Elemental Magick - Sorcery
Sorcery is the only elemental magic, but it is so vastly different than the other magicks in both philosophy AND application that it warrants its own category.
Sorcery is the spiritual manipulation of matter for a desired effect. The sorcerer works with the four elements (fire, water, air, and earth) and their associated correspondences (respectively energy, emotion, mind, and body), blending them to create magick. This means that for any spell, the sorcerer must be clear about what elements he or she is using, in what amounts, where they are originating, how they are being combined, and what final effect the spell is to have.
Let us say for example that a sorcerer has decided to travel into a cave, and needs light. This is a relatively simple spell on the whole, but will serve to illustrate some of the complications inherent in sorcery.
What elements are being used? Certainly fire. Other elements may be used depending on how exactly the sorcerer wishes to go about manifesting the light spell. If she simply wants to light a torch by magickal means, then only fire would be required. If she wants a glowing ball to fly around lighting the cave, then some air would be required for the effect.
In what amounts? Lighting a torch would only need a spark, so very little. The ball of light would need more fire, as the ball would have to be larger than a spark. It might also require new inputs of fire from time to time, to prevent the ball from dying out. The air used in the ball can be of any amount, but requires a clear delineation between it and the air in the cave itself, to avoid having the fire in the ball diffuse over the cave.
Where are they originating? It is necessary to transport fire from outside the cave into the cave. This resource gathering is the first lesson a sorcerer learns in magickal work. It will be easier during the day, when it is possible to gather fire from the sun's rays, than at night, when it is necessary to gather fire from candles or bonfires lit by other people. Any resource-gathering will cause a deficit in the element elsewhere, which may be noticeable if it is generally scarce. There are times when this must be done with care to avoid serious problems for others.
How are they being combined? At this point, for the ball of light, the sorcerer must work to create space between the air used in the ball and the air in the cave. The fire would then be introduced into the ball in such quantity that the air can sustain it as a glowing light. If too much fire is used, the resulting ball of fire may result in things getting burned. In addition, air does not burn well, so a ball of fire will die out fairly quickly.
What is the final effect? After the ball of light is completed, is it to remain stationary? If not, the sorcerer must keep it in mind at all times, manipulating the air around the ball to push it in various directions.
Most of the above will quickly become automatic to even the newest sorcerers. For common effects, the use of the elements will be well known. Sorcery, however, is not a static art, and knowing how to produce effects in a more general sense allows sorcerers to be creative in their art, producing entirely new magick. New effects do require far more consideration, and will naturally be more difficult because they require working through all the theoretical subtleties.
The key limiting factor is gathering the elements required for any magickal effect. This can be very dependent on time and space. For example, in Amstaad itself, producing a jet of fire will be relatively simple (requiring only fire and air, both of which are in abundance), while producing a jet of ice will be more difficult (requiring water, air, and manipulating fire away from the jet in sufficient quantities to allow the water to freeze). In a colder climate, the reverse will be true, as fire becomes scarce it becomes easier to produce the jet of ice and harder to gather the fire for the jet of that element.
As a final note, the elemental correspondences are also valid in producing effects. These can involve using air to influence the thoughts of others, using fire to give someone more stamina temporarily, using water for spells of love, or other similar work. For this reason, sorcerers (as well as other users of magick) are required to take an Oath upon beginning their training, holding them to a standard of magickal ethics.
Specifics will be editted in here
Sorcery Aspect will open up the extra skill of Sorcery that is not in the pyramid. It cannot every exceed your maximum pyramid skill by more than one rank.
For simple spells the following modifiers will be considered.
* Have related non-magic skill: +1 for every level above average in that skill.
* Time to cast: +1 if you take your time, -1 if you rush
* Relative Abundance of Elements: -1 is rare
* Only one element: +2
* Each element beyond 2: -1
* Requires Finesse: -1
* Duration: +1 if instant, -1 if medium, -2 if long duration… OR can reroll the spell for long
Help define "simple" spell
For complex spells, spell casting is a Dynamic Challenge.
Generic Spell Challenge Components
Gather elements
Mix and Shape elements
Project effect
Take effect
The measure of success from each component will roll over to the next step.
Gather Elements Test
To cast spells, you will need to gather the appropriate resources. In general, the more dramatic the effect the more resources you need. If the resources are in great abundance relative to your need, the mod may automatically pass the test. But if not, you will need to pass a skill test for each element.
Average or better to pass the gathering part of the challenge.
The following modifiers should be used:
[col]Relative Quantity[col]Modifier
[col]Great Abundance[col]Auto Pass
[col]Very abundant[col]+2
[col]Abundant[col]+1
[col]Enough/Average[col]0
[col]Rare[col]-1
[col]Extremely rare[col]-2
[col]Non-existant[col]Auto fail
[col]time to gather[col]Modifier
[col]Take extra time[col]+1
[col]Rush[col]-1
Mix and Shape Elements Test
Some spells are tricky. The more elements involved, the more difficult the spell (in general).
The mod will determine the complexity of the spell and add the following modifiers
- Only one element: +2
- Each element beyond 2: -1
- Quantity of element need not be precise: +1
- Elements need to be very precise: -1
- Requires Finesse: -1
These can be altered at the mod's discretion, of course.
The MoS (when compared to average) from this will apply to next step. -2 or less and you fail to make the elements mix.
Project Effect Test:
Holding the elements together correctly is difficult.
Roll with the following modifiers:
Your MoS from Mix Elements (The better the mixing, the better they stay together)
[col]Duration[col]Modifier[col]Example
[col]Instant[col]+1[col]Spark (note that even with tinder, a spark is not guaranteed to start the fire)
[col]Short[col]0[col]Light fire (you have to hold the fire together until the fire lights)
[col]Medium[col]-1[col]Fireball (you have to hold it together until it hits your opponent)
[col]Long[col]-2[col] Wall of fire- the mod may have you re-roll occasionally
[col]Range[col]Modifier[col]Description
[col]Touch[col]+1[col]Within arms reach
[col]Short [col]0[col]A couple steps
[col]Medium[col]-1[col]An easy toss of a baseball by an average Joe
[col]Long [col]-2[col]Within line of sight
[col]Out of sight[col]-3 or impossible[col]You can't see it
Your MoS from this roll, when compared to Average, will be a bonus/penalty for the Take Effect step.
Take Effect Test
You make a challenge roll against your target. Some targets have no resistance and in these cases, success is automatic. If you are casting on a sentient being, they always have some resistance.
[col]Bonus[col]Modifier
[col]Willing recipient[col]+1
Your MoS may affect the strength or duration of the spell depending on the mod discretion.