Power flows through your veins, crackling with anticipation. Reality stretches like a rubber band to obey your whims, before disastrously snapping back. No law can bind you. You accelerate without limit towards the infinite possibility of the horizon. Your end will be radiant, explosive, and magnificent.
Starting Equipment: Outlandish costume worth 10d, Strange trinket
Suggested Skills: Aristocrat, Foreigner, Mystic
Each Sorcerer Template grants you +1 Magic Die (MD).
A: Soul Casting
B: Billowing Robes
C: Soul Vision
D: Magic Ward

Soul Casting
Alter the world through sheer force of will. Invest up to 4 of your MD to produce a magical effect. These always return to your pool. Doubles, triples, and quadruples result in Sorcerous Calamities.
Each time you use your sorcerous powers after the first time per day, add +1 Instability Dice (ID) to your pool. These do not count towards the [sum] or [dice] of an effect, but do count towards Calamities. Increasing the power of your sorcerous effects may also add ID.
Billowing Robes
Wearing an outlandish costume worth 100d grants you 12 Defense.
Wearing an outlandish costume worth 1000d grants you 14 Defense.
Wearing an outlandish costume worth 10,000d grants you 16 Defense.
You cannot benefit from armor (including helmets) while wearing an outlandish costume.
Soul Vision
You can see the souls of living creatures. This allows you to guess the approximate location of invisible creatures. You can also immediately tell if a person is possessed, undead, or a magician. The price for this gift is your connection to others. Permanently fill all but 1 social slot with Callous Indifference.
Magic Ward
Reduce all incoming magic damage by 2. Does not apply to self-inflicted damage.
Once per day, negate the effects of a spell that targets you. Does not apply to spells generated by Calamities.
Sorcerous Effects
Harm
Deal [sum]+[dice] damage to a creature or object you can see. Target can Save to negate. The attribute saved against depends on how the Harm is flavored (lightning bolt, spectral claws, necrotic corruption, etc)
+1 ID per additional target
Alter
Make a declarative statement regarding a target you can see. The statement is true for [dice] Rounds. The statement cannot cause damage directly, move a target, or create new objects or effects. Target can Save vs Discipline to negate.
+1 ID per additional target
+1 ID to affect a Large area
+2 ID to affect a Huge area
+3 ID to affect a Gargantuan area
+1 ID to make the effect last for [dice] minutes
+2 ID to make the effect last for [dice] hours
+3 ID to make the effect last for [dice] days
Create
Create something. The creature or object created exists for [dice] Rounds. The creation must be person-sized or smaller, and have 2 or fewer Grit Die.
Creatures cannot deal damage. You can create objects with magical effects, but they cannot deal magical damage or provide permanent benefits.
+1 ID per additional creation
+2 ID to create a creature with 6 or fewer Grit Die
+1 ID to create a Large object
+2 ID to create a Huge object
+3 ID to create a Gargantuan object
+1 ID to create a magical or sufficiently weird object
+1 ID to make the creation last for [dice] minutes
+2 ID to make the creation last for [dice] hours
+3 ID to make the creation last for [dice] days
Sorcerous Calamities
Doubles
- Brightly colored sparks fly from your ears
- You make a noise like a thunderclap
- A strong wind billows around you, extinguishing all flames within 20 ft
- You act last in the next Round
- You psychically broadcast your current emotions. All within 60 ft must Save vs Discipline
- Take 1d6 magical damage
Triples
- Affects an adjacent target instead
- Teleport 1d6x10 ft in a random direction
- A random spell is also cast on your target
- Take 1d6 magical damage. You are flung 10 ft in a random direction
- Add +1 ID to all rolls for the rest of the day
- Take 2d6 magical damage. If reduced to 0 Flesh, explode. 3d6 magical damage, 20 ft radius, Save vs Agility to half
Quadruples
- Permanently lose 1d6 from a random attribute
- Effect is reversed
- Effect is maliciously altered
- A random spell is cast, targeting you
- Permanently lose 1 Flesh
- Take 3d6 magical damage. If reduced to 0 Flesh, explode. 5d6 magical damage, 50 ft radius, Save vs Agility to half