Laws of Sorcery

This article is a work in progress
Everything vibrates. With this vibration, harmony can be obtained. If a connection to the Leyline network exists within your vicinity, the mind can be expanded to enable a form of telekinesis which allows for the manipulation of matter. This telekinesis is dependent on the user being able to achieve resonance with a state of matter. Users who are able to achieve this state of resonance are dubbed Sorcerers.   A sorcerer who is ‘in-tune’ with solid matter, can lift boulders or throw rocks, sharpen stones etc... But they wouldn’t be able to lift an ocean, melt steel or alter the density of a material.   A sorcerer's control over matter is further limited by the amount of energy required to do so. For example, it is easy for a Firmus (solid) sorcerer to move mud or for a Torrid (heat) sorcerer to move a hot coal. But it is much harder for that same Firmus sorcerer to move platinum or for the Torrid sorcerer to heat liquid helium. As such, energy expenditure is best described as an exponential scale when it comes to manipulating matter through the use of sorcery.   The control a sorcerer has over the states of matter is also restricted by the temperature of that matter. For if the temperature rises too high or too low, a Torrid or Algor sorcerer would gain control over it instead.  

Frequency Spectrum

States of matter


    Atmos sorcery can manipulate matter that is in a gas state. Gases are defined as matter in a state in which it will expand freely to fill the whole of a container, having no fixed shape and no fixed volume. This, is what Atmos sorcery can manipulate.  


    Fluxus sorcery can manipulate matter that is in a liquid state. Liquids are clasified as a nearly incompressible fluid that conforms to the shape of its container but retains a (nearly) constant volume independent of pressure.This, is what Fluxus sorcery can manipulate.  


    Firmus sorcery can manipulate matter that is in a solid state. Solids are characterized by structural rigidity and resistance to a force applied to the surface. This, is what Firmus sorcery can manipulate.


Temperatue is unique due to it being seperated into two categories. The ability to heat matter, Torrid, and the ability to cool matter, Algor.


    Torrid sorceres are able to increase the temperature of matter and then control it.


    Algor sorceres are able to reduce the temperature of matter and then control it.
Metaphysical, Arcane
Maximum range
50m (164ft) diameter, centred on sorcerer
All artwork that is not an original creation by myself (@Bladeswillfall) will be replaced in time with either original pieces or commissioned art.


To wield it and control magic, a Sorcerer must concentrate on the desired outcome and match it with a somatic action. This action helps to focus the spell and provide a direction or target.
The specific action varies from Sorcerer to Sorcerer in the same manner that one mathematician might solve an equation one way and another would solve that same equation differently. It simply comes down to how the Sorcerer learnt to control matter.   Whilst a Sorcerer can not create matter, they can alter and manipulate it. For example, a Firmus Sorcerer could lift boulders from the ground and hurl them, or, shatter those same boulders into rocks. Whereas a Torrid Sorcerer could heat one of those same rocks into a semi-molten state at which point they too could then throw it. Or, a Torrid Sorcerer might be more suited to working with a blacksmith, for their ability to heat and sustain a specific temperature on an object would be invaluable during the forging process.


    Sorcery range.png
    Sorcery, like all things, has it's limits. One of those such limits, is range. Whilst an object in motion will stay in motion unless another force acts upon it, a sorcer is only able to manipulate objects within their range. To clarify, a Firmus sorcerer may launch a rock well beyond the limits of sorcery if they expend enough energy to do so. But once that rock leaves the sorcerer's range, it is simply physics that allows the rock to continue flight and not the sorcerer's power.   A sorcerer's range reflects their proficency, as does the density of matter that they can control. This is because it takes more energy to manipulate an object at a distance than it does to manipulate one within the sorcerer's palm.
    Only the strongest of sorcerers are able to manipulate matter out to the full range of 50 meters.


    The five variants of Sorcery are seperated by the complexity and skill required to manipulate the matter in question. In terms of a difficulty scale, it is commonly agreed that Atmos is the easiest to use. Followed by, Fluidus, Firmus, Torrid and then finally Algor. This is due to the ammount of energy required to manipulate dense matter and the result of spending that energy.


The use of magic through sorcery will drain the sorcerer's energy and will eventually drain their soul, reducing the longevity of their life. The energy that is consumed when casting a spell is the same energy that allows the sorcerer to talk, walk and generate conscious thought. Without this energy, the caster will fall unconscious.

    Fat vs Fit

    This has caused two schools of thought to occur when it comes to Sorcerers and their physicality:
    The first, is that having a high fat content allows a sorcerer to manipulate more matter as they are able to burn through their fat to create energy. The downfall of this idea is that the somatic component of manipulating matter requires an individual with enough stamina to repeatedly use their power and the larger a sorcerer is, the harder it might be to move their body in the correct manner.
    The second, is that having a low-medium fat content is best, as it balances the sorcerer's ability to burn energy when manipulating matter as well as provides enough stamina to continually do so for a prolonged period of time.

Articles under Laws of Sorcery


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