SORCERY SPELLS
The Power of Energy and Force is the dominion of the Sorcerer. Sorcery has been one of the oldest schools of arcane spellcraft in the Aelyrian Empire, believed to have been derived from older more ancient magics, and predates the emergence of the first magic academies. Harnessing the power of Energy, the Sorcerer can cast a wide variety of spells that directly interface with the fabric of space and time, causing arcalytic, or magical, reactions as if through inherent will. Sorcerers use Energy in the form of force to push or pull, causing motion and repelling in a variety of creative ways, best seen in the offensive and defensive spells of their craft. Sorcerers are also noted for their teleportation spells; the ability of the Sorcerer to bend space and matter makes him a very fast traveler. It is this very same, keen awareness of the nature of matter that enables the Sorcerer to breach the fabric of this reality and pierce the veil of other planes of alternate existence.
Initiate
Deflect
Duration: Instant
Targets: Single – Other
Range: Close Proximity
The Sorcerer can bend the fabric of space so as to cause a projectile – either physical or magical – to veer off to the side of its original path. This spell becomes increasingly useful to deflect a single, oncoming danger. At greater proficiencies, larger items can be successfully deflected.
Force Bolt
Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity
Harnessing the power of force, the Sorcerer can construct a spherical mass of repelling force to send hurling towards an opponent. The force generates light to moderate damage, and at greater proficiencies, a larger bolt may be used to cause greater damage.
Gate
Duration: Instant
Targets: Single – Self
Range: Anywhere
Students of Sorcery learn early on how to charge their homes, or a single place of permanent dwelling, with the essence of energy. When a Sorcerer casts the Gate spell, the field of space breaks open to form an instantaneous and momentary aura that teleports the caster back to the home. The destination of the Gate spell, the Anchor, can only ever exist in a single place that is completely secured and controlled by the caster.
Lock
Duration: Instant
Targets: Single – Other
Range: Close Proximity
Fashioning a restraining device of his own making, the Sorcerer can place upon a door, chest or other closing object a magical lock that will prevent opening by others using conventional means. The lock can be taken down by either magic or other very creative means beyond the scope of this description. At greater proficiencies, the Lock spell is more difficult to bypass.
Open
Duration: Instant
Targets: Single – Closed or Locked
Range: Close or Medium Proximity
Being intimately familiar with the binary state of movable objects, the Sorcerer can cause a closed or locked item to give way and open, breaking through simple locking mechanisms. At greater proficiencies, the Open spell may be used to break through more difficult locks or magical restraints.
Sphere of Light
Duration: Temporary
Targets: Area of Effect
Range: Touch or Close Proximity
Reshaping the essence of matter, the Sorcerer can imbue an area with a glowing sphere of cool light which will provide illumination over the immediate near range. The Sphere of Light dissipates either when the spellcaster decided to close down the spell in order to have additional energy for more involved casting, or if the Sorcerer loses his concentration. At greater proficiencies, larger spheres of different colors may be conjured for a greater duration.
Star of Force
Duration: Instant
Targets: Single – Other
Range: Close Proximity
The Sorcerer can conjure forth a refined blade of penetrating energy that can both pierce and slash. By releasing the force blade, it will be sent spiralling towards the designated opponent and cause light to medium damage. At greater proficiencies, the Star of Force can spin at a faster rate and thus cause more damage.
Apprentice
Force Shock
Duration: Instant
Targets: Single – Other
Range: Close Proximity
The Sorcerer can deliver a thrust of damaging force in the form of projectile energy towards a single opponent, causing moderate damage, while also repelling the target backwards. At greater proficiencies, this spell causes greater damage and repels the target further.
Force Lariat
Duration: Temporary
Targets: Single – Object
Range: Close or Medium Proximity
Through a bending and careful shaping of energy, the Sorcerer can fashion a small loop of energy and cause it to move outward to a target and attempt to move, or otherwise fetch, that target hither to the caster. Though initially, only small sized objects can be fetched by the Force Lariat, at greater proficiency, larger objects can be brought closer.
Force Shield
Duration: Temporary
Targets: Single – Self
Range: Touch or Close Proximity
The Sorcerer can call forth energy to be constructed as a skin-tight barrier around the caster's body. Naturally comfortable and weightless, the force shield will absorb repeated moderate damage, either physical or magical, or a single powerful attack before dissipating. At greater proficiencies, the Force Shield has a longer duration and can absorb additional damage.
Gather the Fellowship
Duration: Instant
Targets: Area of Effect
Range: Any Proximity
A Sorcerer who has obtained the partnership of companions in a common pursuit may call them forth using the spell, Gather the Fellowship. In casting, the Sorcerer will summon the individuals that have pledged fellowship to the Sorcerer's cause to his location in a single vortex of teleportative magic, regardless of their location. The Sorcerer has the option of selectively summoning any number of companions aligned through fellowship.
Rebound
Duration: Instant
Targets: Single – Projectile
Range: Close Proximity
Using the same principles of force repulsion, the Sorcerer can cast a spell that will generate an instantaneous occurrence of a strong arc of deflective energy. When a projectile reaches the periphery of the single arc, the force within the arc will disperse and cause the object to travel in the opposite direction of its path.
Relocate
Duration: Instant
Targets: Single – Self
Range: Close or Medium Proximity
The Sorcerer can quickly evade peril by folding space upon itself with his arcane will, using it as a personal sling, and thereby be teleported in a close or medium proximity in any, single random direction.
Repel
Duration: Instant
Targets: Single – Other
Range: Touch or Close Proximity
With a light circular motion of the hand, the Sorcerer can gather a mass of local force and energy, and in a single violent thrust, force a physical displacement of small size to generate moderate damage in the direction in the immediate range of the spell.
Stellation of Force
Duration: Instant
Targets: Single – Other
Range: Close Proximity
Fashioning a nexus of refined blades of energy, the Sorcerer can release a string of stars of force in the direction of a single opponent causing moderate damage, while sending the opponent into a stunned shock. At greater proficiencies, the Stellation of Force can cause a prolonged period of stun, disabling the target from reacting for a brief duration.
Vision
Duration: Instant
Targets: Single – Self
Range: Close, Medium or Far Proximity
Infusing his essence into the very nature of space, the Sorcerer can call forth energy to move his senses abroad to another location within a broad range. While in the meditative trance of the Vision, the Sorcerer will lose his awareness of his actual surroundings and instead become aware of the occurrences transpiring in another location, in real-time, as if he were actually there.
Adept
Force Blast
Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity
Attracting a large core of force, the Sorcerer can launch a violent thrust of a repelling energy field that will displace all matter in its path and deal moderate damage in its wake. With greater proficiency, the Force Blast can deal greater damage and displace at a further distance.
Force Field
Duration: Temporary
Targets: Area of Effect
Range: Touch or Close Proximity
Whereas most spellcasters must construct the cumbersome Circle of Magic in order to errect a one-way barrier for the movement of matter and energy, the Sorcerer may errect a field of energy at will by constructing a Force Field. The Force Field can surround the immediate proximity of an environment and envelop it in pure force, absorbing damage dealt to it. The Force Field will dissipate after it has received considerable damage, or once the Sorcerer closes it down.
Group Relocate
Duration: Instant
Targets: Area of Effect
Range: Close or Medium Proximity
As in the Relocation spell, the Sorcerer is able to fold space upon itself and use it as a crude slingshot to quickly evade trouble by randomly teleporting himself and a group of companions in any single, random given direction over a close or medium proximity.
Immobilize
Duration: Temporary
Targets: Single – Other
Range: Close or Medium Proximity
By loosening the cords of matter into a vibrant energy pattern, the Sorcerer can retie this energy around a target and direct light damage while more importantly preventing motion and holding the target in place. The spell immobilizes the target for a duration. At greater proficiencies, the duration of immobilization is lengthened.
Phase Shield
Duration: Temporary
Targets: Single – Self
Range: Touch or Close Proximity
Imbuing a skin-tight shield with teleportative energy, the Sorcerer can create a defensive mechanism that can enhance his circumstances in melee combat. When struck, the Phase Shield will teleport the spellcaster in any random direction of close proximity. The Phase Shield remains until it receives excessive moderate blows to weaken its integrity, or it is dissipated by the Sorcerer.
Reflect
Duration: Instant
Targets: Single – Magic
Range: Close or Medium Proximity
The Sorcerer can concentrate a force of reflective energy that will rebound power and fashion it into a single arc directly before him at an instant. When a magical spell is cast in the direction of the Sorcerer, the arc will absorb the spell's energy and then reflect it upon the caster of the offending spell before dissipating. This useful defensive mechanism works only on spells whose primary effects are upon the caster, and not the secondary effects of the results of a spell.
Stellar Burst
Duration: Instant
Targets: Area of Effect
Range: Close or Medium Proximity
By conjuring forth a twisting vortex of pure energy, the Sorcerer can unleash this massive yet unruly power upon an unsuspecting cluster of opponents or in an area of effect. Once the vortex is beyond the Sorcerer's containment, it will explode and send forth numerous sharp, refined blades of pure energy that will deal moderate damage each.
Summon
Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity
The Sorcerer can energetically summon a target within close or medium range to his location, or any space in between, by folding space into an inverted sling. This extremely useful spell has numerous creative utilizations, and can be used both to aid companions as well as to prevent an opponent from evading the caster.
Telekinesis
Duration: Temporary
Targets: Single – Object
Range: Close or Medium Proximity
Having obtained greater control over the ability to move, push and pull, the Sorcerer can now cast a spell that will move objects from a distance through the pure will of energy. The telekinetic field lasts for a temporary duration, and will enable the skilled spellcaster to move a distant object as if he were there moving it himself.
Teleport
Duration: Instant
Targets: Single – Self
Range: Close or Medium Proximity
Through proficiency in self-movement, the Sorcerer is able to bend the fabric of space and use it as a slingshot with greater control, this time being able to teleport himself an immediate or moderate range in any direction of his choosing. Repeated casting of this spell tends to make somewhat tedious travel much shorter, but the considerable drain of bending space prevents the Sorcerer from casting more than a handful of teleports in any given moment.
Master
Denature
Duration: Permanent
Targets: Single – Other
Range: Touch or Close Proximity
The Sorcerer has now become familiar with the potential, latent energy bound within a material object and can reshape this energy through pure will in order to create spaces between energy nodes, and thereby weaken and soften, the item or surface. This spell has an immediate and permanent effect and is most useful against armor, weapons, walls, and a wide variety of structures.
Expel
Duration: Instant
Targets: Area of Effect
Range: Close, Medium or Far Proximity
By imbuing an area with repelling energy, the Sorcerer can force a massive displacement to occur and deal moderate damage while moving the opponents in the targetted area of effect outward, away from the spellcaster.
Flight
Duration: Temporary
Targets: Single – Self
Range: Touch or Close Proximity
By fashioning a personal field of energy that envelops his body and is under his control, the Sorcerer can levitate himself into the air and enable him to travel by way of flight for a duration, as this spell constantly drains energy.
Force Retribution
Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity
The Sorcerer can unleash the fury of energy upon an individual by breaking the bounds of space and matter about the target and allowing energy to in effect, snap down upon itself. The result is a devastating attack of repelling forces that deal heavy damage to the enemy, rending his skin, stunning him in place and leaving him helpless for a brief duration.
Group Teleport
Duration: Instant
Targets: Area of Effect
Range: Close or Medium Proximity
As in Teleportation, the Sorcerer is capable of bending the fabric of space and using it as a slingshot over an area of effect to teleport himself and a group of companions in the direction that the caster designates over a close or medium proximity.
Integrate
Duration: Permanent
Targets: Single – Object
Range: Touch or Close Proximity
By unifying and reorganizing the strands of energy, the Sorcerer can cause an inanimate object to elevate one phase of matter; a gas would turn into a liquid, the liquid would become a solid. The effect of the spell is permanent.
Archmage
Portal
Duration: Temporary
Targets: Area of Effect
Range: Touch or Close Proximity
A Master Sorcerer knows the inherent energy compositions of areas to which he has personally travelled, and thus is able to open a temporary portal that bends space to the destination location. The Portal remains open for a brief duration before space rebounds upon itself, and closes the portal, but it remains sufficient to allow the caster and several companions to travel through with him.
Reflective Shield
Duration: Temporary
Targets: Single – Self
Range: Touch or Close Proximity
The Sorcerer can imbue a skin-tight shield with reflective energy, that when a spell is cast at it will absorb the spell and rebound it upon the original caster. The Reflective Shield will dissipate after numerous successive spells have been rebound, or when the spellcaster so chooses to close down the spell. Like the Reflective arc, the Reflective Shield does not rebound physical attacks.
Super Nova
Duration: Instant
Targets: Area of Effect
Range: Close or Medium Proximity
This devastating magical attack is caused by the Sorcerer gathering an immense amount of bound energy within a personal nexus directly under his control. Through careful mastery, the Sorcerer can then burst the nexus causing a field of Stars of Force to be unleashed in a ring of explosive energy that both deals considerably high damage, repels all targets about him, and stuns them for a lengthy duration.