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==Types of Sorcery==
==Types of Sorcery==

While the definition or Sorcery is fairly black and white, you are either manipulating more than one type of mana or you are not, in practice sorcery can be divided broadly into several categories. The first involves casting a matrix designed for a single mana type with another type of mana. This is called "sorcerous casting." Traditionally this has been called "sorcery" with a lower-case ''s'' by players<br/>

The second involves a matrix which is designed inherently to use more than one type of mana. This is known as True Sorcery or, traditionally by players, as "Sorcery" with a big "S". True sorcery can be further divided into "high sorcery" and "low sorcery" with the former involving factors more complex than simply blending different types of mana<ref>[[Post:Sorcery_Lore_-_7/19/2010_-_21:05:22]]</ref>. Finally a True Sorcery spell that includes life mana in it's matrix is also technically a [[Necromancy]] spell.<br/>


===Sorcerous Casting===
===Sorcerous Casting===


Sorcerous casting is the act of a magic user attempting to cast a spell designed to use another type of mana. This may be as simple as a [[Cleric]] trying casting [[Clear Vision]], but it comes with the danger of [[#Sorcerous Backlash|sorcerous backlash]]. The danger of this is that even when not attempting to do so, any attempt by a magic user to manipulate mana will either wholly or partially include their native mana as an unavoidable reflexive action. Without even intending to, the Cleric would end up funneling at least a small amount of holy mana into the Clear Vision spell, which it is not designed to handle, and occasionally result in catastrophic results.<ref>[[Post:Insert_Expletive_Here_-_06/08/2014_-_19:47]]</ref><br/>
Sorcerous casting is the act of a magic user attempting to cast a spell designed to use another type of mana. Traditionally this has been called "sorcery" with a lower-case ''s'' by players due to the perception that it less dangerous and therefore more morally acceptable than other Sorcery. This distinction is obsolete. Sorcerous casting may be as simple as a [[Cleric]] trying casting [[Clear Vision]], but it comes with the danger of [[#Sorcerous Backlash|sorcerous backlash]]. The danger of this is that even when not attempting to do so, any attempt by a magic user to manipulate mana will either wholly or partially include their native mana as an unavoidable reflexive action. Without even intending to, the Cleric would end up funneling at least a small amount of holy mana into the Clear Vision spell, which it is not designed to handle, and occasionally result in catastrophic results.<ref>[[Post:Insert_Expletive_Here_-_06/08/2014_-_19:47]]</ref><br/>


While sorcerous casting is not in and of itself illegal in most locales due to the general inability to separate it from normal spell casting, the body-destroying backlashes have caught the attention of provincial authorities and now come with legal troubles.<br/>
While sorcerous casting is not in and of itself illegal in most locales due to the general inability to separate it from normal spell casting, the body-destroying backlashes have caught the attention of provincial authorities and now come with legal troubles.<br/>


===True Sorcery===
===True Sorcery===

True Sorcery involves a matrix which is designed inherently to use more than one type of mana. It has also been traditionally known as "Sorcery" with a big "S" by players although, as mentioned above, this distinction is effectively obsolete. A True Sorcery spell that includes life mana in it's matrix is also technically a [[Necromancy]] spell.<ref>[[Post:Sorcery_Lore_-_7/19/2010_-_21:05:22]]</ref><br/>


====High Sorcery====
====High Sorcery====
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==Sorcerous Corruption==
==Sorcerous Corruption==


High sorceries tend to have corrupting effects on those that use them. The corrupting effects of Antinomic Sorcery and Hylomorphic sorcery are currently unknown. Moon mages who cast Teleologic Sorcery spells will suffer [[Teleologic Corruption]], which dampens the mages' connection to the plane of probability and therefore their ability to make [[Prediction|predictions]]. [[Necromancer#Necromancer_Sanity|Necromantic corruption]] is much less visible but is far more pervasive and affects a necromancers entire psyche. Necromancers, at best, dance along the the borders of insanity as a result of their arcane magic.


==Sorcerous Backlash==
==Sorcerous Backlash==
: <big>'''Please go [[Sorcerous Backlash/Feedback|here]] to leave feedback on the new backlash system.'''</big>
: <big>'''Please go [[Sorcerous Backlash/Feedback|here]] to leave feedback on the new backlash system.'''</big>
A sorcerous backlash is a significantly worse outcome than a [[backfire]] that is unique to sorcerous spell matrices.
A sorcerous backlash is a significantly worse outcome than a [[backfire]] that is unique to sorcerous spell matrices. A sorcerous backlash results in uncontrolled bursts of spell energy that frequently manifests as characteristic blue-black flames. The effects of a backlash can range from minor to instant death.


====Dangerous combinations:====
In summary:<br/>
*Most dangerous combination: Life and Holy, Elemental and Lunar or Necromantic with Holy<br/>
Elemental and Lunar<br/>
Life and Holy<br/>
*Least dangerous combination: Elemental and Life, Lunar and Holy, or Necromantic with any mana type except Holy<br/>
Holy and Necromantic<br/>
A Forsaken Necromancer casting a Holy spell is particularly dangerous<br/>
A Paladin or Cleric casting a necromancy spell will suffer a loss of devotion and soul<br/>


====Moderately Dangerous Combinations====
Training in the [[Magical Feats#Sorcerous Patterns|Sorcerous Patterns feat]] will not only reduce the chances of backlash, but indirectly reduce the damage as well
Elemental and Holy<br/>
Life and Lunar<br/>
Necromantic with any mana type except Holy (for non-necromancers)<br/>

====Least dangerous combinations:====
Elemental and Life<br/>
Lunar and Holy<br/>
Necromantic with any mana type except Holy (for necromancers)<br/>

Training in the [[Magical Feats#Sorcerous Patterns|Sorcerous Patterns feat]] will not only reduce the chances of backlash, but indirectly reduce the damage as well<br/>


====Effects====
====Effects====
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As GM Armifer put it, "Society doesn't care until society notices and then society cares." The average person in Elanthia either doesn't understand the nuances of magic or doesn't care about them.
As GM Armifer put it, "Society doesn't care until society notices and then society cares." The average person in Elanthia either doesn't understand the nuances of magic or doesn't care about them.

==Mana Mixing And You==
Clerics/Paladins casting Necromancer spells = Bad (For your devotion/soul)<br/>
Forsaken Necromancer casting Holy spell = Extremely Bad<br/>
Holy + Life = Bad<br/>
Lunar + Elemental = Bad<br/>
Life + Lunar = Moderate<br/>
Holy + Elemental = Moderate<br/>
Non-Necromancer + Arcane = Moderate<br/>
Elemental + Life = Good<br/>
Lunar + Holy = Good<br/>
Necromancer + Non-Arcane = Good<br/>


{{RefAl|r=y|a=y}}
{{RefAl|r=y|a=y}}

Revision as of 23:53, 16 June 2014

See Category:Sorcery Spells for a list of Sorcery spells.'


Sorcery is the most infamous discipline studied by students of the Arcane. It is the use of spell patterns that rely on the laws and properties of two (or more) frequencies of mana at once[1]. In contrast to the logical and methodical nature of conventional magic, sorcery relies on intuition and emotion. The act of casting a sorcerous matrix drags the caster beyond what is rational and logical into a dark world of unreason, intuition and unbridled emotion[2]. This process is a distinctly painful experience. Compared to conventional magic, all sorcery has three universal characteristics:[3]

1) Sorcery is violent. It may be darkly pervasive, metaphysically violent, or even literally violent, but at some level it will be breaking something. This is an infuriating but nonetheless immutable element of sorcery spellbooks: it's never "nice.
2) Sorcery is unstable. Even the best sorcerer is groping for at least half his mana blind, deaf and dumb. Even the most erudite sorcerer cannot hope to encompass the exponential growth in laws and mechanics that comes from interfacing mana frequencies that were never meant to work together. Even the luckiest sorcerer cannot escape that sometimes two streams cross and that's the end of that. Sorcery has an inherent tendency toward creating an unpleasant explosion of curses and half-formed spell effects.
3) Sorcery is greedy. Sorcery exists to create in the world that which does not and cannot exist, because the magician arrogantly says it should or attempts to do alone with sorcery what could be done with outside help or with an intentional mien of misanthropy.

Sorcerous Theory

Mana Spectrum Theory

Conventional magic theorists claim that each of the types of mana is a distinct realm that has much in common with the other realms, but also has unique laws, principles and properties. Sorcery can be understood as the introduction of the properties of one realm into another realm with divergent properties[4]. Consequently, Sorcery is the also the act of combining two (or more) of the four known realms of magic (Elemental, Holy, Life and Lunar) into a single matrix and, therefore, involves the use of mana that exists outside the magician's attuned realm. Magic users are limited to the ability to perceive a single realm of magic and therefore are forced to manipulate at least a portion of a spell matrix blindly. The facts that the sorcerer is attempting to combine the incompatible and shape at least some mana streams blindly causes such spell matrixes to be inherently unstable and dangerous[5]. As a result, the use of a Sorcerous matrix always carries the risk of a Sorcerous Backlash that can have results ranging from inconvenient but invisible effects to spectacularly violent deaths.

Mana Spectrum Theorists believe each of the realms of mana can be seen to lie along a spectrum of mana ranging from Holy Mana and one end to Lunar mana at the other. Holy and Life Mana lie on the conceptually ephemeral side of the spectrum while Elemental and Lunar mana lie on the conceptually physical realm of the spectrum. When considering sorcerous interactions, many theorists view the spectrum as being curved rather than linear. This causes the realms at the top of the spectrum, Lunar and Holy, to be grouped together as metaphysically abstract realms and those at the bottom, Elemental and Life, to be grouped together as metaphysically concrete realms. The most stable interactions can be found among realms that are metaphysically similar but conceptually different (Holy and Lunar, Elemental and Life) and the least stable among those that are conceptually similar but metaphysically different (Elemental and Lunar, Holy and Life)[6]

The Mana Field Hypothesis

Sorcerous magic theorists champion an The Mana Field Hypothesis, which states that the four known realms of mana are not distinct fields but are instead parts of a greater ubiquitous whole[7]. The fact that the individual realms appear to exist is the result of a weakness of the mortal mind; if one could see mana in its' entirety one would see that the end of one realm of magic only marks the border to another realm. Mana Field Theorists believe that attunement naturally grants all magic users the ability to manipulate portions of the mana field that are beyond their natural perception. One could further argue that the mana field contains a set of universal laws, principles and properties that apply across all of the conventional fields of mana. Sorcerous backlashes are, therefore, not the result of blending incompatible realms of mana but rather are caused by the Sorceror's inability to perceive the mana field in it's entirety or comprehend the unifying laws that bind all magic together.

Much to the frustration of sorcerous researchers, current observations cannot support the Mana Field Hypothesis as the four realms to not fit neatly together into a unified whole. Numerous modifications to the hypothesis ranging from the existence of invisible mana bridging to gap between the realms, field-warping forces interfering with mana perception or undiscovered realms of mana abound. The fact that Sorcery is possible provides encouragement to Sorcerous Theorists, who are quick to point out that they are able to do what Conventional Mana Spectrum Theorists say is impossible.

Types of Sorcery

Sorcerous Casting

Sorcerous casting is the act of a magic user attempting to cast a spell designed to use another type of mana. Traditionally this has been called "sorcery" with a lower-case s by players due to the perception that it less dangerous and therefore more morally acceptable than other Sorcery. This distinction is obsolete. Sorcerous casting may be as simple as a Cleric trying casting Clear Vision, but it comes with the danger of sorcerous backlash. The danger of this is that even when not attempting to do so, any attempt by a magic user to manipulate mana will either wholly or partially include their native mana as an unavoidable reflexive action. Without even intending to, the Cleric would end up funneling at least a small amount of holy mana into the Clear Vision spell, which it is not designed to handle, and occasionally result in catastrophic results.[8]

While sorcerous casting is not in and of itself illegal in most locales due to the general inability to separate it from normal spell casting, the body-destroying backlashes have caught the attention of provincial authorities and now come with legal troubles.

True Sorcery

True Sorcery involves a matrix which is designed inherently to use more than one type of mana. It has also been traditionally known as "Sorcery" with a big "S" by players although, as mentioned above, this distinction is effectively obsolete. A True Sorcery spell that includes life mana in it's matrix is also technically a Necromancy spell.[9]

High Sorcery

High Sorcery is a type of refined magic that combines three types of mana into a single matrix. High Sorcery spell books are deeply rooted in a philosophy supported by either a confound or special background knowledge. Using these spells is often associated with some form of Corruption. There are currently four known High Sorcery spell book, each of which is a corruption of one of the four realms of magic.

  • Antinomic Sorcery is the corruption of cosmologic laws and structure[10] It often deals with esoteric grey areas of religion. This book is based on Holy Mana but contains Elemental and/or Lunar Mana in it's matrixes. Such spells will likely require knowledge of the Theurgy skill and be limited to the Cleric Guild.
  • Hylomorphic Sorcery is the corruption of cosmologic shape and function[11].It contains, among other things, the legendary Blackfire Spellbook. This book requires knowledge unique to the Warrior Mage guild and it's matrixes blend Elemental Mana with Holy and/or Lunar Mana.
  • Teleologic Sorcery is the corruption of names and meaning[12], often dealing with fate, luck and probability. It is a mixture of Lunar Mana with Elemental and/or Holy mana and requires a link to the plane of probability and knowledge of Astrology. As a result this book is only usable by Moon Mages. Casting these spells leads to Teleologic Corruption
  • Necromancy, also known as "High Necromancy" or, by some scholars, as "Ontologic Sorcery"[13], is the corruption of life itself. It often involves the creation of false life or pervasion of living things into unnatural forms. It is based on the mixture of Life Mana with either Elemenal or Lunar mana. This sorcery requires knowledge of the blasphemy known as Thanatology and is not a single spell book but instead contains the entire spectrum of spells used by the Necromancer guild. Unlike all other types of Sorcery, this magic does not contest the Sorcery Skill as long as it is used by a necromancer.

Low Sorcery

Low Sorcery lacks the philosophical and theoretical complexity of the High Sorceries. The concept that unified the spells within a Low Sorcery spell book is the fact that that all attempt to do what is impossible with a single realm of magic. Such magic is usually violent, unstable and dangerous. There are currently three types of low sorcery:

  • Low Sorcery is a combination of two of Elemental, Holy and Lunar magic.
  • Lay Necromancy is the combination of Life magic with Lunar or Elemental Magic.
  • Feral Magic is a combination of all four realms of magic and is exceptionally violent and unstable, even by sorcerous standards[14].

Sorcerous Corruption

High sorceries tend to have corrupting effects on those that use them. The corrupting effects of Antinomic Sorcery and Hylomorphic sorcery are currently unknown. Moon mages who cast Teleologic Sorcery spells will suffer Teleologic Corruption, which dampens the mages' connection to the plane of probability and therefore their ability to make predictions. Necromantic corruption is much less visible but is far more pervasive and affects a necromancers entire psyche. Necromancers, at best, dance along the the borders of insanity as a result of their arcane magic.

Sorcerous Backlash

Please go here to leave feedback on the new backlash system.

A sorcerous backlash is a significantly worse outcome than a backfire that is unique to sorcerous spell matrices. A sorcerous backlash results in uncontrolled bursts of spell energy that frequently manifests as characteristic blue-black flames. The effects of a backlash can range from minor to instant death.

Dangerous combinations:

Elemental and Lunar
Life and Holy
Holy and Necromantic
A Forsaken Necromancer casting a Holy spell is particularly dangerous
A Paladin or Cleric casting a necromancy spell will suffer a loss of devotion and soul

Moderately Dangerous Combinations

Elemental and Holy
Life and Lunar
Necromantic with any mana type except Holy (for non-necromancers)

Least dangerous combinations:

Elemental and Life
Lunar and Holy
Necromantic with any mana type except Holy (for necromancers)

Training in the Sorcerous Patterns feat will not only reduce the chances of backlash, but indirectly reduce the damage as well

Effects

Casting spells in a sorcerous manner can case very bad things to happen to the user. Some examples are:

  • Unconsciousness caused by internal head wounds.
  • Temporary loss of attunement, partial or total.
  • Temporary inability to cast spells, with the loss of memorized scrolls.
  • Temporary inability to sense mana.
  • External wounds, ranging in severity from minor to fatal.
  • Internal wounds, ranging in severity.
  • Stun without wounds.
  • Total sorcerous incineration.

Necromantic Backlash

A related, but separate phenomina, Necromantic basklash is a type of Sorcerous backlash that occurs with Life mana.

Currently Necromantic Backlash has been turned off due to technical issues with the recent Sorcerous Backlash updates.

Previous Effects

You sense the spell pattern spontaneously extrude a series of uncontrollable ganglia with the influx of unfocused mana.
A sudden and violent explosion of pale, sickly green light ruptures from within your fingertips, cascading up in a dramatic, shuddering display that finally collapses upon you like a tidal wave!

This results in random damage, ranging from arm wounds light enough to be tendable to complete arm loss.

It also causes fleshrot.

How Sorcery is Viewed Within the Elanthia

As GM Armifer put it, "Society doesn't care until society notices and then society cares." The average person in Elanthia either doesn't understand the nuances of magic or doesn't care about them.

References

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