Sorcery

While Enlightened beings can manifest Charms, this primal form of magic is far from the only one. With sufficient study one can learn to manipulate Essence by will alone, referred to as Sorcery. In general a Sorcery spell will be slower and more expensive than an equivalent tier Charm, but more powerful.

In order to learn Sorcery a character must be Enlightened (which the Exalted all are) and then be initiated into the mysteries, however while this can mean a teacher those who approach the world with an open and enquiring mind will inevitably learn the path to initiation by themselves. Savants dispute whether this is a sign that Sorcery is the underlying magic of the world; deeply suspicious; or an after effect of a First Age sorcerous working. Beyond the first (Emerald or Terrestrial) Circle are two further tiers that require seperate initiation that is only available to some kinds of Exalts and similarly powerful beings. Solars can eventually initiate into both the Celestial (or Sapphire) Circle and the Solar (or Adamant) Circle.

In Fate terms each Spell is a neutral Charm that has as its prerequisite a Sorcery Charm (Occult for all purposes including in/out caste).

Casting a Spell

Unless a specific Spell specifies a different casting time or Essence requirements it takes one shaping Action per circle (1 at Terrestrial, 2 at Celestial and 3 at Solar) each of which costs an Essence and during which time magical Essence visibly flows and coruscates around the sorcerer. On their next Action they cast the spell at a cost, making any roll required.

From when they start shaping the spell to when it is cast the Sorcerer can take no other action, nor speak, nor gesture nor defend themselves nor use Charms. They can use their anima powers, and any persistent defences already active will allow them to defend. If they are distracted after the first shaping action and before their final casting action they must roll Occult vs difficulty 1 (such a distraction will often be a Aspect created as an Advantage with normal free invokes), or if they take damage the difficulty is equal to the damage. Failing means the Spell fails and any Essence already spent in Shaping is lost. If appropriate the GM can compel the failed spell as an Aspect for a botched spell, which can either lead to damage to the caster or a twisted effect not under the sorcerers control (Major Cost on the distraction roll could be a botch that allows the shaping to continue).

The White Treatise and the The Black Treatise

Widely believed to have been written by the First Sorcerer (there are many theories as who she was) these thick but clearly written tomes are the basis for most sorcerers' education. Each can be found in major cities as a Resources 3 purchase (Resources 4 with legal restrictions in the Realm and some satrapies).

The White Treaties gives a basic theoretical understanding of Sorcery and practical instructions for initiating (without explaining the process), it is sufficient for someone to learn a Terrestrial Circle Sorcery Charm.

The Black Treatise teaches five spells of the Terrestrial Circle, the most commonly known in Creation.

  1. Death of Obsidian Butterflies Attack everyone in two Zones
  2. Demon of the First Circle Summon a lesser demon, the casting ritual lasts from sunset to midnight
  3. Emerald Countermagic Protects the caster from spells or break spells already in effect. Does not require a shaping action (total Essence cost 1 to defend for an Exchange, 2 to break spells)
  4. Invulnerable Skin of Bronze Harden the caster's skin to bronze as flexible as silk
  5. Stormwind Rider Wrap the caster in a dust devil that travels at almost 100 miles per hour