Hi, I’m trying to build a homebrew sponsored magic for a sorcerer/wizard who specialises in dealing with spirits.
I’m using Kemmlerian Necromancy (YS 291) as my template and going for something with a similar set of bonuses as I want it to be more based on specialist knowledge acquired from an outside source (like Kemmler’s lore) rather than a power granted by an outside source like Seelie or Unseelie Magic.
Here’s a rough draft of what I’m looking at so far.
Spirit Walker/Shaman
Cost:
- Must already possess some spellcasting ability with some specialisation in Animancy (Thematic thaumaturgy dealing with spirits, akin to Ectomancy and ghosts – I’m using Anima as the Latin for spirit or soul)
- Must have access to a source of spiritual lore e.g. a helpful (or helpless) spirit to pump for information (possibly in a past tense, I can see a dark sorcerer torturing spirits for info.)
- Cost is 2-4 refresh depending on possession of Evocation and Thaumaturgy and whether they are required in order to have this power or whether it’s available with only channelling or ritual.
Benefits:
- Standard sponsored magic benefits.
- +1 Control, +1 Complexity to Animancy
- Use Animancy with evocations speed and methods
- Use control bonus from Animancy for evocation instead of discipline provided that the casting incorporates some spiritual element.
Questions that I’m asking myself:
- Kemmlerian Necromancy gives more bang for your buck with an additional thematic thaumaturgy type at evocations speed and methods (Psychomancy). Does the potentially broader nature of Animancy make up for that e.g. there are all sorts of spirits, elemental and emotional. In which case is this too broad a focus? Should there be some additional bonus when specifically summoning and binding spirits (e.g. consider your complexity and control to be one step higher)?
- Kemmlerian Necromancy specifies that you may use your control bonus from thaumaturgy to control evocation spells if you include some element of death in the spell’s description. What should be my inclusion here? Should elemental evocations be more “alive” transposing sapient characteristics onto spells? E.g. a stream of water which twists through the air like a roiling serpent almost as if it were actively seeking its prey. No mechanical bonuses beyond the control bonus mentioned, I'm just asking about flavour.
- What to do about the debt...
o I’m wondering what the cost should be if they use sponsored magic to invoke aspects (for debt rather than fate points). Should they be pushed towards the nature of the spirits they’re “channelling” (at least empathically)? E.g. repeatedly calling upon spirits of the earth could lead you to become set in your ways and unwilling to compromise on issues, whereas water spirits could make you more emotional and induce mercurial behaviour. It would probably be most clear cut with thematic spirits e.g. phobophages or hunter spirits inciting you to inflict terror in others or leading you to act like a predator without mercy or conscience. This could eventually lead to aspect changes e.g. blazing temper, or immovably obstinate. Spirits are stated to understand friendship but not morality, could repeatedly putting yourself in their shoes make it harder for you to retain your own moral compass?
o Alternatively they could be compelled to assist spirits with their own agendas e.g. you have been drawing on a spirit of the earth, they demand your assistance in sabotaging a project to bulldoze a sacred grove or they’re cutting you off...
Thank you for taking the time to read this, any thoughts or criticisms would be welcome