Sorcery Abilities - Action and Reaction

Perfidious

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Sorcery is Fun!

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The emotes are colourful, evocative, with lots of hand waving and emotional input. But in the heat of the moment, sometimes it can be difficult to determine what these abilities actually do. What do those fancy words mean? Which Force Blast is that?

Whether it's a panicked question in voice-chat, or frantically scrolling to the right section of the Force Powers page, it can be a challenge to react with confidence when faced with the more elite (not that the writer is biased) displays of the Dark Side in full flow.

To help clear things up and provide some guidance, we have composed the following expanded descriptions, and guidelines of how one might react when faced with these powers, as well as suggestions on how they might be defended against.

PowerExpanded ExplanationTL;DR EffectsSuggested Defence / Response
Aura of UneasinessA sense of uneasiness and discomfort surrounds the user, affecting both sentients and non-sentients (though it is more effective on non-sentient creatures), making them become addled and nauseous, and inclined to get out of the area of effect.

It can be used to move through crowds of non-sentients without being hampered (such as clouds of insects, herds of animals). At higher levels (rank 4-5), this can cause victims to lose concentration on the task at hand, and become physically sickened by their proximity.
Induces nausea, discomfort, and agitation.
Non-sentients are strongly affected and tend to disperse.

At higher levels, targets may lose focus or feel physically sick.
At lower levels, this may present as mild discomfort or distraction. At higher intensities, it could reasonably disrupt concentration or prompt withdrawal from the area.

Mental Shield may help steady the mind.
Bolt of Hatred (Sutta Chwituskak)A "radiant sphere of pure hatred".

Causes “mental agonies” relative to the Sorcerer’s ability level. Lower ranks would be similar to a mid-level Mind Shard, higher levels are debilitating, though leave no physical injury.

It will not cause someone to keel over dead, but will likely take them out of action for a round or so to be taken advantage of by others.
A focused sphere of Dark Side hatred causing intense mental agony.

Incapacitates briefly but does not cause physical damage.
Targets might experience a sharp, overwhelming surge of pain that interrupts their actions momentarily.

Recovery is usually quick, though Mental Shield could lessen the severity.
MindformsThe user is able to twist the Force to manifest powerful illusions, which unlike those created with telepathy, were present in the real world rather than a victims mind. So realistic are these manifestations that even a computer's sensors cannot tell the difference.Projected constructs visible to multiple observers; not purely personal illusions.

Can confuse or misdirect groups.
These may be perceived as tangible threats at first glance.

Depending on awareness or sensitivity to the Force, characters might begin to question or resist their influence over time, especially when considering how they react to, or interact with the characters.
Summon FearCreates not only the sensation of fear, but the most hidden, unknown terrors of the target are brought to life before the person afflicted, making them stuck in a mental prison of their own horror. If maintained, it may trap the person in this catatonia permanently.

Those affected by lower levels of Sorcery (or with higher levels of Mental Shield) may be able to remain in place, absorbed in fear. Higher levels of sorcery (or lower levels of mental shields) are likely to be unable to act and are highly likely to flee or be longer-term mentally scarred.

This is not an ability that will make you "panic and start attacking more against the enemy" when you are targeted with this; it is a prison of horror making the victim freeze or try to flee.
Forces the victim to confront their deepest fears, potentially trapping them in a mental prison.

Higher levels can cause paralysis or long-term trauma.
Reactions will often lean toward freezing, retreating, or becoming overwhelmed rather than lashing out.

Stronger resolve (i.e. higher ranked Force users) or high Mental Shield may allow limited resistance, though the experience is still deeply unsettling.
Dark Side Web (Odojinya)Strands of Dark Side energy surround the target in a nigh unbreakable net. Once captured, the web begins to sever the being’s connection to the Force for both FUs and NFUs. For NFUs they would simply rapidly weaken, and be unable to escape, though not physically harmed.

Force-sensitive targets would be more able to fight against the constraints of the web, though would find their connection to the Force rapidly severed, and it would boil down to will-vs-will. The longer the web remains in place, the weaker the target will become, but also the more tired the Sorcerer will become, too.
Ensnaring net that restricts movement and weakens connection to the Force.

Non-Force users weaken rapidly; Force users struggle in a willpower contest.
Avoidance or evasion before being caught may be the most effective option.

Once ensnared, it may feel like a gradual loss of strength or connection, with resistance becoming more difficult over time.
Force BlastThis is not telekinesis Force Blast.

This is a concentrated blast of pure Dark Side energy, capable of disintegrating and utterly obliterating anything in its path. It is not going to be stopped by hiding behind a small crate, or thin barrier. A solid wall, perhaps.

This is why it is generally charged up over several rounds!

This potency can however cause burns to the user’s hands - some sources say these burns are "painless" but where’s the fun in that?
Highly destructive Dark Side energy blast capable of disintegration.

Typically charged before release.
The visible charge-up can provide an opportunity to react. Substantial cover, a strong Force Barrier, or distance may offer protection, whereas light obstacles are unlikely to help.

Treating the blast as a serious threat helps maintain its intended impact.
Waves of DarknessTo begin with at lower-level skill, an area-of-effect, circular around the user (in all directions), causing despair and confusion in the targets around them.

Shows as a visible wave of darkness and often accompanied with thunderous, roaring noise. If affected for long enough, they are compelled to flee. This also targets allies, unless they have sufficient mental defences (and may be asked to roll when in doubt).

At higher levels of sorcery and skill, the sorcerer is capable of making the skill more unidirectional according to the caster’s will.
Expanding AoE wave causing despair, confusion, and eventual compulsion to flee.

Affects allies unless protected.
Initial disorientation may give way to a strong urge to withdraw. Characters with sufficient mental discipline and Mental Shield might hold their ground briefly, though prolonged exposure could still push them back.
Dark Side TendrilsMist-like tendrils of pure, malevolent Dark Side energy that rise from the ground, swarming and attacking the Sorcerer’s target(s), requiring a high level of concentration to enact and sustain.

These tendrils are capable of disintegrating any kind of matter they touch; the stronger the Sorcerer, the greater the damage. Shields/barrier and particularly strong Force users may have a slight opportunity to defend, but evasion is wiser.

This is not an "eek it brushed my leg" power, it is an "ARGH MY LEG IS GONE" power.
Manifest tendrils that disintegrate matter on contact.

Typically charged before release.

Extremely dangerous and sustained with concentration.
These are best approached with caution.

Avoidance or repositioning is often more viable than direct resistance, though powerful shields or particularly heavy cover (not a crate), Force Barriers, or Force resilience due to rank might provide brief protection.
Suppress ThoughtThe Sorcerer is able to completely telepathically dominate a single, or several minds.

The affected were seemingly in a trance, hypnotically paralysed, and unable to control their own faculties. Should the conjurer choose, the victim could end their own life, usually against their own will. If the caster was in direct physical contact with an individual, they could tap directly into the individual's mind, and force them into whatever action they so desired.
Complete mental domination.

Targets become paralysed or controlled, potentially forced into extreme actions.
This may present as a loss of autonomy, with actions dictated externally.

Strong mental defences could offer resistance, but in many cases the influence will be difficult to meaningfully oppose.
Summon Demon (Dwomutsiqsa)The Sorcerer must complete an incantation to summon a Smoke Demon (Dwomutsiqsa). This demon has no true form, but takes on the shape of its victim’s worst fear, flowing into them, feeding off the fear, and vapourising their bodies in the process.

Even the most capable Sith would have difficulty defending against an attack from the Smoke Demon.

However, controlling the Demon takes a huge toll on the caster. It can only be sustained for a couple of minutes at best, and leaves the user exhausted, requiring time to recover. It really is a last hurrah.
Fear-based entity that takes the form of the victim’s worst nightmare and destroys them.

Extremely powerful but taxing on the caster.
Encounters with the demon are likely to be fatal for the majority - only high level Lords/Dark Lords/Jedi Knights/Masters would be able to stand against it for long.

Running away may be more plausible than direct confrontation.
Memory RubThe Sorcerer is able to use the Force to permanently alter or erase another’s memories via a telepathic assault, using a technique called “mnemotheraphy” or “vein routing” to visualise the target’s memories and eradicate them.Permanent alteration or removal of memories via deep mental intrusion.Without protection, this can have lasting consequences.

Mental Shield may help resist or lessen the intrusion, though outcomes can still be significant.
Force Healing (Dark Side)Dark Side healing is rare, and for a reason. The toll of using a corrupting force to mend injury comes with a price, the wound often returning sooner rather than later without the constant attention of the Sorcerer.

The entire process is painful, as the body would fight the influence of the Dark Side altering it, even if it is for a ‘good’ cause, which is itself a struggle for a Dark Side practitioner.

This is not something that would be used for dealing with minor cuts and scrapes, but should be used for injuries that would otherwise prove lethal - the Sorcerer using their power to hold the body together in defiance of death until proper medical attention can be sought.
Painful, temporary restoration that strains both body and caster.

Injuries likely to return without continued effort.
This may be portrayed as stabilising rather than fully resolving injuries.

The process itself will be painful, and the results may not be permanent without further care.


General Guidance Summary
  • Mental Shield is the primary defence against most Sorcery effects - general "trash mobs" in events will for the most part have a hard time dealing with it, unless altered in some way to provide resistance against mental effects, or if they are also Force users.

  • Not all powers are meant to be resisted directly - some are designed to encourage repositioning, retreat, or temporary incapacitation.

  • Avoid “power negation RP” - e.g. shrugging off high-level Sorcery without justification, or the infamous /e dodges.

  • Escalation matters - higher-tier Sorcery should feel dangerous, disruptive, and sometimes overwhelming. There is a reason that Sorcerers stand at the back, spending 3+ emotes building up their spells - they are big, they are tiring, and they are capable of great and terrible things - unless they are interrupted...!
There are some abilities that have not been covered here (Reanimate Dead & Force Wraiths) - this is because at present no guild members are able to use them. If the enemy uses them, we can all panic together.
 
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