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Sorcerer of Ysyr

The Mage-Lords of Ysyr have been gifted with a knack for the art of sorcery, and physically
perfected by their dwelling in the shadow of Pinnacle, an ancient Solar city. The most powerful
of the Ys are prideful in their mastery of the sorcerous arts, and cavalierly utilize them to rule
over their fellows. Their physical perfection ensures their health, and their sorcery cements their
deadliness.

The Sorcerers of Ysyr are often encountered in the company of Ys soldiers, golems or first
circle demons that they have summoned to protect themselves. These statistics represent a
basic template for a Sorcerer from Ysyr. Most of the Mage-Lords will look very distinct from one
another due to workings they have performed upon themselves and other capabilities they may
have acquired.

Essence: 1; Willpower: 6; Join Battle: 7 dice


Health Levels: -0/-1x3/-2x3/-4/Incap.
Actions: Feats of Strength: 6 dice (may attempt Strength 3 feats); Senses: 6 dice; Read
Intentions: 5 dice; Social Influence: 6 dice; Resist Poison/Illness: 9 dice; Shape Sorcery: 9 dice;
Sorcerous Attacks: 8 dice

Appearance 4, Resolve 4, Guile 3

Combat
Attack (Dream Lightning): 11 dice at short range (Damage 13)
Attack (Ritual Dagger): 8 dice (Damage 10)
Combat Movement: 5 dice (9 in Stormwind Rider or Cirrus Skiff)
Evasion 3, Parry 3
Soak/Hardness: 9/4 (Shadowsilk Robes)

Merits

Physical Perfection: The mutations of their homeland have left the sorcerer physically perfect.
They are always fit and beautiful, they live long and rarely suffer serious health effects.
Sorcerers of Ysyr heal as the Exalted do, and rarely fall victim to disease or poison.

Wyld Bulwark: The sorcerer is immune to the Wyld, ignoring mutation, delusion, or addiction to
chaos.

Essence Sense: The sorcerer may detect Manses, Demesnes, Wyld areas, and other magical
radiations when she comes within long range of them, and the presence of Hearthstones within
short range. She may also detect the presence of Essence users within short range as a limited
form of the spirit charm Measuring the Wind, gaining some indication of relative power and type.
She may tell if someone is an Exalt, spirit, or fellow mortal essence user, but not subtypes within
those - she can't tell a Solar from an Abyssal, or a demon from an elemental by essence-sense
alone.

Sorcery

The Sorcerers of Ysyr are all savants in the sorcery of the Emerald Circle. All know at least
three spells, while some will know all listed in the Exalted Core and potentially more. Common
control spells include Silent Words of Dreams and Nightmares, Stormwind Rider, and Iridescent
Thunderbolt of Beyond.

They almost always know either Summon Elemental or Summon First Circle Demon, and
regularly utilize these beings as servants.

Sorcerers of Ysyr will know at least one of these three Shaping Rituals:
● A true child of Ysyr, the sorcerer draws power from the engines of creation. Whenever
she takes a shape sorcery action while within a Manse, Demesne, or while holding a
Hearthstone, she may reap additional sorcerous motes equal to that place or stone's
value (for example, four for a Greater Hearthstone, and five for a Greater Manse such as
Ysyr itself). A sorcerer may only gain the benefit from an individual source once a day,
though multiple sorcerers may all use the same source.
● The adulation of her lessers is the air the sorcerer breathes. When she succeeds at a
persuade action against a character with a intimacy of obedience toward her, she gains
sorcereous motes based on the value of that intimacy (eg four from a defining tie).
These motes last until the end of the scene, and may be spent on any spells she casts.
● Although she escaped the worst outcome of being born within Ysyr's walls, that doom
lies dormant within the sorcerer's flesh, and she is one of the few mage-princes of Ysyr
who dare to draw upon that inner reserve. The sorcerer may spend a point of Willpower
to deal herself up to (Essence) aggravated damage, in return for Essence + Willpower
sorcerous motes which last until the following sunrise and may be spent on any spells
she casts. She may not use this ritual again until the damage heals.

The most powerful may know all three or more.

Iridescent Thunderbolt of Beyond (15sm, 1wp; Instant; Decisive-Only, Perilous): The


sorcerer shapes coruscating arcs of purple and green into the form of a mighty bolt of fiery
lightning, a rippling ball of potential energy that recalls the screaming borders of the Wyld. The
sorcerer rolls her Sorcerous Attacks dice pool as a decisive attack against an enemy at up to
long range, then launches the bolt of lightning to scorch her foes. The mastery of forces beyond
reality is embodied through the power of the sorcerer’s will, with a base lethal damage equal to
(her Initiative + current temporary Willpower), and resets her to base Initiative on a successful
attack. As long as the thunderbolt deals 3+ levels of damage to its target, it ignites a bonfire of
rainbow flames that scream, they engulf him and all terrain within short range of him, and burn
until the end of the scene. A sorcerer who knows Iridescent Thunderbolt of Beyond as her
control spell may use it to attack a target one range band beyond long range by paying an extra
5sm when casting the spell.

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