Action!/Schtick/Sorcery

= General Boost schticks =

Sorcerous Power
Add +2 to Damage of a Damage-dealing Power, or +2 to the EV of another Sorcery Schtick. You may not raise the +Damage or +EV above Power.

Specialist Power
You gain 2 Power points, only usable with a specific Schtick.

Versatile
Add 1 Power Effect to a Power, usable with a Power Point.

=Blast= Has its own page here.

=Totem=

Snake
Sorcery as Deceit. Hypnotize: Sorcery+Power/Willpower+Empathy EV/5 = Shots. 0 Shots = Hypnotize. May resist poison with Sorcery+Toughness.

= Summoning =

All Summoners gain the following benefits: Passive Defense: Sorcery against Supernatural beings (Sorcery / Creature Powers). Action: Ability to summon and banish Supernatural beings (Sorcery+Power / Creature Powers+Power). You may prepare for [Supernatural being's Power] hours to gain a positive die. You may choose 2 of the following:

Defend others
Cost: 5 points. You may defend others with your Defense.

Blast Supernatural
Cost: 5 points. Requires: any Blast. You may Blast Supernatural beings.

Ward against Supernatural
Cost: 5 points Power, Action: You may defend an area against intrusion from Supernatural creatures (Sorcery+Power (Active Defense)). This area may not be greater than Power meter radius. It lasts for a year and a day. You can choose to invert the area so as to create a prison instead.

Summoned Ally
Cost: variable (10 points provides 50 points). You get 5 points to build your Ally per point invested, starting with a normal character template. The Ally may buy Creature Powers or Sorcery and has a maximum Attribute equal to your Sorcery. You may not invest more than (SkillMax-10)x10 points into this Schtick, except for Booster Schticks.

Powerful
Cost: 5 points The Ally now has a maximum Attribute of your Sorcery+Power.

Knowledgeable
Cost: 5 points The Ally can now buy both Creature Powers and Sorcery.

= Life = = Nature = = Chaos = = Law = = Technomancy =

= Divination = = Familiar = = Illusion = = Influence = = Polymorph =