||Having overdosed on glitter this student is infused with raw arcane power. This has amplified his power to sorcerer levels. He or she only lives to obtain more power and will seek it out when possible. The energy has enhanced the capabilities of the mortal frame to near superhuman proportions. The toll is great however, and the mind warping exposure is too much for most, if not all, to withstand.
Glitter overdose unlocks sorcery spells and also adds 1/4 onto all stats bar SIZ and CHA. The energy also provided some for of resistance to attacks, but its random how much it provides. +15 MP due to Glitter overdose.
Bolts of Agony
A blast of blackness rips out of the sorcerer’s mouth and impales an enemy.
This spell summons jagged spikes of solidified magic to puncture the sorcerer’s target(s), causing significant pain to them. Any target that cannot resist the effects of the spell is struck in a random Hit Location by a serrated spike that inflicts 1 point of damage per Magnitude of the spell, ignoring mundane armour. This attack is considered to be impaling the target, suffering all the normal drawbacks for being impaled. If the spike(s) is not removed properly before the spell expires, it will simply vanish to nothing.
Impale size: Magnitude: 1-3 small 4-6 med etc
The sorcerer punches the air toward his target with a glowing fist, creating a powerful blast of force that knocks it sprawling.
This simple enough spell allows the sorcerer to possibly knock a target prone, as if they suffered a massive attack from a melee strike. Although it causes no damage directly, any target(s) that does not resist the spell’s effects will be knocked down and back (away from the sorcerer) a number of metres equal to the Magnitude of the spell. Once cast, the sorcerer has until the end of the spell’s Duration to unleash the magic stored in his fist.
Resist (Endurance), Touch
The sorcerer’s hands become pale and clammy and his touch drains away the essences of others.
This powerful and hideous spell gives the sorcerer the ability to drain the health or magic from others with flesh contact. If the target’s bare flesh is touched by the sorcerer (which may require a Precise attack) he may immediately choose to drain either health or magic. If Magic Points are chosen, the transfer is instant. The target loses a number of Magic Points equal to the Magnitude of the spell and the sorcerer refreshes half that number (round up). If health is to be drained, the target loses a total number of Hit Points equal to the Magnitude of the spell but the loss is divided evenly (round up) to all Hit Locations. The sorcerer immediately regains half that number in Hit Points (round up) if he is wounded. Any additional points drained in this way over the maximum amounts the sorcerer can obtain are lost.
Magical grains of rock salt form in the hands of the sorcerer, exploding outward like shards of glass when he opens them at his enemies.
This spell is a good combination of offense and cleverness, giving the sorcerer the ability to harm and blind his opponents. Any target(s) of the spell that does not Dodge its effects will suffer 1D3 physical damage to any unprotected Hit Locations from the slicing shards of salt but will also be blinded by salty dust burning their eyes for a number of Combat turns equal to the Magnitude of the spell.