to recreate the effects of the Shark Cycle Rider Grid Power for 1 hour.


Cost: 2 points

VOLCANIC ERUPTION

The ground opens in a wide, fiery column of devastation.


Effect: Targeting (Sorcery) attack; Range 40ft/70ft (3 Fire Damage Blast [10ft radius])


Cost: 6 points

WIZARD MISSILES

Magical fragments of energy that streak out toward targets.


Effect: Targeting (Sorcery) attack; Range 30ft/60ft (1 Energy Damage; Multi-Weapon [3])


Cost: 4 points