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    Sorcerer Supreme Building

    What sort of powers and abilities would you look for in a Sorcerer Supreme-style character?

    I'm not talking about for the Champions Universe... I'm asking, if you were putting together your gameworld's Sorcerer Supreme, what elements would you want to make sure he possessed?

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    Re: Sorcerer Supreme Building

    High Ego (natch)
    A big Honkin' Magic VPP
    Tons of Contacts, Favors and knowledge of the mystic and occult world
    Some sort of Global mystic dangersense, either innate or in an artifact.
    Lots of resouces (several artifacts, a base)

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    Re: Sorcerer Supreme Building

    1) A reason to not be available most of the time.
    2) A remote, and cool, base.
    3) A unique style and flair that makes people go "Whoa...", as opposed to being just another one of the "crowd" of casters.
    4) Predecessors who still have a stake in what happens (liches, ghosts, retired, etc.)
    5) Ties to some of the PC's, for whatever reason.
    6) A list of people who HE owes/is a contact to.
    7) Listed relations with all major earthly and sol mystic forces. (Enemy, Enemy, Master, Ally, Never Met, Enemy-stuck-in-a-bottle....)
    8) Some risky powerful magics that he CAN invoke, but doesn't like to.
    9) Something he can use to surprise people who strip him of his magic.

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    Re: Sorcerer Supreme Building

    This might be cliche'd, but I'd suggest having a "signature" artifact, such as the Eye of Agamoto for Doc Strange, or the Helmet of Nabu for Doc Fate.

    He/she should also have some servants/helpers, who can help with "real world" issues (paying the bills and taxes can be a bit distracting to someone with the responsibility of keeping magical baddies from invading Earth), maybe an apprentice--someone who might hold some great promise in the magical arts--maybe even become the next Sorcerer Supreme (this might be a good starting point for a magic-based PC).
    So much for having an interesting signature--Advertising space available here.

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    Re: Sorcerer Supreme Building

    The Master in my New Circle thread is very close to my idea of a Sorcerer Supreme. This repeats many of the ideas above, but:

    1) He must have some compelling story reason for not being overly involved in the game world except when he must be.

    2) He must have some compelling story reason for loyalty to the world rather than to any one group.

    3) He must have a range of skills that make him a believable expert on all things magical.

    4) If the PCs have any chance to learn his history at all, he must have a personal history that makes sense for a being of such power.

    5) He must have a compelling story reason for interacting with those players whom he mentors.

    6) He needs the raw power to back up the office.

    7) He needs the contacts, favors, bases, and followers that would logically go with the office.
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    The thing is, you often can refute a position with 100% certainty. What you cannot do is make an ignoramus recognize it, especially when that ignoramus is parroting something he read or heard and has never really understood...
    Quote Originally Posted by OddHat
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    Re: Sorcerer Supreme Building

    I forgot to mention: this is a PC I am helping a player with. He's just been promoted to the position. His teacher in all things mystical, the previous Archmage, has retired after 180 years so she can concentrate on her tomato plants and her dogs.

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    He needs a reason to be Supreme.

    In the CU, the Archmage has the Quaternion Banishment. Dr. Strange has the Eye & Orb of Agamatto. Dr. Fate has a Lord of Order living in his head.

    The Sorcerer Supreme needs to be able to do stuff that no one else can do.

    Personally, in my campaign the equivalent of Sorcerer(s) Supreme are able to call upon Higher Powers.

    They have a group of Contacts/Power Skills, each for a different Higher Power (e.g., Hagith the numen of Venus, water, copper, love, emotion, etc.).

    They have a biiiig Aid (any magic power, one at a time) with Incantations and a RSR (the appropriate Contact/Power Skill).

    So, one of the Magi can choose to use a high-power Mind Control spell at about the same level that any other master magician could do. Or, the Magus could call upon Hagith (incanting like Dr. Strange or Dr. Fate might) to enhance the Mind Control spell -- but only if the effect involves emotions, love, or something else that falls under Hagith's sphere of influence.

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    Re: Sorcerer Supreme Building

    Quote Originally Posted by Worldmaker
    I forgot to mention: this is a PC I am helping a player with. He's just been promoted to the position. His teacher in all things mystical, the previous Archmage, has retired after 180 years so she can concentrate on her tomato plants and her dogs.
    Ah. In that case, I'd concentrate on the contacts, favors, artifacts, bases, and above all the commitments.

    The Archmage is (imo) the court of final appeal in the Mystic World, the Earth's leading diplomat and first line of occult defense. He should have an amazing and complicated house full of cities in jars and worlds in paintings, delegations of feuding demons demanding an adjucated settlement to a dispute, armies threatening to invade Earth unless stared down or appeased, weird artifacts from the dawn of time that may be the answer to a problem, attacks from young punk mystics trying to make a name and dimension lords trying to test out the new boss...

    Points wise, the contacts, bases, and Artifact Pool will be the big addition to the character. I'd say that there's actually far more to each of those than the player gets now, but that he can only access them as he pays the points and uncovers yet more hidden rooms fillled with strange devices and books full of terrible secrets.
    Last edited by OddHat; Jan 11th, '05 at 05:56 PM.
    Quote Originally Posted by Cancer View Post
    The thing is, you often can refute a position with 100% certainty. What you cannot do is make an ignoramus recognize it, especially when that ignoramus is parroting something he read or heard and has never really understood...
    Quote Originally Posted by OddHat
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    Re: Sorcerer Supreme Building

    Quote Originally Posted by nexus
    Tons of Contacts, Favors and knowledge of the mystic and occult world

    What sort of favors? Give me a couple of examples.

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    Re: Sorcerer Supreme Building

    Quote Originally Posted by Worldmaker
    What sort of favors? Give me a couple of examples.
    Pact with Overlord of the Dark Metropolis as part of a peace settlement negotiated by the previous Arch-Mage.

    Mutual Defense Pact with the realm of the Lady of Sorrows.

    Binding legal contract with Prince Asmodeus for three specific services not in direct conflict with the long term interests of the Infernal Realms, received by the 24th Arch Mage in payment for services rendered but as of yet never used.

    Diplomatic access to Caspian, High King of Narnia, currently studying civil engineering at Cambridge.
    Quote Originally Posted by Cancer View Post
    The thing is, you often can refute a position with 100% certainty. What you cannot do is make an ignoramus recognize it, especially when that ignoramus is parroting something he read or heard and has never really understood...
    Quote Originally Posted by OddHat
    People tend to estimate the limits of Human Achievement by looking in the mirror.
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    Re: Sorcerer Supreme Building

    I've left off some details (like who the 30 pts of contacts are) but I though I'd offer up the arch mage that I created. She's is intended for the Champions Universe though and includes some information from the Mystic World. Still, it might give you some ideas.

    Lady Silver
    Val Char Cost Roll Notes
    15 STR 5 12- Lift 200.0kg; 3d6 HTH damage [1]
    24 DEX 42 14- OCV: 8/DCV: 8
    25 CON 30 14-
    11 BODY 2 11-
    23 INT 13 14- PER Roll 14-
    30 EGO 40 15- ECV: 10
    25 PRE 15 14- PRE Attack: 5d6
    24 COM 7 14-
    8 PD 5 Total: 8 PD (0 rPD)
    8 ED 3 Total: 8 ED (0 rED)
    6 SPD 26 Phases: 2, 4, 6, 8, 10, 12
    10 REC 4
    56 END 3
    39 STUN 7 Total Characteristics Cost: 202
    Movement: Running: 6"/[Noncombat]"
    Leaping: 3"/[Noncombat]"
    Swimming: 2"/[Noncombat]"

    Cost Powers END
    250 Sorcery: Variable Power Pool (Magic Pool), 100 base + 150 control cost, Cosmic (+2)
    44 Sorcery Supremacy: Variable Power Pool (Magic Pool), 20 base + 24 control cost, Cosmic (+2) (50 Active Points); Only in Earth Dimension (-1/4)
    25 Appeal: Aid 4d6, any magic spell one at a time (+1/4) (50 Active Points); Self Only (-1/2), Incantations (-1/4), Must be in higher power's interest (-1/4)
    65 Defensive Spells: Multipower, 65-point reserve
    6u 1) Shield of Protection (General Wards): Force Field (15 PD/15 ED/10 Mental Defense/10 Power Defense), Reduced Endurance (1/2 END; +1/4) (62 Active Points) 2
    6u 2) Shield of Protection (Physical Ward): Force Field (25 PD/25 ED), Reduced Endurance (1/2 END; +1/4) (62 Active Points) 2
    6u 3) Shield of Protection (Mystic Wards): Force Field (17 ED/17 Mental Defense/16 Power Defense), Reduced Endurance (1/2 END; +1/4) (62 Active Points) 2
    6u 4) Barrier: Force Wall (8 PD/8 ED/5 Mental Defense/5 Power Defense) (65 Active Points) 6
    6u 5) Physical Barrier: Force Wall (12 PD/12 ED) (60 Active Points) 6
    6u 6) Mystic Barrier: Force Wall (9 ED/9 Mental Defense/8 Power Defense) (65 Active Points) 6
    6u 7) Warding Winds: Missile Deflection (Any Ranged Attack), +11 levels, Adjacent Hex (+1/2) (63 Active Points)
    25 Iron Will: Mental Defense (21 points total), Resistant (+1/2) (25 Active Points)
    5 Iron Will: +10 PRE (10 Active Points); Limited Power Only to defend against Presence Attacks (-1)
    7 Mystic Warding: Power Defense (10 points) (10 Active Points); Only Works Against Magic Limited Type of Attack (-1/2)
    5 Life Support (Longevity: Immortal), Limited Power Only while holding the office of Arch Mage (+0)
    85 Astral Form: Duplication (creates 1200-point form), Altered Duplicates (50%; +1/2) (360 Active Points); Original Character is helpless and incapacitated while duplicate exists (-1), Feedback (All Duplicates Take Damage When Struck; -1), Both Characters die if they do not recombine within 24 hours (-1/2), Extra Time (Extra Phase, Only to Activate, Character must concentrate to leave fleshy prison; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 36
    8 Spell of Concealment: Cosmetic Transform 2d6 (costume to any type of clothing), Improved Target Group (+1/4) (12 Active Points); Limited Target ([Limited]; -1/2) 1
    22 Mage Sense: Detect Magic 14- (Unusual Group), Discriminatory, Analyze, Range, Sense
    20 Astral Awareness: Dimensional (Astral Plane) for Sight and Hearing Groups (20 Active Points)
    Artifacts and Magic Items
    32 The Star of Urizen: (Artifact from The Mystic World)
    24 Mystic Cloak: Flight 12", Reduced Endurance (0 END; +1/2) (36 Active Points); OIF (Mystic Cloak; -1/2)
    20 Ring of Rastia: Force Field (5 PD/5 ED), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (25 Active Points); IIF (-1/4)




    Martial Arts: [Martial Art Name]
    Maneuver OCV DCV Notes
    5 1) Defensive Block +1 +3 Block, Abort
    5 2) Defensive Strike +1 +3 3d6 Strike
    4 3) Joint Lock/Throw +1 +0 Grab One Limb; 2d6 NND ; Target Falls
    4 4) Martial Disarm -1 +1 Disarm; 25 STR to Disarm
    4 5) Martial Escape +0 +0 30 STR vs. Grabs
    3 6) Martial Throw +0 +1 3d6 +v/5, Target Falls
    Akido

    Perks
    70 Base (350 active points)
    3 Well-Connected
    30 30 pts of contacts
    3 Access: the Brialic Planes
    5 Money: Well Off
    9 Reputation: Well regarded and compassionate hero (world-wide) 14-, +3/+3d6

    Talents
    17 Danger Sense (any area, any danger, Custom Adder, Function as a Sense) (42 Active Points); Limited Power Noncombat (-1), Limited Power Only against magic (-1/2) 14-
    40 Universal Translator 14-, Usable Simultaneously (up to 8 people at once; +1) (40 Active Points)
    3 Simulate Death

    Skills
    5 Analyze: Magic 15-
    3 Breakfall 14-
    3 Conversation 14-
    3 High Society 14-
    3 Linguist
    1 1) Language: Greek (fluent conversation) (2 Active Points)
    1 2) Language: Latin (fluent conversation) (2 Active Points)
    1 3) Language: Sanskrit (fluent conversation) (2 Active Points)
    3 Navigation (Astral, Dimensional) 14-
    3 Oratory 14-
    3 Paramedics 14-
    3 Persuasion 14-
    3 Scholar
    2 1) KS: Ancient Lore (3 Active Points) 14-
    2 2) KS: Demonology (3 Active Points) 14-
    2 3) KS: Magicians (3 Active Points) 14-
    3 4) KS: Mystic World (4 Active Points) 15-
    2 5) KS: Mythology (3 Active Points) 14-
    3 6) KS: Occult Lore (4 Active Points) 15-
    19 Sorcery 22-
    5 Spell Research 15-
    3 Tactics 14-
    3 Traveler
    1 1) AK: Astral Plane (2 Active Points) 11-
    1 2) AK: Mystic Places (2 Active Points) 11-
    1 3) AK: Outer Planes (2 Active Points) 11-
    3 Teamwork 14-
    20 +2 Overall
    9 +3 with any Sorcery

    Total Powers & Skills Cost: 998
    Total Cost: 1200

    200+ Disadvantages
    20 Psychological Limitation: Code Against Killing (Common, Total)
    20 Psychological Limitation: Compassionate (Very Common, Strong)
    10 Psychological Limitation: Sworn to protect Earth against evil magic (Uncommon, Strong)
    15 Hunted : Circle of the Scarlet Moon 8- (As Pow, NCI, Harshly Punish)
    15 Hunted: DEMON 8- (As Pow, NCI, Harshly Punish)
    15 Hunted: Sylvestri Clan 8- (As Pow, NCI, Harshly Punish)
    5 Hunted: Skarn the Shaper 8- (Mo Pow, Limited Geographical Area, Mildly Punish - wants to marry Lady Silver)
    5 Rivalry: Professional, Iron Imam, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
    15 Social Limitation: Secret Identity Frequently (11-), Major
    10 Reputation: Novice Archmage, 14 (Known Only To A Small Group)
    20 DNPC's to be determined

    Total Disadvantage Points: 1200
    Last edited by Powerhouse; Jan 11th, '05 at 06:11 PM.

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    Re: Sorcerer Supreme Building

    Unless this PC has the piles and piles of points to pay for everything a Sorcerer Supreme really needs, a lot of stuff may need to be trimmed down for a while. Maybe some of the Contacts and Favors are less available to the "new guy" until he proves himself (in somewhat more diplomatic terms than I've implied here, however), or the artifacts have some odd method of invocation that isn't immediately apparent even to someone of his skills.

    I would expect that a mystic-type Gadget Pool would be something he would have. Lots of Independent things in there, too. The Cerulean Sphere of Suttarchus wouldn't be easy to replace.
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    Re: Sorcerer Supreme Building

    An archmage should have the ability to do a few things that aren't, well... by the book legal. Superskrull on this board has his own magic system he's worked out (though nobody ever plays magic characters in our group, so it hasn't come up). Basically, if you've got a contact with a Lord of Chaos, you make your 11- roll (or whatever you've bought it up to), and you can use the "Shimmering Lights of Shib-Niggurath" (i.e., 3D6 RKA w/ 3D6 Mental Transform "to insane"). He's basically written up every spell that ever appeared in a Dr Strange comic.

    Actually... hold on.

    Ahh... I found the list. I had it in my Heromaker files.

    0 PKG (Magic),"the Name of Agamatto",0 END(+1/2)
    (60) 12D6 EB (Magic),"mystic light",only vs chaotic beings(-1/2) 0
    (127) 6D6 Flash (Magic),Spatial Awareness,N-Ray,Sight Group,Mental
    Group 0
    (189) 18D6 Dispel (Magic),"illusions, charms and mental
    influence",vs SFX (all powers) 0
    (90) 12D6 Telepathy (Magic) 0
    (105) 12D6 Mind Control (Magic),telepathic contact 0
    (105) 18D6 Mind Control (Magic),"tell the truth",telepathic
    contact,single command only 0
    0 PKG (Magic),"Balthakk's Bolts",0 END(+1/2)
    (75) 10D6 EB (Magic),"eldritch lightning" 0
    (75) 3D6+1 RKA (Magic),"eldritch lightning" 0
    0 PKG (Magic),"In the Name of the All-freeing"
    (0) automatically opens doors, locks and such (Magic)
    0 PKG (Magic),"By the Power of the Ancient One",0 END(+1/2)
    (32) 6D6 Aid (Magic),"magical enhancement",vs SFX (all powers),
    Incantation(-1/4),1 Charges(-2) 0
    0 PKG (Magic),"Bromagdon's Ruby Rain",0 END(+1/2)
    (72) 3D6 RKA (Magic),"red rain of acid",vs physical defense,No
    Knockback(-1/4),Penetrating(+1/2) 0
    (45) 3D6 Transform (Magic),"to madman",major,Linked(-1/2),"to Red
    Rain" 0
    (35) 3 1/2D6 Ego Attack (Magic),Linked(-1/2),"to Red Rain" 0
    0 PKG (Magic),"The Seven Suns of Cinnibus",0 END(+1/2)
    (30) 3D6 EB (Magic),"enhancement of mystic attack",cumulative
    (+1/2) 0
    (30) 1D6 RKA (Magic),"enhancement of magical attack",cumulative
    (+1/2) 0
    0 PKG (Magic),"Crystals of Cyndriarr",0 END(+1/2)
    (130) 4D6+1 RKA (Magic),"razor sharp crystals",vs physical
    defense,Area Effect(+1/2) 0
    290 PKG (Magic),"Cyttorak",0 END(+1/2)
    (80) 4D6 Entangle (Magic),"Seven Bands of Cyttorak",backlash,
    severed by the Shades of the Seraphim automatically(0) 0
    (60) 12/12 Force Wall (Magic),"Conjured Crystal of Cyttorak",
    Concentrate(-1/2),0 DCV 0
    (0) Crimson Bands of Cyttorak Ego+15 Entangle, with backlash
    (Magic),severed by the Shades of the Seraphim automatically
    (0)
    (0) TK=Ego +15, crimson bands of Cyttorak, has fine manipulatio
    (Magic),severed by the Shades of the Seraphim automatically
    (0)
    (75) 3D6+1 RKA (Magic),"Crimson Crystals of Cyttorak",vs physical
    defense 0
    (75) 10D6 EB (Magic),"Crimson Crystals of Cyttorak",vs physical
    defense 0
    0 PKG (Magic),"Entreaty to Daronthon"
    (0) +15 active points to any dimensional based magick (Magic)
    0 PKG (Magic),"Daggers of Daveroth",0 END(+1/2)
    (75) 3D6+1 RKA (Magic),"flat red triangles",vs physical defense 0
    0 PKG (Magic),"Denak (also called Danak)",0 END(+1/2)
    (75) 10D6 EB (Magic),"Disks of Denak" 0
    (168) Summon (Magic),"Demons of Denak ",410 Creature Pts,Creature:
    demons,demons automatically dispelled by silver(0),can
    summon up to twice his Ego in demons(0),demons are
    automatically obedient(0) 0
    337 PKG (Magic),"Dyzakk",0 END Persistent(+1)
    (337) 7D6 Entangle (Magic),"Dyzakk's Cage or Sphere",stops sense,
    backlash,Spatial Awareness,Detect,N-Ray,Sight Group,Hearing
    Group,Radio Group,Smell/Taste Group,Mental Group 0
    0 PKG (Magic),"Falroth",0 END(+1/2)
    (315) Summon (Magic),"Flames of Falroth",300 Creature Pts,summon
    any creature,Creature: anything/anyone 0
    0 PKG (Magic),"Faltine",0 END(+1/2)
    (137) 5D6 Drain (Magic),"the body of entangles",fade rate: per
    hour,Ranged(+1/2) 0
    (90) 10/10 Force Wall (Magic),"Flamewall",opaque,Sight Group 0
    (144) 12D6 Dispel (Magic),"any psimagicks-burns them off",vs SFX
    (all powers),Ranged(+1/2) 0
    (144) 12D6 Dispel (Magic),"animation spells",vs SFX (all powers),
    Ranged(+1/2) 0
    (82) 11D6 EB (Magic),"Flames of the Faltine" 0
    (82) 3 1/2D6 RKA (Magic),"Flames of the Faltine" 0
    From their bitter blazing land
    May the Faltine raise their hand
    May their flames now leap and hiss
    Open wide a great abyss.

    (45) 3D6 Transform (Magic),"create gaping chasm in the earth",
    major,cumulative,Desc: rip in the earth 3 miles deep,
    Concentrate(-1/2),constant concentration,must start in the
    hex next to the user or closer(-1/2) 0
    0 PKG (Magic),"Faralloh",last only until someone is killed
    (-1/2),0 END Persistent(+1)
    (96) 2 1/2D6 RKA (Magic),"Fearsome Fangs of Faralloh",vs physical
    defense,[Continuous(+1),Concentrate(-1),0 DCV,constant
    concentration,Area Effect(+1),any area 0
    0 PKG (Magic),"Hoggoth",0 END(+1/2)
    (45) 2D6 HKA (Magic),"Hook of Hoggoth",vs physical defense 0
    (0) Hand of Hoggoth +2 OCV, killing damage = to Str, steel claw
    (Magic),only able to use personal spells, no other higher
    magicks(-1 1/2)
    (96) 12D6 Dispel (Magic),"Hostts of Hoggoth- countermagicks",vs
    SFX (all powers),only spells cast in the same round(-1/2),
    Ranged(+1/2) 0
    (280) 15/15 Force Wall (Magic),"Mystical Hosts of Hoggoth",opaque,
    Spatial Awareness,Detect,N-Ray,Sight Group,Hearing Group,
    Radio Group,Smell/Taste Group,Mental Group,Always On(-1/2),
    Transdimensional(+3/4),group of dimensions,Dimension:
    sealing a dimensional gate,Persistent(+1/2),x1 Difficult to
    Dispel(+1/4) 0
    (180) X-D Move (Magic),"Hoary Hosts of Hoggoth- banishment spell",
    any dimension,Usable Against Others(+2 1/2),x64 Increased
    Mass,Ranged(+1/2) 0
    (60) X-D Move (Magic),"Mists of Hoggoth",any dimension 0
    0 PKG (Magic),"Ikonn",0 END(+1/2)
    (165) 11D6 Mental Illusions (Magic),"Images of Ikonn",illusions
    can be modified without further rolls to hit(+1 1/2) 0
    (266) -4 Images (Magic),"Illusions of Ikonn",Spatial Awareness,
    Detect,N-Ray,Sight Group,Hearing Group,Radio Group,
    Smell/Taste Group,Mental Group,x125 Increased Area 0
    (96) 8D6 Dispel (Magic),"illusions",vs SFX (all powers),Ranged
    (+1/2) 0
    0 PKG (Magic),"Ikthalon",0 END(+1/2)
    (75) 4D6 Entangle (Magic),"Icy Tendrils of Ikthalon",stops sense,
    Sight Group 0
    0 PKG (Magic),"Krakkan",0 END(+1/2)
    (90) 6D6 Entangle (Magic),"Chains of Krakkan" 0
    0 PKG (Magic),"Mabdhara",0 END(+1/2)
    (52) Summon (Magic),"demons",summon limited group,Creature:
    demons 0
    0 PKG (Magic),"Munnipor",0 END(+1/2)
    (0) Make Ego roll by 5 and shatter any field (Magic)
    (75) 15D6 Mental Illusions (Magic),"Munnipor's Moonlit Maze",one
    image only(-1/2) 0
    (82) 11D6 Mind Control (Magic),"By the many moons of Munnipor- a
    glamor" 0
    (195) 10" Darkness (Magic),"Mists of Munnipor",Radar,Smell,Mind
    Scan,Sight Group,Hearing Group 0
    (35) 3D6 EB (Magic),"Mists of Munnipor",Linked(-1/2),"to
    darkness",NND(+1),Defense: not breathing,Area Effect(+1),
    radius 0
    0 PKG (Magic),"Nirvalon",0 END(+1/2)
    (72) 12D6 Dispel (Magic),"the Mighty Light of Nirvalon- stops
    emotion control",Ranged(+1/2) 0
    (60) 10/10 Force Wall (Magic),"Nirvalonic Sphere",opaque,Sight
    Group,immobile(-1/2) 0
    0 PKG (Magic),"Oshtur",0 END(+1/2)
    (106) 22D6 Dispel (Magic),"any magic spell",vs SFX (all powers),
    Concentrate(-1),0 DCV,constant concentration,Extra Time
    (-3/4),time: 1 minute,only to start power,once a day(-1),
    Ranged(+1/2),Can cancel ANY spell effect (+2) 0
    (100) 20/20 Force Wall (Magic),"up to 3 ft crystal",only creates
    crystals of up to 3 ft(-1),Always On(-1/2),x2 Difficult to
    Dispel(+1/2),Persistent(+1/2) 0
    (77) 30 STR TK (Magic),"Spell of Omnipotent Oshtur",affects all
    parts,No Range(-1/2),Area Effect(+1 1/2),line,x4 Increased
    Area 0
    0 PKG (Magic),"Pohldahk",0 END(+1/2)
    (60) 6D6 Transform (Magic),"Planes of Pohldahk",cumulative,Desc:
    two-dimensional image 0
    0 PKG (Magic),"Raggadorr",0 END(+1/2)
    (0) Rains of Raggadorr- kills fungus and disease (Magic)
    (0) Rings of Raggadorr- as Cyttorak's bands (Magic)
    (87) 10D6 Suppress (Magic),"blocks victims magics",vs SFX (all
    powers),doesn't block personal magic(-1/2),not vs targets
    surrounded by the Faltine's Flames(-1/2) 0
    (58) 10D6 Mind Control (Magic),"you can't escape",telepathic
    contact,single command only 0
    0 PKG (Magic),"Satannish",0 END(+1/2)
    (110) 3D6-1 RKA (Electricity),"swirling Storms of Satannish",use
    D6-1,Indirect(+1/4),Continuous(+1) 0
    (67) -10 Images (Magic),"Storms of Satannish",Detect,Mental
    Group,only to disguise aura(-1/2),Persistent(+1/2) 0
    496 PKG (Magic),"Seraphim" 42
    (70) Clairsentience (Magic),"Shades of the Seraphim",Sight,
    Hearing,Mental Awareness,see other dimensions,x16 Increased
    Range 5
    (65) X-D Move (Magic),"Shades of the seraphim",any dimension,x32
    Increased Mass 4
    (0) Sign of the Seraphim- take control of the next magical spel
    (Magic),must make ego roll-5 or blown unconscious for up to
    5 days(-2)
    (0) Secrets of the Seraphim Flight at Ego + 15" X8 noncomm
    (Magic)
    (80) 3D6-1 RKA (Magic),"Shining Circle of Seraphim",use D6-1,
    Damage Shield(+1/2),Affects Desolid(+1/2) 8
    (50) 25/25 Force Field (Magic),"Many Shields of the Seraphim" 5
    (66) 33/33 Force Field (Magic),"Unscathable Shield of the Sacred
    Seraphim" 7
    (100) 20/20 Force Wall (Magic),"Great Shield of the Seraphim" 10
    (36) 18/18 Force Field (Magic),"Seraphim's Grim Shield" 4
    (9) +3 Detect (Magic),"Seraphim's Grim Shield",Desc: evil
    (20) Targeting Sense (Magic),"Seraphim's Grim Shield",Detect
    0 PKG (Magic),"Valtorr",0 END(+1/2)
    (62) 5D6 Entangle (Magic),"Vapors of Valtor",requires smoke from
    a brazier(-1),Based On ECV(+1) 0
    (60) 3D6-1 RKA (Magic),"Vapors of Valtor (the lightning within)",
    use D6-1 0
    (97) 6 1/2D6 Entangle (Magic),"Dark Vapors of Valtorr" 0
    (225) 5D6 Drain (Magic),"movement powers",vs SFX (all powers),Area
    Effect(+1),radius 0
    (0) Drain movement equal to ego +15 (Magic),Area Effect(+1),
    radius,affects all movement(+1/2),Personal Immunity(+1/4)
    (0) cushion of vapors- stops falls (Magic)
    (61) 7D6 Aid (Magic),"Vapors of Enhancement-any one stat",vs SFX
    (one power) 0
    (105) 4" Darkness (Magic),"Vapors of Obscurity",Radar,Sight Group,
    Hearing Group,Smell/Taste Group 0
    (50) 8 1/2D6 Mind Control (Magic),"Vapors of Sleep",telepathic
    contact,single command only 0
    (76) 2 1/2D6 Transform (Magic),"Vapors-Resist Death",major,
    cumulative,Desc: alive 0
    (90) 3D6 Transform (Magic),"Vipers of Valtorr",major,cumulative,
    Desc: snakes from weapons 0
    (112) 50 STR TK (Magic),"cloud with tentacles in it" 0
    0 PKG (Magic),"Wattomb",0 END(+1/2)
    (60) X-D Move (Magic),"Winds of Watoomb",any dimension 0
    (0) unlimited teleport (Magic)


    Basically, you'd buy a Contact with the appropriate entity. You want a more powerful version of Balthakk's Bolts (10D6 EB), you buy it like normal. But as long as you're willing to stick with the base level of effect, a simple Contact would be fine. But if you'll look over that huge list, you'll see a few powers that aren't built on points (Sign of the Seraphim, Munnipor). A Sorceror Supreme should have a few tricks like that. He's the Sorceror Supreme, so he's got a few cheats when it comes to magic spells (i.e., he's using a variant of the rules that gives him a few absolute effects).

    A Sorceror Supreme should have a decent sized VPP, a few generic defense, movement, and attack spells outside the VPP (so he can devote the pool to more important matters), and a few game-breaking spells on big limitations outside the pool.

  14. #14
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    Re: Sorcerer Supreme Building

    Apart form powers and gadgets, the Sorcerer Supreme should have a very hight PRE, maybe with extra PRE vs mystic-based characters and threats. He/She won't look very "Supreme" if seen trembling in his/her boots.

    And this is my 300th post...
    "The only difference between genius and stupidity is that genius has its limits." - Albert Einstein

  15. #15
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    Re: Sorcerer Supreme Building

    Quote Originally Posted by Captain Obvious
    Unless this PC has the piles and piles of points to pay for everything a Sorcerer Supreme really needs, a lot of stuff may need to be trimmed down for a while. Maybe some of the Contacts and Favors are less available to the "new guy" until he proves himself (in somewhat more diplomatic terms than I've implied here, however), or the artifacts have some odd method of invocation that isn't immediately apparent even to someone of his skills.
    This is about the way we're going to play it. He's new to the office, and everyone knows it. He also knows that his predecessor didn't entrust him with everything when she retired.

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