Sorcery

Sorcery incorporates a wide variety of strange and ill-defined abilities often evidenced by worshippers of the Old Things, the Many, and the Tuskanuld. Another rumored source of these strange powers includes bearing Sidhe blood somewhere deep in one’s family tree. Regardless, Sorcery in all its’ forms is considered heresy by the Faith of the One, and the Church's view is that it must be ruthlessly stamped out in areas it dominates. It is virtually unheard of in Rikton.

Mages aided all sides in varying ways during the War of the West, often against other mages. Despite the Church's prohibition against magic, their greatest military leader Cardinal Teleko turned out to be an ancient sorceror and vampire at The Battle of Mathis. Magic's utility in the war prevented any concerted action against them by the political hierarchy, and some were actually rewarded.

Most people, however, are not fond of magic and mages. As of 1874, there are several major camps or view points on magic, with many more nuanced and smaller ones besides. The only exception to the majority view is those with Null magic. They are seen as anti-mages, and therefore blessed by the One with his Holy Gifts.

  • Those who hate mages and wish to purge them all; alternatively, those who wish to force them to repent of magic and never use their powers ever. This may also include those who wish to cure them of magical abilities.

Camp 1 is where the official Church position is, and likely what most of the average people in the Civilised West think. This position has a huge spectrum. It can be the stereotype of fire and brimstone, burn them all, or it can be a compassionate "I want to help them by helping them get rid or bury their magic".

As the majority of the Civilised West's citizens are One worshippers, most people fall somewhere in this camp. Thus, magic is widely feared and disliked. Mages can expect a bad reception if they're outted in public.

  • Those who believe that magic is highly dangerous and volatile. In this view, it is not to be trusted and it tends to corrupt its users. However, they recognise the need for it because many enemies use it. Therefore, many in this camp believe that a mechanism must be created to control magical users and they must also have a robust ability to take sorcerers down if they get out of control.

This is what a strong minority of the nobility and maybe even a minority of Churchmen think. It is not a 'populist' position, but it is acknowledging that there are some limits of control. This faction is sometimes referred to as the "Reformists". They still accept the overall proposition that magic is dangerous, but believe that it is something which can be used as long as it is highly watched and controlled.

The Njorfolk of White Hall take this view and have begun to implement it throughout their main island. Four Corners also leans more towards this view with their Mage's college.

  • Those who believe that magic is a great tool, and ought to be embraced without any stigma. In this view, magic should be experimented with and sorcerers fully accepted into society.

This is the position of a very small minority, though obviously, this is the majority sorcerer position. This is also probably the position of the majority of non-One worshippers. Those who follow the Many and the Qatunax take this position.

(OOC Note: While this might be the majority PC postion because there are many PC mages, it is important to know that society at large does not adopt this view).

When a player chooses an Element, that is what ALL of their magic is based off. If they do not have access to their element, they run the risk of taxing themselves and must roll body+body or be out of the fight. Similarly they must pass a Forbidden Lore roll or suffer the same.

When making a sorcerer, or adjusting an existing character to have become a sorcerer when magic was suddenly unleashed back on the world, players must use one of their Quirk slots for the quirk "Sorcerer". Send in a request with the quirk that you'd like to replace listed.

Additionally, all sorcerer characters must have an +info listing the type of sorcerer the PC is along with a basic description of their Mark and where on their body it is located. It cannot be covered by obscuring hair (ie: Showing under chesthair, so its still totally visible? Fine. Under where the thick hair on your head grows? No.

Casting Spells

Casting is difficult, as there are literally no instruction manuals existing in the entirety of the world. As such individual casters are left to try and figure out how to harness their abilities on their own. On Eternal Crusade, this means Forbidden Lore AND the Sorcery Skill. The Forbidden Lore Skill is needed to unlock the ability to use a spell freely, while the Sorcery skill is needed to effectively wield the spell.

Rules for Casting

After casting a spell, the sorcerer will make a +dice 4d3+brilliance roll with a beginning base difficulty of 6. 6+ on the total roll will be counted as a success. The difficulty of the brilliance roll will go up by 1 after every spell cast. If a player fails their brilliance roll by 3 or more, they enter the 'Taxed' state. They can still cast however, the Sorcerer simply has the effects of being 'Taxed' (see each sorcery type for what the taxed state should be).

Upon first entering the taxed state, the sorcerer must make a +dice 4d3+Sorcery roll difficulty 10. A failure on this roll will result in the sorcerer immediately falling unconscious and being placed into the 'Shocked' state. If the sorcerer succeeds in this sorcery roll, they remain in the 'Taxed' state but may cast as normal, however, a second failure by 3+ on their brilliance roll will immediately place them into the 'Shocked' state and render them unconscious (please check each sorcery type to see what the 'Shocked' state should be). The sorcerer will then make two +dice 1d4+0 rolls. The first roll will determine how many days the sorcerer remains unconscious. The second roll will determine how many rounds the unconscious sorcerer 'bleeds off' their magic, in accordance with the shocked state. The sorcerer may not be moved during these rounds. Only once these rounds have passed, may the unconscious sorcerer be moved.

Types of Sorcery

Blanket Weakness: Claustrophobia can become a problem; air sorcerers must have access to fresh, moving air in order to feel comfortable. An open window is always preferable to a closed one, and they often cannot focus as well as other people in tightly enclosed or airless places such as a stuffy court full of talking people. Thermoregulation is a huge issue; the air sorcerer is literally air-temperature at all times unless efforts are made to correct it. Many layers in cold weather, for example, and other heat sources. Cooler clothing and shade in hot weather. Etc.

Lightning

There must be clouds in the sky or some other form of sufficient natural friction, such as a sandstorm, to use the surrounding environment instead of internal resources.

The lightning sorcerer cannot wear metal armor safely. Small bits of metal, such as spurs and rings, may spark and give them away. Alchemical metals and magical metals such as Sidhe Steel are not affected. Plate Armor will act as a lightning chamber, and blow off of them if they try to wear it and cast at the same time, causing injury and Tax.

With experience and control, they may be able to prevent shocking armored people nearby. When taxed, however, this control may slip away, and anyone invading the 5’ radius of the sorcerer may be shocked.

Taxed: Especially dangerous to approach in times of emotional stress, as they will unconsciously give off a slight electric charge that grows with their emotional state. Lightning will arc off toward any nearby metal during a Taxed state. Existing weather may worsen dramatically.

Shock: Moving the sorcerer becomes dangerous, as this charge from being Taxed does not go away, and painful shocks may be administered to anyone attempting to lift or drag the sorcerer.

Wind

-If there is no fresh air, such as being locked in a chest or smothered by a bag, the wind sorcerer cannot cast except by using the air in their lungs, and this can be quickly disastrous.

- Wind sorcerers may sense the presence of living things and large structures downwind of them up to a certain distance. No details beyond size, distance, and general location (up above ground, down on the ground, etc).

Taxed: Small objects may be blown around by uncontrollable gusts of wind. Fires may be blown out, or throw sparks dangerously in the wind, and existing weather may worsen dramatically.

Shock: Anyone too close to the sorcerer may find themselves unable to breathe. A safe distance must be maintained until the active phase of Shock passes.

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