"In order to cast this spell, I'll need three adepts, four bushels of fresh tulips, one pound of sulfur, and at least a casting circle fifteen feet in diameter. I suppose if I use several of my charged mana stones I can reduce the number of people, but that much sulfur will be hard to get without raising eyebrows.'


Sorcery Forms

Magic in the plane of Maeya can be broken down by the method in which it is cast, known as a form. Forms (previous known as Paths) is the combination of ritual and philosophy that allows a caster to tap into the energy that exists in all things, both around and within them. A character can not work Sorcery unless the character holds to the beliefs of the Form, as the ritual and tradition of the magical form is fueled by the character's understanding and faith in the traditions of the Form being used. A character who adopts more than one Form of Sorcery blends the understanding of the two Forms, melding them into a greater understanding. The character does not suddenly decide a previous Form of thought is 'wrong', but rather that they have discovered deeper mysteries in the Form they already possessed. True Masters of the casting craft, with multiple forms, are rare in the world, and normally given quite a wide berth. This could be simply due to the somewhat eccentric nature that is required to wrap one's mind around so many methods of tapping into the world, or simply because of the amount of power they can wield in widely varied ways.

In the old system, each form would cost 60DP. This could be reduced by having favored status in either Nation or Bloodline - but could only be reduced to a minimum of 20DP. This represented the dedication and training required for a form, tempered through a Bloodline's Affinity and cultural thinking about magic.

Schools of Magic

While a form gives you the framework to draw and manipulate the natural energy found throughout Maeya, and even other planes, that energy is useless unless channeled into an actual effect. These effects come from Schools of Magic, which are universal to all magicians and casters. Each Form of Sorcery has one School which is favoured above all others, and is gained free when the character first joins the School. Each time a character purchases a Form of Sorcery, they gain a new School. If there are overlaps, the character gains no benefit from the overlap. In addition, a character can purchase additional Schools of Magic, and gains advantages for doing so.

In the old system, each new School would costs 5 DP, plus an additional 5 DP for each School the character already knows. The exception to this was a new form that provided a previous unknown school - which would then be usable by all forms the character new at no additional cost.

Conjuration
The School of Summoning. Each Form of Sorcery chooses a specific type of Entity which can be summoned to Creation to serve the character who summons it. The School is centred around the binding of spirits and animating the world around the character. Both the Path of the Artificer and the Path of the Wild favour Conjuration.
Divination
The School of the Seer. This School of Magic focusses on expanding the senses and gaining knowledge of the world that exists around the character. It is also the School of Subterfuge, allowing the character to take away the senses of another, preventing them from gaining knowledge best kept secret. Both the Path of Amairgin and the Path of Awakening favour Divination.
Evocation
The School of War. This School concentrates on the destructive aspects of magic, creating powerful effects which can destroy and cripple one's opponents. It is the School that produces direct, devastating results. The Evocation School of Magic knows nothing of subtlety. The Azure Path and the Spiral Path both favour Evocation.
Phantasm
Previously known as Glamour, it is now know as Phantasm, The School of Deception. This School is one that develops the mind, teaching one how to manipulate and deceive the senses rather than attacking one directly. This School allows one to create things limited only by the imagination of the caster, and this particular School of Magic is favoured by the Path of Twilight and the Path of Veils.
Restoration
The School of Healing. This School of Magic teaches the sorcerer how to heal the body, and how to observe the flow of life within those around them. The School is focussed on the perfection of the body, though it may also be used to main or harm the physical body as well. This School of Magic is favoured by the Ashen Path and the Path of the Witch.
Transmutation
The School of Manipulation. This School teaches the art of creation and alteration, allowing the caster to change the shape and form of the physical and spiritual world. It also gives the caster control of space and time, allowing teleportation, flight, and other such benefits. This School of Magic is favoured by the Path of the Chorister and the Path of Suleiman.

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