New Realms of Sorcery

Post/Author/DateTimePost
#1

Dragonhelm

Apr 02, 2004 22:34:36
One of my favorite parts of ambient magic is the Academy Sorcerer prestige class from Age of Mortals, and the Realms of Sorcery.

While the Realms of Sorcery presented in Age of Mortals represents the teachings of Palin Majere at the Academy of Sorcery, it occurred to me that other academies might have other sorcerous traditions. Perhaps, too, there were some theories the Academy of Sorcery had on new Realms of Sorcery that never were delved into.

Here's a couple of thoughts from me.

Sonomancy - The magic of sound. Certainly, this is an energy type that was never explored previously, and would fit spells with the sonic descriptor. Certainly, this seems to be a natural for bards.

Crystalmancy - One might be able to expand upon each Realm of Sorcery, to create "subschools" of spells, each with a common theme within the bigger theme. Crystalmancy is such a case, serving as a "subschool" to Geomancy. EN Publishing has a PDF product called Crystalmancy, which would serve as an excellent foundation. Check out my review.

So, what other new Realms of Sorcery are out there, waiting to be discovered?
#2

zombiegleemax

Apr 02, 2004 23:03:43
Well, now that the Sorcerer is no longer saddled with the SAGA restriction against being able to affect spirits, the undead and living minds, I can see Realms of Necromancy, Spiritualism, and Mentalism developing. These new Realms could be explained in terms of arcane research breakthroughs achieved by younger, less conservative Academy Sorcerers in the months since the end of the War of Souls.
#3

zombiegleemax

Apr 03, 2004 15:05:21
Surely Sonomancy should come under Aeromancy
#4

Dragonhelm

Apr 03, 2004 15:43:39
Originally posted by cnposner
Surely Sonomancy should come under Aeromancy

Sort of a subschool? I was thinking the same with Crystalmancy and Geomancy.

Twilight Herald - Very good point, and one I was thinking of too. The new outlook on magic certainly opens up more possibilities. Where a person has to be careful, though, is to make certain that one doesn't step on the boundaries of the Spheres of Mysticism. I would perhaps excuse Necromancy from this, as it is a school for wizards anyway.
#5

ferratus

Apr 04, 2004 1:32:10
Personally, I'd go for a more elemental feel for the new magic, if we are going to try and capture the SAGA feel in the first place. This is because it is supposed to be the ambient energy that came about when the world was created out of Chaos right?

As well to try and capture the saga feel, we should toss out the mystic and sorcerer as a class. After all, sorcery in SAGA was easily integrated with all roles if a person had the appropriate ability scores. So therefore I've been tinkering over the past week with a skill and feat system (ala star wars), with HP as the spellpoint pool.

The raw damage is covered by character level, the number of spells cast is limited by hit points, the saving throw and energy subtype of the magic depends on skill points, while feats determine what ways you can shape the magical spell. (ie. Area, range, shape, etc. Without feats the magic skill provides a simple touch attack action).

It actually fits the SAGA feel of magic extremely well, while surprisingly being easier than I expected to balance with level based magic with which it must coexist. After all, a person only has so many skill points, so he is only going to specialize in 1-3 forms of sorcery and be effective at it. Sound familiar?

To that end, I'd bring all the energy subtypes into the mix, but remove all of the realms dealing with more esoteric effects like summoning, transmutation, spectromancy (illusions) and divination. That makes the wild magic more consistent, namely as a powerful energy source that is shaped by the caster. I have to admit it is also much easier to ditch these elements to figure out how difficult X spell is to cast. With just sticking to the energy subtypes, you just have to know what the damage is, and how many people were affected. Toss illusions, utility spells, divinations and all that vague funky stuff, and you have to involve a lot more DM fiat. Besides, I ask you, what the heck does that stuff have to do with the ambient and chaotic energy of creation?