Homebrew Sorcerous Initiations

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I'm sure I'm not the only person who has looked at the sorcerous initiations available in the various books and hoped for a greater variety. Well, here's a few I've come up with that you might be able to use for your games. I will probably be adding more as time goes on. Comments are appreciated.

Alveua's Insight

Alveua, the Keeper of the Forge of the Night, has a great vision for remaking Creation into what she sees as a better place. However, she can only enter Creation under limited circumstances, and her path to remaking the world is a slow and ponderous one. Thus, she will sometimes give mortals or Exalted a fragment of her dark insight, if they will promise to serve her vision. As with all demons, entreating her is a dangerous prospect, but for those who are already disgruntled at the state of the world, it might not seem like much of a sacrifice at all...

Shaping Rituals:

* Feed the Forge: Alveua is always on the hunt for more people to be beaten into shape upon the Forge of the Night. Each time you convince someone to give themselves over to Alveua (for she does not shape the unwilling), you may roll Presence + Willpower. Each success grants one sorcerous mote that you may store until you next cast a sorcery spell. You may only benefit from one use of this shaping ritual at a time.

* Reforge the Self: Alveua is a craftswoman, first and foremost, and appreciates those who also strive to create. You may work on a project to demonstrate the dark vision of Alveua, rolling Intelligence + an appropriate Craft ability. Each success on this roll grants one sorcerous mote, which lasts until the next dawn.

* Drink the Night: Alveua is fundamentally born of darkness, and from that darkness she draws truth. You may spend one hour in total darkness meditating. If you do so, you may gain (the higher of your Essence or Intelligence) in sorcerous motes, which fades at the end of the next scene. Note that this shaping ritual functions anywhere, provided that it is done on a moonless night.


Night Eyes (***): You can see perfectly in total darkness, and gain +2 dice to Perception checks to notice anything that would normally be concealed by darkness or shadows. However, you take a -2 penalty on Perception Checks while in direct sunlight, due to your newfound sensitivity to light.

Command the Swarm (**): Mundane insects will never willingly attack you, and if they are intelligent, you may converse with them as though they spoke a language you know. In addition, when summoning insectoid demons such as the agata or firmin, add your Essence in non-Charm dice to any rolls to control them when summoning them.

The Blind-Water Liquor

This peculiar path to sorcery began as a mistake: a Ragara owned a brewery run out of a Water aspected manse, and used the manse's power to create unusually potent and tasty liquors. One day, the Dynast chose to send his son a bottle of this liquor as a gift, not knowing this specific bottle had been tainted. To make a long story short, his son went blind for a month after sampling the liquor, and heads rolled. Except, of course, after the month passed, he regained his sight, and with it came the power of sorcery. House Ragara has been attempting to replicate the process that led to the creation of the liquor ever since.

Shaping Rituals:

The Reward of Patience: When you blind yourself to infinite possibilities, a single path forward may open up to you. Whenever you roll to Join Battle, you may reduce your initiative by up to (the higher of your Essence or Perception). Each point of Initiative you sacrifice grants you one sorcerous mote, which must be used by the end of your current combat.

Gaze Into the Depths: The waters of the Western Ocean are said to be so deep, its bottom cannot be perceived. But from those depths may come unbidden truth. You may spend an hour each day with your eyes covered or otherwise made to be sightless. When you do so, roll Perception + Occult, and gain sorcerous motes equal to your successes. These last until they are used, or until the end of the current story. You may only benefit from one use of this shaping ritual at a time.

The Spirit of Spirits: Calling upon the original power of the Blind-Water Draught, the user may consume alcoholic drinks to resonate with the Essence that flows through her veins. Whenever someone with this shaping ritual consumes enough alcohol to become intoxicated, they may roll Stamina + Resistance, and gain that many sorcerous motes. Up to ten sorcerous motes may be stored in this way at one time. Note that using this ritual does not protect against the negative side effects of alcohol intoxication.


Eyes of the Depths (**): The sorcerer may ignore all penalties to any action related to the inability to see. This could include being blindfolded, being in total darkness, or having their eyes gouged out.

Purity of Tolerance (***): You know how to make poison flow through you and pass without harming you, whether that poison is alcohol or snake venom. Add your Occult as non-Charm dice to resist the effects of any poison or intoxicant you do not wish to affect you.

Brewer's Instinct (**): You may use your ties to the element of Water to assist in the creation of liquors. Reduce the penalty for all Craft (Water) projects by one, so long as the project involves the creation or use of alcohol as part of the process.

The Ecstatic Way

There are plenty of people throughout the ages who have advocated the use of sex, drugs, and other pleasurable activities as a means of achieving enlightenment. For the most part, the people who have suggested such things are fraudsters or epicureans, hoping to use the excuse of seeking enlightenment to indulge their most base desires. However, some people have genuinely attempted to pursue the Ecstatic Way to awaken to sorcery, and a handful of them have managed to actually achieve it. For these people, pleasure is the means, not the end, and they take their arts very seriously.

Shaping Rituals:

Life of the Party: By inducing others to engage in debauched activities, the sorcerer can draw upon their energy to fuel her sorcery. While in the presence of at least three other people willingly engaged in sex, drugs, or other similar activities for at least one continuous hour, the sorcerer may roll (Presence + Occult), gaining motes equal to their successes. They may store no more than ten motes this way, although these motes persist until used or until the end of the story.

Ecstatic Visions: Through the use of psychedelic drugs, strenuous sexual activity, or certain methods of meditation, the sorcerer induces a hallucinogenic state that grants supernatural insight. The next time they would cast a spell, they may add (the higher of Wits or Essence) sorcerous motes, as they draw profound lessons from that experience. A sorcerer may only gain the benefits of one use of this shaping ritual at a time.

Expand the Mind: By helping others see the benefits of ecstasy, a sorcerer may also benefit. Any time you convince someone to indulge their physical desires, you may roll (Wits + Occult), gaining sorcerous motes equal to your successes. You may only benefit from this ritual once per day.


Psychedelic Insight (****): If you are under the effects of an intoxicating drug, you may add that drug's Toxicity as Charm dice to any Shape Sorcery action you take. In addition, you ignore any penalties that drug would incur for any Occult-based actions. You may only gain the benefits of this merit if you are suffering the drug's effects, and lose it if you use any Charm or other supernatural means to resist or mitigate its effects.

Inexhaustible Joy (***): So long as you continuously engage solely in pleasurable activities, you do not suffer penalties due to exhaustion or hunger. This does not replace the need to rest or eat; it simply makes the sorcerer able to function normally without these basic needs.

The Old Song

There is an old song, one so old that it has no name that any can recall. It may be the first song, or it may even be older than the idea of song itself. Regardless of its origins, what is known is that periodically, someone will independently stumble upon it. When they do, it fills their heads with music, which they become compelled to express. This process either drives them to madness, or to sorcerous revelation, as they find their faculties strained by the deceptively simple need to express what is within. Either way, the song demands to be heard once more.

Shaping Rituals

Sing Eternally: The sorcerer sings, plays, hums, or whistles the Old Song as they understand it, before a live audience. They roll (Int + Expression), adding one sorcerous mote per success on the roll. The motes from this shaping ritual must be used before the end of the scene, or they are lost.

The Coiled Notes: The sorcerer contemplates the Old Song, allowing it to fill their heads with unbidden mystical truths. They may spend an hour meditating on the song, and roll Essence + Willpower. Each success on this roll grants one sorcerous mote, which lasts until the end of the story or until they are used, whichever comes first.

A Lovely Duet: Whenever you see someone else performing a musical piece, you can choose to accompany them, either quietly or loudly. This accompaniment will carry phrases from the Old Song, potentially tainting the performance, but allowing the sorcerer to gain sorcerous motes equal to their partner's Performance rating. These motes may be stored up to ten at a time, and last until used.


Drown Out the Noise (**): The sorcerer may call upon the power of the Old Song to resist mental influence, allowing her to use her Performance rating instead of her Integrity to calculate her Resolve. In addition, she is always considered to have a Major Intimacy towards the Old Song for the purposes of resisting social influence.

The Old Score: The Old Song resists transcription, but a handful of people have managed the feat of writing it down into something resembling a legible form. These rare transcriptions of the Old Song are considered three-dot artifacts, and may be used to awaken Evocations related to the Old Song.

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