Sith Sorcery
A Quick Note
The Sith Sorcery ability does not grant one the individual techniques and magicks if they are listed independently either here or as their own ability, similarly to Sith Alchemy. If one wants to practise a technique without tomes and books on hand with them, like in D&D in terms of a Wizard vs a Sorcerer, then they must train in that individual technique. This also allows you to use a technique if you've never seen it before, given you have the correct texts and instructions, given that would be dependent on your raw skill in Alchemy/Sorcery.
Something to quickly note is what happens if you have Sith Sorcery at Mastery, then you attempt to learn a new Sorcery technique. In that case, you can take that to mean you learn that Sorcery technique as if you had someone with Mastery teaching you, in terms of the relative cooldown reduction that comes with that.
Techniques will be listed as a quick note above if they belong to Sith Alchemy or Sorcery.
Begun Training to Skilled
Attempt to cast a spell and have it blow up spectacularly in your face.
1 Day Cooldown
Go insane due to attempting to use Sith Sorcery. Spend some time in recovery.
1 Day Cooldown
Be in the middle of casting a spell, and get interrupted physically or through Battle Meditation or through something akin to Force Light.
1 Day Cooldown
Pass out in the middle of a combat encounter upon using any brief attempt at Sith Sorcery.
1 Day Cooldown
Acquire a large book, making it into your spell book.
1 Day Cooldown
Feat
Skilled to Proficient
Visit a Sith tomb and add a spell from that tomb specifically.
4 Day Cooldown
Add a spell to your spell book that interferes with the mind of your opponent.
4 Day Cooldown
Add a spell to your spell book that causes physical damage to your target.
4 Day Cooldown
Obtain a Sith artefact.
4 Day Cooldown
Add a spell to your spell book that affects the environment around you.
4 Day Cooldown
Feat
Proficient to Highly Proficient
Kill a group of at least 10 opponent with a single spell in a legitimate combat encounter.
1 Week Cooldown
Add a spell to your spell book that practises the art of protection.
1 Week Cooldown
Add a spell to your spell book that practises the art of healing.
1 Week Cooldown
Add a spell to your spell book that practises the art of necromancy.
1 Week Cooldown
Defeat an equal-tiered opponent in a legitimate combat encounter using at least 4 different spells throughout said encounter.
1 Week Cooldown
Feat
Highly Proficient to Mastery
Commune with a Sith Ghost who was known for Sorcery, and learn at least one spell from them.
5 Week Cooldown
Teach someone in Sith Sorcery to the level of Skilled.
5 Week Cooldown
Add a spell to your spell book that practises the art of altering life.
5 Week Cooldown
Uncover a Sith Spell that has been hidden for at least over 3000 years.
5 Week Cooldown
Create your own spell that has never been seen before in lore or RP.
5 Week Cooldown
Feat
Mastery to Extreme Mastery
Use your own spell to defeat or contribute to the defeat of an equal-tiered player character in a legitimate combat encounter.
7 Week Cooldown
Create two new spells that has never been seen before in lore or RP.
7 Week Cooldown
Cause destruction across a planet through use of intense Sith Sorcery.
7 Week Cooldown
Defeat an equal-tiered opponent in a legitimate combat encounter by striking them with your Spell Book.
7 Week Cooldown
Embrace a hatred of a great many things, or perhaps everything. Abandon your fears and doubts. Access your full potential in Sith Sorcery.
7 Week Cooldown
Feat
Extreme Mastery to The Mastery
Defeat an equal-tiered opponent in a legitimate lightsaber duel while using Sith Sorcery in combination, without breaking your concentration.
10 Week Cooldown
Destroy an entire enemy fleet through a form of Sith Sorcery.
10 Week Cooldown
Subjugate an entire planet through use of Sith Sorcery.
10 Week Cooldown
Become completely venerated for your Sorcery, with your Spell Book becoming utterly legendary.
10 Week Cooldown
Use Sith Sorcery to cause a disaster on a solar level, either through your own power (particular characters) or through the use of amulets.
10 Week Cooldown