Sorcery Profile

The following profile defines the use of the Sorcery Origin in accordance with the ARIA Reality system.
Origin Template
Omnessence Fundamental
Paradigm Elements
Incidentals
Omnis

Origin Template

Nature Non-Sentient
Form Essence.  Sorcery is the art and ability of tapping into the Ethereal Essence, the energy source originating outside of the world of Geoza. An insightful understanding of Reality is therefore necessary to use this Origin.
Genesis Inherent.  Sorcery is the manifestation inside Geoza of the underlying eternal Reality of the Omniverse which exists outside Geoza.
Connections Separate.  Sorcery is unrelated to any other Origin in Geoza.
Orientation Visceral (Non-Sentient)
Relations None (unaware)
Origin Notes Those who can access the Ethereal Essence are known as Sorcerers or Sorceresses.  Sorcery seems to be primarily a Human art - although it is said the Drushae originally taught Humans to use it.
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Omnessence Fundamental

Conventions
Primary Trait Insight (Source)
Secondary Trait Aura - important for determining maximum Conduit size
Affinity (see Resistance)
Inanimate = 3  (default - enchanted or other magical objects may have higher Affinities).
Province
The Omnessence Province of Sorcery is generally quite flexible.  It is especially capable in the Archetypes of Conjuration, Divination, Manipulation, and Transformation, and in the Flux and Reality Dominions.  The impermanent nature of Sorcery is less suited to Creation, Destruction, Spirit, or Will.  In contrast, Sorcery's very impermanence seems to have a positive effect on its ability to (temporarily) affect Flux or even Reality itself.   Sorcery has a fairly strong influence in the Organic and Matter Dominions as well.
Archetypes Dominions
Conjuration 10 Flux 9
Creation 6 Organic 8
Destruction 6 Matter 8
Divination 9 Reality 10
Manipulation 9 Spirit 6
Transformation 7 Will 6
Province Aspects
Province Notes
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Availability
Category Pervasive - Because Sorcery originates outside Geoza, a conduit to the Ethereal Essence can be opened anywhere.   Some locations may provide a better conduit, and thus more Omnessence than others.
Manifestations Coherent esoteric energy
Availability Varies from 4 to 6, based on esoteric factors concerning the relationship of Geoza to extra-planar forces. 
Average availability is 5.
Some locations have generally higher or lower availability, while Geoza as a whole may experience occasional periods of higher or lower availability.
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Amount
Category Infinite
Aspects
Amount Levels 10
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Access
Category Freely Accessible
Aspects Ethereal Conduit.
Maximum conduit Size = (Availability + Insight (Source)) * Sorcery Lore.  A Sorcerer may open a conduit of lesser size at will, but may not increase the conduit once it has been opened.
A typical Sorcerer with an Aura of 3 and Sorcery Lore of 7 would be able to access a conduit of up to 56 Omnessence (assuming average Availability of 5).  In a time/place of different availability, his maximum conduit size could increase to as much as 63 Omnessence, or it could decrease to as little as 49.  As Sorcery Lore increases, so will the maximum conduit size.
Method Esoteric Conduit (Open, Non-Interruptible, No Fatigue).
Ease of Access 1 (Completely Accessible)
Access Time Instantaneous
Access Facility Unique
Notes Once a Sorcerer has opened a conduit, he is able to draw on that conduit at any time to power an effect.   Additional effects require additional conduits (see Limitation Aspects, below).   Opening a conduit does not normally call for an Access Trial, but may, at the Mythguide's discretion.  Opening a conduit while suffering penalties due to fatigue or injury, or while maintaining other conduits might call for an Access Trial based on Insight (Source).
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Storage
Category Impossible
Capacity
Adept N/A
Inanimate Object N/A
Aspects Ethereal Essence, a force/energy from outside Geoza, cannot be stored.
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Omnessence Nature
Category Static Assured
Limitation Aspects The number of conduits that a sorcerer may have open at any time is equal to his Charisma (Willpower). Each conduit above one adds +1 to the difficulty of opening or maintaining a conduit.
Notes If a conduit collapses for any reason (see Interruption, below), the Sorcerer must make a Shock Trial with a difficulty modifier equal to the number of conduits which collapsed.
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Paradigm Elements

Preparation
Category Preparation
Aspects Concentration (Required, Neutral)  The adept must maintain concentration while Preparing an effect.
Actions (Possible, Enhancer) Gestures may help focus the adept's concentration, granting a bonus to maintain concentration and avoid interruptions while preparing an effect.
Language (Possible, Enhancer)  Certain phrases may help focus the adept's concentration, granting a bonus to maintain concentration and avoid interruptions while preparing an effect.
Time 2 Action Intervals
Variable: Manipulating (minimum 1 Action Interval). 
Access time may be manipulated to increase/decrease the total time, modifying the difficulty of the Effects Trial by -1/+1 per Variation Interval.
Variation Facility Reduction Facility: 2 (minimum of 1 Action Interval)
Extension Facility: 1 (maximum 10 Action Intervals)
If an adept continues to use the same Conduit for an identical effect (including Temper Aspects), without change or interruption, Preparation Time is reduced to the minimum (1 Action Interval) without an accompanying increase in difficulty.
Preparation Trial None.
Interruption Not allowed; Adept must make a Charisma (Willpower) Trial to maintain concentration if interrupted (wounded, startled, etc) during preparation.   If the Adept fails the Trial, preparation ceases and the Conduit collapses (see Limitation Aspects, above).
Notes Preparation of a Sorcery Paradigm involves preparing a "template" or "mold" through which the Sorcerer releases the Ethereal Essence provided by the Sorcery Conduit.  If the paradigm is incorrectly prepared, the effect will not succeed.  This is judged by the Effects Trial, rather than by a separate Trial.
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Effects
Paradigm Method Release
Casting Time Instantaneous
Effects Trial Base = Insight (Structure)
Rank = Average Omnessence Skill (Archetype + Dominion, divided by two, rounded down)
Difficulty = Affinity of Target
Fatigue Fatigue Trial after Effect has been released, with Difficulty = total Omnessence used in Effect / 10.
Distance
Base Range Personal
Range can be expanded to Touch (Moderate Scope) or Sight (Impressive Scope).
Base Area Individual.
Area may be expanded (Slight Scope) to an area equal to the Area Increment.
Area Increment (Aura) paces
Duration
Base Interval One Action Interval (about 5 seconds).
Base Duration can be expanded to One Narrative Interval (Moderate to Epic Scope, based on length of Narrative Interval.  A minute would be Moderate, an hour Impressive, a day would be Epic).  Note that regardless of duration, the Conduit powering a Sorcery Effect must remain open for an effect to be maintained.
Once a Duration Interval has been established for a paradigm, the paradigm may be maintained through the use of the Maintain Temper Aspect (see below).
Effects Cost
Scope standard
Potency standard
Intricacy standard
Resistance
Passive Base = Aura (Affinity)
Rank = Charisma (Willpower)
Difficulty = Effect Might
Active Counter - can be attempted through any Origin.  If the adept attempting to Counter a Sorcery Effect does not possess the Insight attribute at a rank at least equal to the Effect Might of the paradigm being Countered, increase the difficulty of the Counter Effect Trial by one.
Participation Individual
Temper Aspects
Anchor Cost is 100% of the cost of the Paradigm being Anchored.  Anchored effects do not require the adept to maintain a conduit for that effect (the conduit remains, but being Anchored, no longer requires the adept to maintain it).
Build Maximum number of Effects which can be built = Intellect
Chain When targeting multiple individuals, rather than an area including the targets, Chain must be used instead of Widen.
Delay Delay requires one point of Omnessence for each Duration Interval of the Paradigm.  This Omnessence must be allocated during casting of the Paradigm (i.e. the maximum delay of the effect must be decided in advance), although the effect may be activated sooner if an appropriate Mechanism is also included.  This is one reason to specify a longer Duration Interval for effects that are typically Instantaneous.
Diminish Preparation time can be reduced without a difficulty penalty at a cost of +20% Omnessence cost per Variation Facility (may not be reduced below the minimum time)
Mechanism May only be used in conjunction with Anchor or Delay.  Omnessence cost increases with complexity.   Divination effects may be necessary for some Mechanisms.
Maintain Sorcery effects can be maintained as long as the conduit powering the effect is maintained.  This aspect requires concentration by the adept.  Failure to maintain concentration will cause the effect to cease.  Minimum cost is one point of Omnessence.  For every additional five points of Omnessence dedicated to this aspect, the difficulty of maintaining concentration is reduced by one.  Once an effect has been designated as "Maintained," a Concentration Trial is required every Duration Interval.   Failure to succeed at such a trial ends the effect.  Some traumatic events (conduit collapse, injury, surprise, etc.) may also prompt a Concentration Trial.
Overpower Cannot be used in conjunction with Anchor or Delay.
Removed Cost is standard.   Range must have been extended to Sight.
Sophistication May be used in conjunction with Delay or Anchor.
A special use of this Aspect allows the adept to reduce the effective Noise Level of an effect - for every three points allocated to Sophistication, the effective Noise Level is reduced by one.
Target A Targeting Trial is required for Removed Effects, as well as for missile-type effects.  No cost.
Widen Variation Facility 3.   Scope must include Area.
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Incidentals

Waste Whenever a sorcerer takes one or more levels of Shock as a result of a collapsed Conduit, the sorcerer must make an Avoidance Trial based on Charisma (Willpower), with Difficulty modified by degree of Shock taken and current rank in Sorcery Burnout Aspect).  Failure on this trial causes the Sorcerer to gain a rank in the Sorcery Burnout Background Aspect.
Side Effects Sorcery Burnout:  when Burnout equals or exceeds Insight, all ability to perform Sorcery is lost.  If Insight increases, or Burnout decreases, the ability to perform Sorcery may be regained.   An adept with Sorcery Burnout must also subtract half their rank from all Access Trials to open or maintain a conduit.
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Omnis

Geoza has several Omnis (mystical organizations) which are associated with Sorcery use.  Unlike Mana, Sorcery must be learned from a teacher - a thorough education is necessary to improve the Insight of the prospective Sorcerer to the level necessary for Sorcery.  For this reason, Sorcerers are much rarer than Mystics or Shamans, and even more likely to have received their training from a formal guild or school of Sorcery.
Academy of Ascendent Sagacity A Karatasan association of both Mystics and Sorcerers which exists as a counterpart to the Sisters of Kirsu and is sponsored by the Imperial Karatasan government.
Colejio te Sortilejio The premiere Human institution of sorcerous knowledge and education in Geoza, the Colejio te Sortilejio (College of Sorcery) is located in Merochas.
Mahjaitanu Naij'aimah The Mylharran Imperial Order of Mages.  All adepts in Imperial service belong to this order, regardless of their Origin(s).
Royal Arcane Society This association of adepts of all types is sponsored by the King of Belaquin.  They have extensive contacts with both the Artificier's Guild and Magesmith's Guild, although neither of those organizations is allowed to practice openly within the Kingdom of Belaquin.
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