Sorcery skill: Difference between revisions

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Sorcery is another new magic skill, but it behaves very differently than the other four new skills. Your Sorcery skill indicates your ability to use mana types that you're unfamiliar with. This is used instead of your [[Primary Magic skill]] to determine if you're able to cast a spell that uses a different mana type. Training this skill is NOT, in and of itself, illegal. However, some spells are still illegal to use in any town, and if you use them (or explicitly [[Teaching_skill|teach]] Sorcery) you can be charged with [[Justice#Crimes|Forbidden Practices]]. The best way to train Sorcery is simply to cast spells from other mana types that you find on [[scrolls]].
''The [[Sorcery skill]] is a planned new magic skill. Everything below is subject to change.''



'''Sorcery''' is the [[page type is::skill]] of casting spells that are "off frequency" for the caster, as defined by their guild. For example, a [[Moon Mage]] casting Bless is off frequency and uses the Sorcery skill, but a Paladin or Cleric can cast Bless with just their Holy Magic ranks. All sorcery is considered, well, Sorcery, though Necromancers are able to cast spells from the necromancy subset with Arcane Magic instead.


Your Sorcery ranks will have three effects:
Your Sorcery ranks will have three effects:
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Sorcery is by definition a MU-only skill: it is the skill of casting outside the magician's frequency and is irrelevant for characters that do not have attunement. NMUs cannot learn or teach Sorcery.
Sorcery is by definition a MU-only skill: it is the skill of casting outside the magician's frequency and is irrelevant for characters that do not have attunement. NMUs cannot learn or teach Sorcery.


Sorcery cannot be directly taught. Instead, if you listen to a primary magic class outside your own specialty, it will award you Sorcery ranks rather than feed into your primary magic. For example, an Empath who listens to an Elemental Magic class will gain Sorcery.
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{{Cat|Magic Skillset,Experience 3.0 Skills,Skills}}
{{Cat|Magic Skillset,Experience 3.0 Skills,Skills}}

Revision as of 01:29, 20 November 2012

Sorcery is another new magic skill, but it behaves very differently than the other four new skills. Your Sorcery skill indicates your ability to use mana types that you're unfamiliar with. This is used instead of your Primary Magic skill to determine if you're able to cast a spell that uses a different mana type. Training this skill is NOT, in and of itself, illegal. However, some spells are still illegal to use in any town, and if you use them (or explicitly teach Sorcery) you can be charged with Forbidden Practices. The best way to train Sorcery is simply to cast spells from other mana types that you find on scrolls.

Your Sorcery ranks will have three effects:

1) It serves as an alternate primary magic skill for any off frequency spell. Keep in mind that in most cases, "frequency" is a broader concept than "guild." A Bard would use Sorcery to power Clear Vision (a Lunar spell), but use Elemental Magic to power Fire Shard (an Elemental spell, even though it is not taught by his guild). If there is an extreme difference in skill, a fraction of your PM and Arcana may be used in place of Sorcery, though with none of the other benefits listed below.

2) It reduces the chance of a sorcerous or necromantic backlash occurring.

3) Clerics, Moon Mages and Warrior Mages will need to meet minimum Sorcery requirements to permanently learn their guild-based sorceries.

Sorcery is by definition a MU-only skill: it is the skill of casting outside the magician's frequency and is irrelevant for characters that do not have attunement. NMUs cannot learn or teach Sorcery.


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