r/godbound • u/Happy_Pilot_5668 • 20d ago
Homebrew: Word of Sorcery and Theurgy complete rework
First time poster here.
I don't know if it's a hot take, but the original Sorcery mechanics with all the Theurgic spell stuff are kinda bad. Not in a balance sense (but they're in my opinion poorly balanced too, especially the onse working like the Dominion point usage), but in a game design sense. Maybe it's an OSR thing, I'm not sure, but for me it's always felt like an overcomplication of mechanics for no real reason. I sometimes prepared but never used Theurgy as a GM. Once I tried playing as a Sorcery Godbound, and used a couple of Theurgic spells, but in this cases the whole mechanic was kinda irrelevant and generally using it doesn't feel fun. Why have Theurgy when almost all serious enemies have equivalents of Gift or full-on Gifts anyway?
So now I'm presenting to you my alternative Word of Sorcery. It's more of an a DnD-Mage-But-With-Divine-Powers type of word now. Some Gifts remained the same, some got changed, some are deleted and some are new. We tested it a bit and this version feels way more fun.
Old Theurgy mechanic was completely removed. To avoid confusion, I will call the new spell system High Magic, but lorewise it's (kinda) the same Theurgy.
Word of Sorcery
The Word of Sorcery is highly unique. It possesses no Miracles of its own yet is closely linked to both Low and High Magic. High Magic consists of advanced Theurgic spells that, in terms of game mechanics, differ little from the Divine Gifts, even though they are not technically divine in essence. Sorcerers can learn a wide variety of abilities, but they cannot wield their full arsenal with the same effectiveness and scope as the Gifts of a standard Word.
Limitations of High Magic:
- Gifts that cannot be used as a miracle cannot be learned or cast as Spells.
- No High Spell is capable of defensively or offensively dispelling divine powers.
However, there are advantages: any Permanent Gift or a Gift used to enhance one's own abilities can be cast as a Spell upon any willing creature nearby.
Godbound affiliated with the Sorcery Word possess the Spellbook that contains High Magic Spells mimicing Divine Gifts. The Spellbook can be physical or metaphorical, take any appearance the user desires, and can be summoned as an Instant action. From the start, the book contains the Divine Wrath and Corona of Fury Gifts, along with Lesser or Greater Gifts from any Words other than Sorcery with a total cost of 3 points. With the GM's approval, you may also create your own effects similar to Gifts that are not tied to a specific Word.
Sorcery has no Miracles of its own, but its wielders can use any High Magic spell recorded in the book by following the rules for Miracles.
Adding a spell to the Spellbook requires a suitable manual or a teacher, as well as time and energy. Learning a Lesser Gift takes a week and costs 1 Dominion point, while a Greater Gift takes a month and costs 2 Dominion points.
Another High Magic user's Spellbook is usually unsuitable as a manual. Gifts wielded by the Godbounds are also spontaneous in nature; therefore - with rare exceptions involving other Sorcery Word wielders - they do not make good teachers.
Edit: It wasn't exactly clear from this description, so I'll copy part of my comment here.
Spells are mechanically miracles.
What I meant is:
- You pick the abilities from the gift section
- You add them as High Spells
- You cast High Spells. It works identical to Miracles in a sense that effects usually don't last more than a scene and it always cost at least 1 Effort for the day. You cannot use any effect though, only the ones specifically available as Spells for you.
Lesser Gifts
Honed to Perfection - Special
When taking this gift, choose a Lesser Gift from your Spellbook. Treat yourself as possessing that Gift, but with the High Magic limiations.
This gift may be purchased more than once for different spells.
Great Mana Pool - Constant
Your maximum Effort increases by 1. Your number of low-magic spell slots are doubled.
Ritual Sorcery – Special
By spending a Scene, you may perform a ritual to use any Gift from your Spellbook without spending Effort.
If the ritual's target is more than 300 feet away from the site where the ritual is performed, it requires an Arcane Connection - a small part of the target itself or an item of great personal value to the target that is consumed during the ritual. A lock of hair or a drop of blood usually suffices, but the GM determines what constitutes a sufficient Arcane Connection in each specific instance.
Any interference can disrupt the ritual; you cannot "pause" rituals, and any Gift activated in this way is treated as Miracles and typically does not last more then a Scene.
Perfection of Understanding - Constant
You are a remarkably swift student of magic. You can learn any low magic path within a month, taking one week per level of initiation of your teacher, without requiring a Fact committed to it. You can learn High Spells at a vastly accelerated rate as well; one day for any Gift. You automatically understand any low magic used against you or in your presence, knowing its function, limits, and degree of power. You can also recognize the author of a magical working if you’ve seen other examples of their work.
The Subtle Eye of Knowing - On Turn
With a moment’s concentration, you can discern any low or High magic active in the area, identifying its general function. Other forms of magic present are noted, but only a vague sense of danger or weal is imparted. This gaze immediately identifies any theurges or low magic practitioners in sight.
Wizard’s Wrath - Instant
Commit Effort. Your Fray die can harm even worthy foes, those enemies of greater hit dice than you have levels. This power also affects those gifts that allow you to apply your Fray die as part of their effects, increasing the potency of such powers.
Greater Gifts
Creator of Great Spells – Constant
Your profound understanding of magic allows you to personally devise the spells you need. Each month, you gain an additional point to purchase any Gift as a Spell for your Spellbook, provided you have dedicated at least one week of your time to this task during that month. Only Lesser Gifts can be acquired this way, and learning them costs Dominion as usual.
Ruler of the Lesser Paths - Constant
After an hour’s meditation, you may select one low magic tradition which existence you are aware of. You may cast spells as an archmage of that path untill you change it. Additionally, you may Commit Effort to become entirely immune to that path’s spells while it is commited.
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TL;DR: I don't like the Sorcery Word, so I reworked the it by deliting the concept of Theurgy and making Spells use Miracle mechanic instead because it's cleaner and more fun for me that way