Post by The Council on Mar 27, 2013 10:00:36 GMT
**General Information[/font]
Sorcerers in way of appearance and their anatomy are much the same as any normal humans. Their one difference is that Sorcerers have evolved to channel an energy inside of them - magic.[/b] -- these specialize in Charms. Charm's are mostly a magic used for defense. As well as using charms for little every day things and defense this magic is also the only way you can lift a Curse and Hex- through a 'counter-charm'. A strong enough Enchanter can deflect and defend from the harshest of Curses and a battle between an expert Enchanter and expert Trickster could last hours because of the equal, balance match they'd make - the outcome of the battle would depend on skill in the other areas, the combinations of spells used and energy and control of the sorcerers.
There is four areas of magic: Charms, Transfiguration and Potions and Curses sorcerers always end up showing more skill in one area of magic over the others. Sorcerers themselves are divided into four different types:
Enchanters
Metamorphers -- these specialize in Transfiguration. Transfiguration is often considered an offence form of magic but it's most commonly used in combination with the other areas of magic. With Charms, it can help improve defenses significantly, with Curses it can create formidable offence weapons and it is incredibly useful to make Potions with due to the ability to transform ingredients and blend them with more finesse.
Alchemists -- these specialize in Potions.
Potions are the most delicate and tricky of all the areas and takes a significant amount of time longer to create than the other areas which involve quick spells. However, Potions are arguably the most precise and if made correctly, flawless, area of magic. Alchemists, despite not specializing in magic involving a great deal of spell work should never be underestimated because they are not only experts in healing but also experts in poisons.
There is such thing as 'Cursed Potions' and 'Charmed Potions' which are essentially potions with a particular curse or charm attached to it which activates when the potion is used and the person will be effected by the curse or charm.
Tricksters -- these specialize in Curses and Hexes.
Curses and Hexes are used for offense. Curses work by 'giving' something negative to the victim for example; Boils Curse gives the victim large painful and foul smelling boils and Hexes work by 'taking' something away from the victim such as the Blinding Spell- takes the victim's eyesight and renders them blind until the counter-charm is used.
Curses and hexes are usually very lethal and opposed to Potions which take time to make, Curses and Hexes are the quickest to use in a fight- although, some curses may take time to truly 'set'.
There is also the matter of 'rogue' curses which can be deadly. Rogue curses happen when a curse is misperformed whether it be the incantation was spoken incorrectly, the sorcerer using them is not of a high enough level or is too rough when using a curse for the first time. If not death, these could have side effects such as; memory loss, inability to heal by magical means, permanent paralysis, loss of limbs, loss of one or more senses and many, many more.
Although a sorcerer will usually excel in one particular area does not mean they can do very well in others and most sorcerers will try to at least be skilled in at least two of the areas due to all four areas of magic being best when used together.
A young Sorcerer would normally gain their powers at the age of five. Though, this young magic would be weak and need to be controlled. A half-blood sorcerer is less likely to gain their powers at such an early age but it is possible. Most half-bloods develop their powers at ten. In the case of abilities, Sorcerers are likely to unlock the rarer powers through points of intense emotion.
Most Sorcerers live in clans made of family members. These tend to be rather large with the whole family living in one community. The head of the clan is normally the most powerful member in the family. Most often, what the head says is law in the clan.
Where marriage is involved, most Sorcerers do not get a say in who they wed. The parents of the bride and groom will arrange the wedding. Most, if not all, pairings are done for power and not love.
You can kill a Sorcerer in the same ways of killing a human. However, it is harder to kill a Sorcerer due to their magical ability being able to fend off most means of death. [/blockquote]
*The Laws of Magic[/font]
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[li]Magic can not get exposed to the general population of humans. Exceptions are made for individuals seeing as it's not illegal to marry and have children with an ordinary human but if a sorcerer puts the secrecy of sorcerers at risk then they will be dealt with in whatever way The Council sees fit.
All humans that know of our sorcerer world must take the Iusiurandum Occulti - an oath of secrecy.
[/li][li]Even magic has limitations. It is not possible to cheat death in anyway, the dead cannot be brought back to life no matter how hard one tries.
[/li][li]Magic to do with time is very strict. You can only freeze a person, not time itself. You also can't reverse or fast forward time.
[/li][li]Ever since the peace treaty was signed, the use of forbidden magic will be punished as severely as the magic you used. Which, in most cases is death. When it comes to forbidden spells and potions, it's an eye for an eye unless The Council say otherwise. All those accused of forbidden magic will be given a fair trial at which a Representative of the family of the victim will be present and have a vote in the verdict.
[/li][li]All sorcerer students attending Northvale Academy from their 1st to 3rd year must be taught Charms, Transfiguration and Potions and once they enter their 4th year must be also be taught Curses & Hexes which will involve classes on some basic combat skills and the Laws of Magic.
[/li][li]Like all the other races, Northvale Academy must always have a Representative of our race. Currently, the acting Representative at the academy is Liam Redferne.
[/li][/ul][/blockquote][/blockquote][/size]
**Their Powers[/font]
Sorcerers have the ability to channel their magic through a wand, giving them the ability to cast spells. Wandless and wordless magic can also be performed but these drain more energy and are harder to perform. They are also able to make potions from different products that can be used for a variety of things. The spells that they can cast are either basic, simple, medium, difficult or complex. The levels are as follows:
Basic - Levels 1 & 2 : Beginner
Simple - Levels 3 & 4 : Experienced
Medium - Levels 5 & 6 : Intermediate
Difficult - Levels 7 & 8 : Advanced
Complex - Levels 9 & 10 : Expert
A Sorcerer can only then reach level 40 as each branch of magic has ten levels. The four branches are charms, curses/hexes, potions and transfiguration. It is impossible for a sorcerer to have 10/10 in every category. For wordless magic, you add two level to be able to operate the spell and for wandless you add four. Thus being said, complex spells cannot be done wandless or wordless. Difficult spells cannot be done wandless.
Spells also drain the energy of the sorcerer. The more complex a spell, the more energy it will drain. So, a wizard can do more basic spells than complex and still lose the same amount of energy.
**Extra Abilities[/font]
Sorcerers can have extra abilities as well as their magic but this is not always the case and some abilities are more common than others. More powerful sorcerers and mixed-race sorcerers are most likely to recieve the rarer powers. This is because they have more magical ability or the blood of the other supernatural being making them stronger.[/blockquote][/size]
Common Abilities
Linguist -- the ability to read latin without any prior knowledge of the language. They are also able to speak and understand Latin and easily pick up other languages.
Herbologist -- the ability to tell magical properties in plants from touch.
Only Alchemists or those destined to be an Alchemist can have this ability.
Uncommon Abilities
Shielder -- the ability to create shields, both mental and physical, to protect and harm.
Only Tricksters and Enchanters or those destined to be an either of those can have this ability.
Rare Abilities
Animal Whisperer -- the ability to understand animals.
Palmistry -- the ability to tell one's life and possible future events from their palm.
Exceptional Abilities
Foresight -- the ability to see into the future. However due to a the sorcerer's human brain unable to stably contain so much power they also develop a level of insanity which makes it hard for others to determine if their predictions are real or not. Their body too may experience aches and pains on occasion.
Shifter -- the ability to shift into an animal that mirrors their personality.
Only Metamorphers or those destined to be an Metamorpher can have this ability.