Sorcery in Fate of Empire | World Anvil

Sorcery

There are four Schools of magic. They are: Hedge Magic, Sorcery, Hermetic Arts and Cult Magic. Each School uses magic in different ways, and so the core philosophies, worldviews and outcomes are therefore different. To date, no one has ever adopted more than one School, as their metaphysics are inherently contradictory.

Sorcery is a scholastic form of magic which applies rigorous formulae to ensure reliable results. Unlike the simplistic assumptions of the Hedge Mage, a Sorcerer understands the world as a precision mechanism described by exacting mathematics with roots in gematria and astrological formulae. This form of magic requires volumes of written materials, tables and charts. Most practitioners keep their notebooks with them while traveling or adventuring, as they contain abbreviated notes to remind them of the necessary variables.

Unlike Hedge Magic, Sorcery takes some time. It takes an exchange (or one combat turn) to recite the necessary formula in one’s head, and another to focus the energies; therefore, two exchanges to cast one spell. However, the power of Sorcery is greater than its primitive cousin. It takes on average two years of intensive study to become a sorcerer of Neophyte rank.

The Sorcery stunt acts as a conduit between the Art and its practitioner. As a result, the mere possession of the stunt permits one to cast any Sorcery spell, subject to the following rules.

Sorcery spells are memorized and, once cast, are forgotten until re-memorized. Memorization of the necessary complex formulae is quite taxing, and so memorized spells are “bound” to a specific mental stress box — the first spell memorized to the first box, the second to the second and so on. Therefore, a mage may only have as many spells in mind as she has mental stress boxes. When the spell is cast, the corresponding stress box must be ticked off.

Sorcerers are members of secret orders. As such, they are accorded ranks as they climb the ladder of rank. Higher ranks are exposed to deeper mysteries of their Arts, and, as such, are more powerful. When casting spells, the caster’s rank equates to their “magic skill”, as follows:

  • Neophyte: Average (+1)
  • Apprentice: Fair (+2)
  • Journeyman: Good (+3)
  • Master: Great (+4)

There are rumored to be several ranks above Master, but those who achieve them are sworn to secrecy and are, in effect, members of a secret society existing within a secret society. All characters begin as Neophytes. Ranks are earned either as GM rewards or in lieu of a skill reward during a significant milestone (Fate Core p. 258).

The spells associated with sorcery include:

  • Sorcerous Bolt: A projectile spell intended to harm its single target. While its aim is infallible to anything within eyesight of the caster, its damage is variable. When it is cast, the sorcerer must select its type, whether fire, air, water or acid. Targets may use Will (no roll, just their score) as defense. The form of the bolt is only important in assigning aspects, such as with a success with style.
  • Sorcerous Burst: Similar to the Sorcerous Bolt, but affecting all targets in a single zone. The targets’ defense is the highest Will, plus one for each additional defender. All targets take the same damage.
  • Circle of Protection: The sorcerer creates a hemispherical barrier providing protection against physical and/or mental damage. The circle covers the persons named by the caster (who must be in the same zone). The effect is to add the caster’s rank modifier to all incoming damage defense rolls of those inside the circle. The circle lasts until the scene is over or the circle is dispelled.
  • Passwall: The caster turns a solid substance temporarily ethereal. It retains its appearance and opacity, but permits free movement through it. The area is limited to 10’ in any (or every) dimension. The duration of the spell is one scene, or until dismissed by the caster. Any living thing within the barrier when the effect ends is Taken Out (Fate Core p. 160).
  • Mage’s Reach: The sorcerer marks an object with an invisible sigil. The object must be able to be carried with one hand. When the spell is cast, that object is teleported into the caster’s hand, no matter where in the world it was. Only one object at a time may bear the sigil, and until used the sigil lasts indefinitely until transferred to another object.
  • Psychometry: There are several uses of this spell, but the general understanding is that physical objects may store psychosensory impressions, even if only briefly. Simply put, objects may act as witnesses to events in their immediate environments. Thus, a cobblestone might be used to observe the underside of a passing horse (and a snippet of the rider’s conversation) as it passed overhead; a corpse could act as a witness to its own murder, or a book might provide clues to its own authorship.
    The more recent the event, the more information may be gleaned. Note that the object need not have actual sensory apparatus to store the associated impression, and the more dynamic the object, the less useful (i.e., a stagnant puddle is more useful than water from a swift brook). In general, use the following guidelines: If the event occurred within ten minutes, the object retains five senses from its point of view; four if within an hour; three senses are retained if the event occurred within three hours; two if within twelve hours, and a single sense if within a single day. Note that which sense and what impression is at the discretion of the GM.
  • Sorcerous Teleportation: This spell is cast on an object, and is in effect a mental trigger. When the caster concentrates on the desired trigger, he instantly disappears from wherever he might be to that object (wherever it might be). The object must be nonliving matter, and all costs for the casting are paid when cast upon the object. This spell may only remain active for twelve hours before the link between caster and object decays. Note that only the caster and everything she is currently carrying may be so transported. There is no limit on distance.

Other Powers

Sorcerous Societies


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