Wizarding Edges

Though not exclusive to mankind, spellcraft is one of the few ways mortal man can compete with the creatures of the Nevernever. True practitioners (such as wizards) are few and far between, but there are lesser practitioners out there, able to deliver in less refined but more focused ways.
Regardless of how you pursue it, if you’re a mortal spellcaster, there are certain side effects to your power. These are listed in the magic section of the wiki.

Arcane Background: Socerer
Requirements: Novice
Arcane Skill: Spellcraft (Smarts)
Power Points: 10
The very threads of creation are yours to manipulate. When you select this edge, select three Arcane Sphere edges, these determine what threads of reality you can control.

Arcane Sphere: Correspondence
Requirements:
AB:Sorcerer
Deals with special relations, giving the mage power over space and distances. Correspondence magic allows powers such as teleportation, seeing into distant areas, and at higher levels the caster may also co-locate herself or even stack different spaces within each other. Correspondence can be combined with almost any other thread to create effects that span distances.

Arcane Sphere: Entropy
Requirements:
AB:Sorcerer
This thread gives the caster power over order, chaos, fate, and fortune. The caster can sense where elements of chance influence the world and manipulate them to some degree. At simple levels machines can be made to fail, plans to go off without a hitch, and games of chance heavily influenced. Advanced casters can craft self-propagating memes or curse entire family lines with blights. The only limitation of the Entropy thread is that all effects work within the general flow of natural entropy.

Arcane Sphere: Forces
Requirements:
AB:Sorcerer
Forces concerns energies and natural forces, as well as their negative opposites. Essentially, anything in the natural world that can be seen or felt, but is not material can be affected: electricity, magnetism, friction, heat, motion, fire, etc. At low levels, the caster can control forces on a small scale, changing their direction or converting one energy into another. At high levels, storms and explosions can be conjured. Obviously, this thread tends to cause the most damage and be the flashiest.

Arcane Sphere: Life
Requirements:
AB:Sorcerer
Life deals with the understanding and influence of biological systems. Generally speaking, any material object that contains mostly organic cells falls under this category. Thus, being alive protects a thing from direct manipulation by the Matter thread and vice versa. Simply, this thread allows the caster to heal herself and transform simple life-forms at lower levels, working up to healing others and controlling complex life at higher levels.

Arcane Sphere: Matter
Requirements:
AB:Sorcerer
Matter deals with inanimate material. Stone, dead wood, water, cold, and the corpses of the once living are only the beginning. With this thread, matter can be reshaped mentally, transmuted into another substance, or given altered properties.

Arcane Sphere: Mind
Requirements:
AB:Sorcerer
Dealing with control over one’s own mind, the reading and influencing of other minds, and a variety of subtler applications such as Astral Projection and Psychometry. At higher levels, casters can create new complete minds or completely rework existing ones.

Arcane Sphere: Prime
Requirements:
AB:Sorcerer
This thread deals directly with the raw materials of existence. This thread allows the channeling/funneling of power points, and is necessary if the caster wants to conjure something out of thin air. Uses of Prime include general magic senses, counter-magic, and making magical effects permanent.

Arcane Sphere: Spirit
Requirements:
AB:Sorcerer
This thread is an eclectic mixture of abilities dealing with the spirit world. It includes stepping into the spirit world, contacting and controlling spirits, returning ghosts to life, and so forth.

Arcane Sphere: Time
Requirements:
AB:Sorcerer
This thread deals with dilating, slowing, and traveling through time. Time can be used to build delays into spells, view the past or future, and even pull people and objects out of linear progression. Time magic offers one means to speed up a character to get multiple actions in a combat round.

Arcane Focus
Requirements:
AB:Sorcerer
Select a single Arcane Sphere. Your character casts spells from that sphere with a +1 bonus.

Arcane Master
Requirements:
Arcane Focus
The bonus from a single Arcane Focus is increased to a +2.

Wizarding Senses
Requirements:
AB:Sorcerer or Awakened
Power Points: +5
Your character’s senses are augmented by the magic coursing through his veins. You gain a +1 bonus on all Notice rolls. In addition, whenever you make skin to skin contact with another person you may make a Spirit roll – success tells you whether they are touched by magic, a raise gives you details on what kind.

The Sight
Requirements:
Wizarding Senses
Power Points: +5
By spending a power point you may fully open your third eye, with all the benefits and consequences that come with it. Read the section on The Sight for more details.

Wizard of the White Council
Requirements:
AB:Sorcerer, 5 Arcane Spheres
You are considered a fully fledged member of the Wizarding community; and as such you have earned the right to be heard during council meetings, take on an apprentice, and speak for the council in the wider world.

Warden of the White Council
Requirements:
Wizard of the White Council, GM Approval, Code of Honor (Laws of Magic)
You are now a member of the Wizarding Police force, with all the rights and responsibilities therein.

Wand
Requirements:
AB:Sorcerer
You have spent many hours delicately working with a simple piece of material to allow it to assist you in focusing your will. Whenever you are using your wand to cast a spell, you receive a +1 bonus on the Spellcraft roll. Wands are very delicate, though, if you are using the wand and roll snake eyes, it shatters and must be replaced. The act of carving a new wand requires 1d6 weeks.

Master Wand
Requirements:
Wand
The bonus from using your wand is increased to +2, but the time it takes to replace a broken wand is likewise doubled to 2d6 weeks.

Brew Potion
Requirements: AB:Sorcerer
Arcane Skill: Potion-Craft
Power Points: +5
You have learned to distill your spells into physical form. Read the section on making potions for further details.

Enchant Item
Requirements:
AB: Sorcerer, Wand, Seasoned
Arcane Skill: Spellcraft
Power Points: +5
You have learned to anchor your spells to a physical object. Read the section on items of power for further details.

Wizarding Edges

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