Rituals and FP Cost
Alternative Rituals (Sorcery, p. 7) are in effect. Optionally, the GM may allow the additional rituals from "Super-Sorcery!" (Pyramid 3/105: Cinematic Magic) on a case-by-case basis; note that this is a permanent change to how your character works magic.
However, experience has shown that it can be unbalancing for sorcerers to invoke alternative rituals to cast repeated spells with no FP cost in a fight. Because of that, the following rule is in effect: Every sorcerous spell with no FP cost takes the longer of normal casting time or (1d+1)/2 seconds to cast (round up). Roll for this when beginning to cast; if you don't like the result, you can abort, wasting your action this turn. In most noncombat situations, you can simply ignore this limitation.
Damage Limits
Instead of limiting dice of damage by Sorcery Talent, your limit is 1 + (Sorcerous Empowerment level)/2. Round down. (Exception: If your Sorcery is Limited in any way, round up; this makes focused blasters more viable.) A spell can do up to 1d+1 damage per level and still respect this limit; past that, the GM will need to adjust the limit proportionately.
Sorcery | Max Damage | Sorcery | Max Damage |
1 | 1d (2d*) | 7 | 4d (5d*) |
2 | 2d | 8 | 5d |
3 | 2d (3d*) | 9 | 5d (6d*) |
4 | 3d | 10 | 6d |
5 | 3d (4d*) | 11 | 6d (7d*) |
6 | 4d | 12 | 7d |
* If your Sorcerous Empowerment is Limited.
Secret Teleportation Spell
This can't be learned as a normal sorcery spell and should cost the full 100 points. (This might qualify as errata; I need to discuss it with Kromm.)
PK's "Costs Fatigue" House Rule
Per my house rules, Costs Fatigue should be -10%/level instead of -5%. Therefore, the version bundled into the Sorcery power modifier needs to be weakened slightly. As such, all indefinite spells cost 1 FP every 10 minutes instead of every minute.