Generations/Lore/Abilities/Sorcery

From All The Fallen Stories
Jump to navigation Jump to search

Sorcery

Some individuals have bloodlines that give them an innate understanding of magical energy, and thus the ability to manipulate it. The most common bloodlines that produce these abilities are: Djinn, fey, divine, draconic, and elemental.

  • Source: Magic Skill (Innate). The power is a type of magic, but the character cannot simply learn it. The character must be born to it. It must however also be mastered, and has a range of 1-10. Levels 1-9 roughly equated to a level of power equal to the same level spells from the Dungeons & Dragons role-playing game. Level 10 denotes an extremely rare mastery that is nearly divine. Magic is mystical, and therefore useless in areas with no magic.
  • Benefits:
    • Magical Effects: Sorcery is not limited in what kind of magical effects can be produced. A powerful enough sorcerer can do most anything. Some call sorcery the purest form of magic; but such individuals are ignoring the existence of djinn magic. sorcery is a close second though.
    • Sorcery requires no materials, words, or gestures. It only requires an act of will.
    • Magical Items: Sorcery can be use to imbue objects with magical properties, producing magical items.
  • Weaknesses:
    • Fatiguing: Sorcery takes a physical toll on the caster, tiring them. The more powerful the effect being created, the greater the toll. The more powerful the sorcerer, the more diminished the fatiguing effect becomes. Sorcerers that are careless or desperate can actually cause physical injury to themselves by trying to create too powerful of an effect, or by using sorcery for too long. In rare cases sorcerers can overexert themselves to such a degree that they can die from using their sorcery.