- 1 Introduction
- 2 Sorcery Spells
- 3 Mage Empower
Nature Sorcery has been part of Aloria for a very long time, dating far back into the Allorn Empire during the early days when Estel taught the Altalar Nature Sorcery to become the stewards of the fauna and flora. As a result, Nature Sorcery has traditionally strongly been attached to the original Estel faithful, but also the Nenya and Yanar. With the Night of the Fallen Star, Nature Sorcery was almost instantly snapped out of the world, but, with the resurgence of the Yanar, Nature Sorcery was slowly re-introduced with many of the Cielothar spreading knowledge of it around the world as a result. Nature Sorcery enjoys a somewhat acceptable level of societal tolerance given its strong utilitarian nature, and helpful boons to regions in need and stricken with natural disasters.
- All Sorcerers may only choose from 2 different Sorcery Schools.
- All Sorcerers must pay 4 Proficiency Points per Sorcery Spells.
- All Sorcerers must have 2 spells in a Sorcery School to use the Mage Empower of that school.
- All Sorcerers are limited to 5 spells total, regardless of the amount of Schools.
- Mages may also take Sorcery Spells, but only within their Sorcery School.
- Mages gain a Sorcery Empower as long as 2 Acolyte Sorcerers are nearby, on their Mage Doc.
- Sorcerers unlock the Mage Empower as long as their Mage-Master is nearby.
- Mages can never use the Mage Empower that is unlocked by the Sorcery School.
- Sorcerers can only be the Acolyte of one Mage at a time but can switch or quit at will.
- Becoming an Acolyte Sorcerer must be done IC and with both parties OOC consent.
Sorcery Spell: Evergrowth
The Evergrowth spell is a Channel Ability that is cast directly onto any plant matter from small grass to large trees. This spell is cast through speaking the Evergrowth incantation and then tethering a green magical tether to the target area (when it concerns small crops or vegetation) or individual larger flora. This spell will then rapidly grow said target as long as the Channel is maintained, aging the subject. This Spell can cause edibles to grow rapidly or reproduce, or fruit trees to rapidly regrow their fruits. It cannot, however, revive deceased plants, and if the spell is maintained for too long, plant matter may expire. This spell does not have any counters besides normal spell interruptions, and if reflected becomes nullified. If, however, the plant matter targeted is infected by some sort of decay, disease, or infestation, it will accelerate the effect and spread it to nearby vegetation.
Sorcery Spell: Soothe the Beast
The Soothe the Beast spell is a Passive or Curse Ability that is applied to the target through eyesight and by the will of the Sorcerer. The Sorcerer has to purely look at either a small wild or domestic animal (no larger than a deer) or a person currently in Beast Transformation, after which the effect is automatically applied, though Beast Transformed individuals will sense where the effect is coming from. When under the effects of the Passive, wild or domestic animals become soothed and relinquish any aggression or rage and return to a calm state. This allows even wild animals to be petted and fed safely and without running away or them attempting to bite the user. When under the effects of the Curse, Beast Transformation Characters have their Physical Stat reduced by 10. This effect cannot stack and there is no counter. Leaving the line of sight of the Sorcerer, or knocking the Sorcerer out will remove the effect.
Sorcery Spell: Brambling
The Brambling spell is an Instant Ability that is applied to a single target and can only be used once per combat scene or flight scene following. The Brambling spell is cast by speaking the Brambling incantation, after which the arms must be flung in the direction of the target, followed by a vine of brambles appearing from the Sorcerer’s hands that fling to their target and wrap around the legs. If a character was in running or flying motion, they are immediately knocked to the ground. If , however, the target was not running or flying, having 10 Athletic Proficiency allows them to avoid the spell if they roll above 8 in a /dice 20, while having 20 automatically avoids this ability. These brambles will remain for roughly a minute after which they will dissolve, however, they can be cut away by a person other than the person caught in them. This spell cannot be countered besides the normal Instant Ability counters and will latch onto the caster themselves if reflected.
Sorcery Spell: Woodland Grace
The Woodland Grace spell is a passive ability that is automatically applied to the Sorcerer if they have this spell. The spell is always active, however, it only activates its useful effects if the Mage is struck by some sort of lethal or maiming attack which can be either magical or physical. This means that it will take effect if thrust or slashed at by a weapon, shot with an arrow or cast upon by harmful Magic, but not with small bruises or cuts or shoves. When such an effect of lethal or maiming would land, the person’s physical form instead implodes into a gust of leaves or flowers or twigs, which then over the course of five seconds gently flows up to 5 blocks (on a horizontal level) away, before reforming the person (though not passing through barriers). This effect can only apply once per combat scene, but cannot apply when the character is restrained. This cannot be countered or reflected in any way.
Sorcery Spell: Halting Infestation
The Halting Infestation spell is a Channel ability that is applied to smaller areas or single targets to slowly cleanse it of any poisons or fungal infections that are harmful. The spell can be activated with the Halting Infestation incantation after which the hand palms are aimed at the target, producing a gentle green mist that breaks down the harmful effects. When applied to a person, it immediately halts any risk of expiring (thus halting the effects), however, in order to fully break down the poison, several minutes of casting is required. Interrupting these several minutes will result in the poison resuming its harmful effects. When applied to an area affected by some form of harmful fungal infection, it will immediately halt the spore or noxious fumes production (if any is present) and then break down the fungal infection as the hands move over the surface area. The speed depends on how much is present, with single flowers taking mere seconds while a whole tree may take up to three minutes. This ability can be stopped by any Channel Ability counter but has no effect when reflected.
Sorcery Spell: Familiar Sensor
The Familiar Sensor spell is a passive ability that is always active on the Sorcerer and the Sorcerer alone. As soon as this spell is learned, the Sorcerer will summon a Familiar Sensor, which is an adult fist-sized familiar which appears like any wild animal (yet fist-sized). The animal is made out of a variety of plant matter with glowing green eyes and very limited audible capacity. It can only exist on the shoulders, arms, hands, or on top of the head of the Sorcerer, and when removed will immediately re-appear there. The Sorcerer can make it appear, or keep it hidden in hair, under hats, or under clothing. The Familiar will appear as if it is sentient (and it can also play with the Sorcerer and have a distinct personality). This Familiar however serves two functions. Primarily, if any poisonous, infected, tainted, or fungal harmful substance approaches them within a block radius (for example hand-held), they begin screeching. Additionally, if within emote distance either plant life or wildlife is suffering from some sort of pain or harm, the familiar with begin sniffling or sobbing and point at where the suffering is felt. The Familiar is incapable of interacting with the world besides the Sorcerer, and cannot be unsummoned, dispelled, or countered, though it will not make any sound if the Sorcerer is knocked out.
Sorcery Spell: Wood Singing
The Wood Singing Spell is a Channel Ability that must target either living or recently deceased (within 24 hours) wood to reshape it without cutting or building into it. To cast Wood Singing, the Sorcerer must begin the channeling incantation of Wood Singing, which is a continual song, after which they can affect wood substances they are looking at within 3 blocks range and reshape it based on an image they make of it in their mind. The substance must respect the substance quantity that is being used, meaning that a single tree cannot produce a whole house. Additionally, smaller wooden things take mere seconds, while Wood Singing a larger board or construct requires several dozens of seconds. Having multiple Sorcerers Wood Singing on an agreed-upon design will speed up the process by halving it per Sorcerer. If other Sorcerers, however, have different ideas in mind, it will chaotically fluctuate between these forms. Wood Sung wood always has a very peculiar wavy pattern in it, allowing it to be identified as Wood Sung wood. This ability can be countered with any Channel Ability stopper, or by simply interrupting the Sorcerer by attacking them. Reflecting the ability does nothing. This ability can only be used out of combat.
Sorcery Spell: Hidden Pathways
The Hidden Pathways is an Instant ability that can only be cast onto one target and must remain on them for at least 24 hours before it can be re-cast onto someone else. While this is active, they gain a small glowing hedge arch glyph on the back of their neck, making them immune to any tracking or pathway tracing abilities or spells that may apply to them. In order to cast this spell, the Sorcerer must speak the Hidden Pathways incantation, followed by applying their hands to the forehead of the target, which will then receive the enchantment. This enchantment will remain active for up to 72 hours if not broken by the Sorcerer, however, it can be broken by the Sorcerer at any location as long as the first 24 hours have expired. The Sorcerer can also apply this effect to themselves, but can only target one individual at all times. This ability can be dispelled by any ability that breaks positive effects on a person, as long as that effect is applied on the target, not the sorcerer while reflecting the spell does nothing.
Mage Empower: Bramble Herd
If the Sorcerer is within the eye-sight of their Mage-Master (The Mage they have pledged their support to as Acolyte), they are able to use a Beast Transformation that transforms them into a bramble and plant matter composed wolf or wolf-sized feline with antlers. This Beast Transformation does not grant Physical Stat or Unarmed Combat, however, the Sorcerer can fight or flee with the speed and ferocity of a wild wolf, while being unable to wield any other weapon. This transformation is nigh instant and cannot be interrupted besides counter abilities specifically designed to prevent or revert Beast Transformations. Additionally, any Nature Mage whose spells require or target some form of bramble creature or natural source can use the Sorcerer Bramble Herd as a source or target, as long as they are the Mage-Master. The transformation is forcibly undone if the Sorcerer is knocked out, though wounds do not transfer between the forms, grievous wounds will cause extreme fatigue in the Sorcerer when changing back to their humanoid form. The Sorcerers will also revert back to Humanoid form if they leave the visual range of the Mage-Master (except if the Mage is still within emote distance but not visible).