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Sorcery is the most complex and learning intensive of the powers that Incarnae usually master. It’s less likely to be simply absorbed, usually some study is required. Further, once Sorcery is learned, the sorcerer must either find spellbooks, be taught spells, or research spells himself in order to expand his repertoire.
Sorcery is not enormously powerful, but it tends to be quite useful in specific situations, and it has the advantage of being able to design spells for situations that the sorcerer finds himself in on a regular basis, or anticipates running into.
Casting spells is not a subtle activity. Spellcasting requires chanting of words of power, and often gestures and/or the use of mystic implements. Casting any spell at all awakens the sorcerer’s Covert Aura. Casting actual spells of the 2nd Circle or greater awakens the sorcerer’s full Aurora. The base abilities that are learned at each level of sorcery merely awaken the sorcerer’s Covert Aurora.
Types of Sorcery
Blood Magic: Blood magic is sourced in the living blood of the sorcerer, deriving some of its power from his own life force. Blood magic is easier to keep-casting then Evocative sorcery, but the tradeoff is that wounds are being inflicted on the blood mage to pay for the decrease in mystic energy consumption.
Blood Magic spells often involve direct attacks upon the body, they are said to be Resisted, rather than Avoided. Blood magic can attack the mind more easily than Evocative magic, but is more easily turned aside by magical defenses.
Evocative Magic: Evocative Magic calls forth primal power. Raw magical energy, elemental forces, telekinetic force, etc. It uses magic to create forces and objects in the real world, which then must be dealt with on a more physical than mystical level. Evocative magic is more Avoided than Resisted. Many defenses against powers don’t defend against simply being burned by fire, so it’s better to try to dodge Evocative magic, or at least block its path.
Evocative spells tend to go straight for the direct-damage, but they also include spells that shield the mage or manipulate the physical world around him.
Ritual Magic: Less a path of magic on it’s own, and more of an additional ability, ritual magic allows a blood or evoker mage to cast spells in new ways. Spells can be altered so that they remain after the mage stops paying attention to them, creating wards or magical barriers. Spells can be set to react to certain conditions or persons. Ritual magic also allows mages to work in concert with each other for greater efforts.
Except when multiple mages are working together, Ritual magic doesn’t usually increase the power of a spell. Instead, it allows the caster to mold it into a more useful form.
Spells are divided into three circles. Each circle represents correspondingly more powerful and useful spells. A sorcerer does not know all the spells simply by having the ability to cast spells of that circle. Instead, he must learn them one by one. There is technically no end to the number of spells that might be created, the only limit is the imagination of sorcerers.
Blood Mages and Evokers have access to the same spells, though some spells are tailored specifically for one type of magic and will be more effective in the hands of that kind of mage. Many spells are neutral, equally effective in the hands of either kind of sorcerer.
First Circle Spells:
- Witchlight: A spell to create a light that can change color, intensity, and move about as the caster directs.
- Magic Arrow: (Evocation) A spell that flings an arrow of mystic force at a single target.
- Weakness: (Blood Magic) A spell to sap the strength and agility of a foe, weakening his ability in battle.
- Magic Map: A helpful spell that keeps track of where a character has been, creating an illusory map that he can refer to.
- Mana: A spell that conjures a soft, somewhat sweet bread that sustains life. Also creates a small amount of ice, which can be drunk after it melts.
- Mage Eye: A spell that allows the caster to see magical effects, both from Powers and Spells. In the case of effects and spells generated by Sorcery, it permits the caster to investigate the effect and learn more about it.
- Anti-magic: A spell that scatters and dampens the power of magic in an area, making it more difficult to perform spells for everyone, including the caster.