The Ancient and Dangerous Art of Sorcery
Sorcery is an ancient and powerful art that dates back millenia and only through practiced focus and study, can one master and control primal elements of reality. It is said to precede man's discovery of the Garden, even. Where it really comes from, no one knows.
Domain
- Every sorcerer has at least one Domain. It is the category of magic that you have mastery over.
- You can only cast spells relevant to your domains and any spell you cannot justify within your domains, you cannot cast.
- For example, Oswald Black has the Domain of Fire. If he wants to sling a bolt of fire at someone, no problem. If he wants to cast a spell to put someone to sleep, he will need a different domain.
- Available Domains include: Fire, Water, Earth, Air, Lightning, Cold, Thought, Blood, Illusion, Beasts, Plants, Darkness, Weather, Madness, or other domains at the Judge's approval.
Types of Spells
- Every spell has a spell output. Whatever effect you choose to justify using your domains, it has to fall into the below categories:
- Attack - You attack with your Sorcery. You can cast a spell that will deal 1 Hit in damage on a Red Suit and is considered an Attack Draw.
- Transformation - A successful spell gives someone a single Bonus Draw or Penalty Draw for a specific task for one Scene or allows them to function as if they had a piece of minor equipment on them.
- Conjuration - Creating, changing or removing things from the narrative so long as these effects don't overlap with any other effect.
- Example: Conjuring an arc of electricity between two metal poles to light up a room is Conjuration. Conjuring the same arc of electricity to injure someone is an Attack Spell.
Spell Juggling
- A caster can maintain one spell effect per scene with no penalties. However, having multiple spell effects is straining and risks losing all the spell effects involved.
- For each spell effect beyond the first, the caster gets a Penalty Draw to cast it. Failing the draw drops all spells and effects, including the one being cast in addition to any further calamity at the Judge's discretion.
- For Example, Esther is making three people invisible. That's no penalty draw on the first character, one on the second characters, and two Penalty Draws on the third. The Judge uses the word "Strain" to describe the Trait.
- A Player can drop any number of spell effects before casting without spending an action.