Sorcery

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There exist two types of Magic users in Aloria, the Mages and the Sorcerers. Sorcerers are far more common, they are the users that one might encounter on the battlefield or on the side of the street doing simple tricks. Sorcerers are learned Magic users who have mastered a few defined spells based on the Common Book of Sorcery, Magic that can be taught to so called Mundanes, people who have no Magic or Affliction from birth. Because any person can in theory become a Sorcerer, there exist many volumes of books on how to establish a connection with the Veil that protects Aloria from the other Dimensions, and draw power from it. A far more common practice however, is to contact another Mage or Sorcerer, and have them guide the person through the process of connecting to the Veil, and from there-on out attempt to learn the incantations from these mentors, or from instruction manuals. Most nations across Aloria forbid the learning of Sorcery, except Altalar and Songaskian states, though in many of these states where it is illegal, vast underground smuggling rings and illegal practitioners still exist. There is no Proficiency that unlocks all knowledge about Sorcery. To play a Sorcerer, you need an Approved Character Application, but you do not require a Special Permission.

Sorcery Rules

Sorcery has a couple of rules that have to be followed. As Sorcery is a manifestation of Void or Exist Magic, it is strictly choose what kind of Dimension your Character draws power from. It is not possible to be both of the Exist and Void, a Sorcerer must specifically be a Void Sorcerer or an Exist Sorcerer, and you must write this on your Character Application, above where you will declare the Sorcery Abilities. Don't worry too much about Sorcery Aesthetics, you can still use a Dark Curse as an Exist Sorcerer, even if it would thematically make more sense with Void Sorcery. Here follow additional rules for Sorcery:

  • All Sorcery Abilities are part of the "Common Book of Sorcery". There is no direct limit on the number of Sorcery Abilities known, but Lore Staff may moderate down excessive numbers of Non-Aesthetic Abilities.
  • All Sorcery Abilities cost 3 Proficiency Points each. Some Special Permissions or mechanics may offer Point Cost Reduction.
  • You may Proficiency Point purchase for example Dark Curse II without needing to buy Dark Curse I. Any combination is possible, and no internal limitations on Categories exist either.
  • All Sorcerers may become an Acolyte of a full Mage, regardless of whether they are a Void or Exist Mage. Sorcery Empowerment has not yet been released, but will be made at a later point in time for Free.
  • Sorcerers can only become an Acolyte with both IC and OOC consent from the Mage player, and a Sorcerer can only be an Acolyte to a single Mage at any given time, with a 1 month wait period when switching.

Sorcery Culture

Sorcery (and Magic as a whole) has through the centuries developed a sub-culture of its own that ties all Magic practicing users together in one way or another. These cultural elements mostly revolve around the Altalar belief that Magic (Regardless of whether it is Void or Exist oriented) can be more strictly categorized in the Eight Pillars. The Eight Pillars also have polar opposites so that all of Magic is in balance with itself. The first opposing pair is Order and Chaos, where Order is traditionally more associated with the Exist, and Chaos with the Void. Order is a very highly praised aspect in Altalar society, and a theme that many of the Altalar Mages and Sorcerers aspire to, while Chaos is popular among the Kathar. The next opposing pair is Lightness and Darkness. Similarly, the former is more associated with the Exist and the latter with the Void. Lightness Sorcery is very popular among healers and shamans, while Darkness remains popular in the underworld. Darkness and Chaos Magic are not strictly speaking evil however, as the Eight Pillar Theory does not prescribe morality. To the Altalar, Magic simply is, and morality is only attributed by the wielder. The third opposing pair is Spirit and Nature, both of which are traditionally associated with the Exist. Spirit Magic mostly stands for the body of the Mage, the Mage's own soul and spirit, while Nature stands for the world around the Mage and things not of their own body. The final opposing pair is Arcane and Elemental, both of which are traditionally associated with the Void. Arcane stands for the subjection of inanimate objects to the will and mind of the Mage, while Elemental stands for the subjection of the world's Elements, the basic building blocks from which everything exists in the world.

Elements themselves are also more complicated, as they follow the Altalar Five Star Element Theory. This theory prescribes that everything in the world can be broken down into five elements, each of which represent certain things in people as well as inanimate objects. The top element is Wood and Wind, which are considered Elements of nature and freedom, flora and change. The next Element is Fire and Storm, which are considered Elements of destruction, chaos, rebirth and the spark of life. The next Element is Earth and Magma, which are considered Elements of stability, longevity, enduring and certainty. The next Element is Metal and Flesh, things that rot and decay and grow old, things that represent the living and the dead. The final Element is Water and Ice, that which removes and purifies, that which cleans and forgets. In old Altalar Elemental Theory, a ship could for example be diluted to be of the Water and Ice, and Wood and Wind Elements, explaining that because the 5th and 1st element have a positive relation to one another, that Ships are vessels of harmony, bringing purification and freedom to those who use it, but also forgetfulness and change to those lost at sea. Following the clockwise direction, all elements have positive interactions with one another, enhancing certain Elements. Inversely, every second Element after the next has a negative interaction, such as for example Fire and Storm negatively affecting Metal and Flesh. In such cases, Fire and Storm is believed to be extra destructive to the Element of Metal and Flesh. This may explain why the Altalar were so hostile to the Dewamenet Empire and the early Asha, because they used applied Elemental Theory to conclude that since Asha weapons were made of Fire and Lightning in the form of Metal in the hands of Flesh, that the Asha had created something referred to as Anti-Matter, a creation that had the capacity to destroy the world if allowed to expand and duplicate. The Altalar are strict adherents of Order, and while the world can be categorized by analyzing the Elements, finding Elements in contradiction to one another is profoundly troubling to them.

Magic and Sorcery Culture continues to dictate many interactions between Sorcerers and Mages. For example, Sorcerers that use nature and flora aesthetics on their Magic consider themselves Nature or Evergrowth Magic users as they were called in the Allorn Empire days. These Mages tend to be diametrically opposed to Mages and Sorcerers who have chosen Fire as a main theme for their Magic, thus making them Elemental Magic users. The Eight Pillars of Magic are used to create communities and create a sense of belonging and camaraderie, but has also caused a lot of conflict over the ages, and continues to drive insult and injury between Magic users, even as they are prosecuted by Mundanes from the outside, thus never truly offering a united front against those who would diminish Magic in the world. A ninth Pillar of Magic has been added by Ailor, however it is largely rejected by the Altalar as not fitting within their world view where the number eight is auspicious. Whimsy is the ninth Pillar created by the first Ailor that freed themselves from Altalar control, during the time of Calvannis, who would later also become an Uwritten God for the Teledden Altalar. Despite the rebellion failing, Whimsy themed Magic continued to be used in secret by Ailor slaves, and was later exported to the Regalian Empire.

Sorcery Abilities

All Abilities are listed in detail on the Ability List Page. Additional rules applied to those Abilities are recorded in the table below. Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. Aesthetics are fairly free to determine unless otherwise specified. For example, if an Ability states that it has only a limited number of Aesthetics mentioned by name, options are limited. If however no specific aesthetics are mentioned, or they are left open-ended, then player has complete freedom. For example, Astral Being I never specifies what the ghostly version of the user looks like beyond the fact that they are see-through and ghostly. They might for example have long flowing robes and angel wings, or a crown, or horns, that do not exist on their body in reality. When Emoting an Ability, the Emote should always start with the exact Ability name, only then followed by an aesthetic description to the player for what it looks like. Aesthetic descriptions may also be ignored altogether, and a Player may simply Emote "Bob uses Dark Curse II on Harry, giving him a Target Curse". If the player asks for an explanation of the Ability, you may give it, or redirect them to the Ability List Page where it is explained in full, and they can simply use Ctrl+f to search for it. The Categories listed below are purely there for organization purposes, and to encourage players to make well-rounded characters and not dump all spent points into Combat Abilities.

Travel Abilities

Travel Abilities are entirely utility based Abilities that grant a Character greater freedom of movement, and allow a greater deal of safety for Characters that want to interact in a competitive environment, without risk to their Character.

Ability Name Ability Type Ability Range Ability Description
Astral Being 1 Target Curse Emote Distance Grants the user Astral Being 1

Astral Being 2 Target Curse Direct Touch Grants the user Astral Being 2

Wall Climb 3 Toggle Passive Emote Distance Grants the user Wall Climb 3

True Path 1 Toggle Passive Travel Length Grants the user True Path 1

Curse Abilities

Curse Abilities have a wide range of defensive, offensive and utility functions that are aimed to change the field of battle, or make a variety of other conflict scenarios easier for the user. Positive curses also exist however, giving a wider palette of functions.

Ability Name Ability Type Ability Range Ability Description
Spirit Curse 1 Target Curse Emote Distance Grants the user Spirit Curse 1

Dark Curse 1 Target Curse Direct Touch Grants the user Dark Curse 1

Dark Curse 2 Target Curse Emote Distance Grants the user Dark Curse 2

Shadow Curse 1 Object Curse Direct Touch Grants the user Shadow Curse 1

Binge Curse I Object Curse Direct Touch Grants the user Binge Curse 1

Aesthetic Abilities

Aesthetic Abilities are not strictly speaking only fancy looking, some have functions beyond looks, but they are primarily roleplay enrichers that aim more on the Utility side.

Ability Name Ability Type Ability Range Ability Description
Spirit Familiar 1 Toggle Passive Self Grants the user Spirit Familiar 1

Magic Sight 1 Toggle Passive Self Grants the user Magic Sight 1

Magic Sight 2 Toggle Passsive Self Grants the user Magic Sight 2

Magic Sight 3 Toggle Passive Self Grants the user Magic Sight 3

World Shift 1 Control Power Self Grants the user World Shift 1

Flux Shift 6 Mythic Shift Self Grants the user Flux Shift 6

Flux Shift 7 Mythic Shift Self Grants the user Flux Shift 7

Element Control 1 Magic Spell Self Grants the user Element Control 1

Element Control 2 Magic Spell Emote Distance Grants the user Element Control 2

Element Control 3 Magic Spell Emote Distance Grants the user Element Control 3

Element Control 4 Magic Spell Direct Touch Grants the user Element Control 4

Element Control 5 Magic Spell Direct Touch Grants the user Element Control 5

Element Control 6 Magic Spell Direct Touch Grants the user Element Control 6

Element Control 7 Magic Spell Self Grants the user Element Control 7

Glitter Control 1 Magic Spell Emote Distance Grants the user Glitter Control 1

Flux Shift 5 Mythic Shift Self Grants the user Flux Shift 5

Arcane Mastery 1 Magic Spell Emote Distance Grants the user Arcane Mastery 1

Enchant Abilities

Enchant Abilities are Abilities with a wide range of application, from defensive to offensive to utility to even aesthetics. Enchant Abilities have specific rules more thoroughly explained on the Abilities Page, which is a recommended read before usage.

Ability Name Ability Type Ability Range Ability Description
Mind Shield 1 Control Power Self Grants the user Mind Shield 1

Element Brand 1 Object Enchant Self Grants the user Element Brand 1

Element Brand 2 Object Enchant Self Grants the user Element Brand 2

Element Brand 3 Object Enchant Self Grants the user Element Brand 3

Element Brand 4 Object Enchant Self Grants the user Element Brand 4

Element Brand 5 Object Enchant Self Grants the user Element Brand 5

Order Brand 1 Object Enchant Self Grants the user Order Brand 1

Dueling Brand 1 Object Enchant Self Grants the user Dueling Brand 1

Combat Abilities

Combat Abilities are Abilities purely written for Combat Roleplay, not having any real function outside of it.

Ability Name Ability Type Ability Range Ability Description
Super Self 1 Mythic Shift Self Grants the User Super Self 1

Super Self 2 Mythic Shift Self Grants the User Super Self 2

Magic Bolt 1 Magic Spell Emote Distance Grants the User Magic Bolt 1

Darkness 1 Magic Spell Emote Distance Grants the User Darkness 1

Darkness 2 Magic Spell Emote Distance Grants the User Darkness 2

Darkness 3 Magic Spell Emote Distance Grants the User Darkness 3

Power Curse 1 Target Curse Emote Distance Grants the User Power Curse 1

Power Curse 2 Target Curse Emote Distance Grants the User Power Curse 2

Power Curse 3 Target Curse Emote Distance Grants the User Power Curse 3

Home Enchants

Home Enchant Abilities are Enchants applied only to Player Regions such as Player Rental Housing and Clandestine Bases. These are mostly aesthetic and utility, but also have some defensive functions to make those Bases more secure.

Ability Name Ability Type Ability Range Ability Description
Home Enchant 1 Region Enchant Player Region Grants the user Home Enchant 1

Home Enchant 2 Region Enchant Player Region Grants the user Home Enchant 2

Home Enchant 3 Region Enchant Player Region Grants the user Home Enchant 3

Home Enchant 4 Region Enchant Player Region Grants the user Home Enchant 4

Home Enchant 5 Region Enchant Player Region Grants the user Home Enchant 5

Support Abilities

Support Abilities are Abilities aimed purely at helping others, either in Combat Roleplay, or just healing and aiding them in day to day roleplay.

Ability Name Ability Type Ability Range Ability Description
Light Mend 1 Magic Spell Emote Distance Grants the user Light Mend 1

Light Mend 2 Magic Spell Direct Touch Grants the user Light Mend 2

Light Mend 3 Magic Spell Self Grants the user Light Mend 3

Casting Light 1 Magic Spell Emote Distance Grants the user Casting Light 1

Cursing Light 1 Magic Spell Emote Distance Grants the user Cursing Light 1

Exorcism 1 Control Power Emote Distance Grants the user Exorcism 1

Exorcism 2 Control Power Direct Touch Grants the user Exorcism 2