Pattern Sorcery

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Pattern Sorcery (20 Points)

Sorcery allows the caster to harness energy from both themselves and a power and shape it into a spell that effects reality. The first thing a sorcerer need’s to cast spells is a power source. This is generally a combination of both themselves and another power.

Pattern sorcery is the ability to harness the power of the pattern to power spells. Pattern is a power of order and stability, so it works best with spells that change little. It’s two best forms of magic are communication magic and transportation magic, which gather information and change the location of things. Alteration magic is not particularly easy for a pattern user to use, neither is it particularly difficult. Casting spells in transformation or creation/destruction are very difficult for pattern users.

Types of Magic

Simple Magic

Simple spells are basic effects that a sorcerer can use relatively quickly. It takes perhaps ten to fifteen seconds for a sorcerer to cast a known simple spell. A simple spell is internal to the shadow it is cast in, affects a single small area. A simple spell for a pattern sorcerer uses either communication or transportation. It is of course up to the GM whether a spell is simple magic.

Example Simple Spells:

Light: Creates a small orb of light. (Communication)
Farsight: Zooms in on a distant location. (Communication)
Throw: Sends an object moving, such as lifting a rock or some such. (Transportation)
Slow: Causes an object to slow it’s velocity, useful when falling. (Transportation)
Accelerate: Causes an object to speed, useful when an enemy is falling. (Transportation)

Raw Energy

When time is of the essence, a sorcerer can use raw energy to cast spells. This does nothing subtle, and takes an inordinate amount of energy to cause an effect to happen. Magic cast with raw energy is generally aggressive and destructive. It does not generally fall into any of the spell types. Raw energy usually will literally, lift something and move it. Hit something until it breaks, block off a passage way, or attack someone’s mind. It is not efficient nor easily guided, though it can be useful when necessary. Raw energy can also be used to attack a power or spell effect, in an attempt to counter it.

Complex Magic

Complex magic often combines one or more types of magic, or increases the scope of what it does. Also spells that extend beyond the shadow are complex spells. A complex spell requires a minimum of five minutes to cast, and can take hours for larger spell effects.

Things that increase Complexity
Adding types of Magic + 1 ea
Multiple Spell effects + 1 ea
Transformation Magic + 1
Creation/Destruction + 3
Outside of shadow + 1/2/3 *Nearby shadows +1, more for distant shadows
Inc size/targets + 1/2/3 *Dependent on size of effect


Hanging Spells

Now, one often doesn’t have hours to cast a spell, sometimes (usually) when you want a spell, you want it now. Sorcerer’s are able to precast spells, leaving several key words out that must be spoken to complete the spell. These key words are called lynchpin’s, and the more complex the spell, the more lynchpin’s are required. In general one lynchpin is required per level of complexity of the spell. A lynchpin takes between three and five seconds to say.

These precast spells are “hung” on the caster’s power source. Pattern user’s spells are hung off the pattern, which is very stable. These hung spells degrade over time, requiring time each day to be put into maintaining them.

Sorcery and the Pattern

Sorcery can be used to cast spells that do things that the power normally does. With basic pattern, this allows the pattern sorcerer to cast spells that shift shadow, creating shadow paths. Also the pattern’s ability to manipulate shadow can be quite useful when harness through sorcery. Pattern sorcery is rarely quick and dirty, but when coupled with shadow manipulation it can be world changing.

Pattern Sorcery

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