Templars receive a number of spell grants per day, limited as follows:
Spells are limited in power to the available grant energy of the character, the
exact cost calculated as per the charts in the SAGA gamebox. Further, dependent upon
the templar's rank, training and beaurau (as well as the whim of the Sorcerer King (or
Queen)), they have access to only a handful of available effects.
The effects are as
follows, with general indications as to whom the respective abilities would be granted to:
Commanding
This forces a being to act in a particular fashion by either physically or mentally
controlling them through magic. Templars can force another to dance, beat themselves
or merely hold still.
These abilities are granted to those templars who enforce the Sorcerer King's
edicts and oversee slaves. However, most branches of the templarate can call upon
these abilities.
Shaping
This allows the templar the ability to shape existing material into a new
form, even a new material (which is more difficult). This is often used to strike
fear into the populace and has led to the bedtime tale used to scare children that an
angry templar can turn them into a kank if they do not go to sleep. It is more often
used to shape walls or fountains.
Templars who are members of the civil and construction beauraus are most often the
recipients of this ability.
Invoking
Invocation brings energy directly from the Sorcerer King and unleashes it
in a brilliant and usually violent display of pyrotecnics. Water can be boiled away
or a lightning bolt or swords of flame summoned to smite down one's foes.
These abilities are usually possessed by those templars who oversee the the
physical enforcement of the Sorcerer King's laws and those who are members of the war
beaurau.
Divining
The discovery of hidden information, the revelation of thoughts or
occurences in the past as well as the possible outcome of current situations are all
granted by this ability.
Those most often in possession of this are templars who are judges, interrogators
and spies.
Branding
Branding is the ability to bestow an enchantment, granted by the Sorcerer
King, upon an object or person. It can be used to mark someone as a known enemy of
the city state, as a protected favorite of the Sorcerer King, grant a person additional
strength, or cause a weapon's blade to burst into magical flame on command.
Many defilers working for the Sorcerer Kings are granted this ability, and most
others can call upon it in need.
It is the Templar Devotion skill which gives a character the
knowledge of how to draw the attention of their Sorceror King (or Queen) patron and
petition them for a specific effect.
The maximum grant allowed for a petition is equal to the individual's Presence
score plus their Social Status doubled. There is no limit on the number of times a
character may call upon their Sorcerer King patron per day, but each time they do, they
face scrutiny from their master for the request. Few templars are willing to risk
raising the ire of their master for overuse of their granted magic, and there is always
the chance that their Sorcerer King will refuse the petition (successful or not).
A templar may also combine the grant available to them with
the grant available to another templar who serves the same Socerer King, increasing
the difficulty of casting by one rank. Adding the pool of grant energy from other
templars beyond a second does not increase this difficulty further, though it brings
closer scrutiny by the Sorcerer King upon those involved.
A petition's cost has nothing to do with its difficulty.
Instead, the Templar Devotion skill also gives the character the knowledge of
calling their patron and serving as a channel for the desired effects through the
processes of magic and the bond they share with their master. This is a much more
demanding part of the petition, and the difficulty of success is based entirely upon the
ability and training of the templar as per their skill rank in Templar Devotion.
| Ability Code |
Petition Difficulty |
| A |
Average (8) |
| B |
Challenging (12) |
| C |
Daunting (16) |
| D |
Desperate (20) |
| X |
Impossible (24) |
The difficulty of a petition is always increased by the
appropriate ability score of the opponent(s), which is by default, Spirit. However,
other scores are also used, dependent upon the nature of the spell.
For example, Endurance may be the opposing score if the templar attempts to freeze
their enemy in place.
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