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Risky Things to do with Sorcery


Theah is a continent infused with magic. Disciplines of Sorcery inform a nation’s identity as much as its people or their lands. But the Church denounces Sorcery as blasphemous, exposing magicians to superstitious bigotry as dangerous as the dark powers they bargain with. For Heroic sorcerers, this prejudice is rarely justified – they are careful to limit the harmful effects of their magic. But Villainous sorcerers use their abilities to oppress others and violate nature, and the lay-people are right to be afraid of them.

When the roleplay is intense, GMs are pressured to quickly come up with Consequences and Opportunities - the Risky Things series exists to take some of the load off. It anticipates likely Risks for Heroes in a swashbuckling game, and suggests Consequences and Opportunities for those Risks. You might use these examples to spark your own creativity, or employ them in your own game as-written.

This bumper-sized entry in the Risky Things series includes:

  • Six new Risks for sorcerers, their allies and their enemies: resource scavenging, communing with the Graal, tracking a target, entering the otherworldly walkway, enduring natural disasters, and battling in a fate duel.
  • Consequences and Opportunities for all new Risks, including Game Master advice for how to implement and modify them in your games, with quick reference sheets for use at the table.
  • New Villain Advantages and Game Master advice for all six types of sorcerer from the core book, and new Monstrous Qualities for the most corrupted sorcerers and their Monstrous allies.
  • Appendices for new minor forms of burgeoning Sorcery, and new Arcana rules for use by Villains.
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File Last Updated:
December 12, 2019
This title was added to our catalog on December 12, 2019.