Sorry I haven't posted the Sorcery stuff yet for you guys, but I've had a bit of a meltdown on my desktop PC. So I've been a bit busy trying to get things back up and running, and this old shitty Gateway laptop I got for $500 about five years back just isn't really cutting it.
Sorcery is not how it usually works in your usual RPG's. Sorcery takes time and effort, and a lot of preparation.
How Sorcery works is that you spend a particular amount of time preparing a spell, but you leave out certain portions of the spell, called Lynchpins. These are generally things like Target, Duration and so on. However, just because you are leaving out certain parts of a spell doesn't mean that it takes less time. On the contrary, Lynchpins make it longer to cast.
But if it takes so long, how does one cast a spell? When you cast a spell and leave out the Lynchpins, you basically "hang" the spell. It pretty much just hovers in the air around you, waiting for the Lynchpins to be plugged in, and then it'll fire off. The trick is, you can only hang one spell on yourself, so you basically can only have one floating around your head at a time. But there are ways of getting around this.
1. Pattern/Logrus: Pattern and Logrus allow you to "Rack" a certain number of Spells on them. Pattern is a limited number (five, I think), and Logrus' potential is based on your Psyche. The higher your Psyche (or if you have Advanced Logrus Mastery), the more spells that can be hung on those Logrus tendrils.
2. Items and Personal Artifacts: You can make a Personal Artifact that can "Rack" spells.
3. Constructs: Some Constructs (which are basically just Personal Artifacts with a little more kick) allow you to hang spells on them as well. The problem is, you have to be in the presence of the Construct in some manner in order for it to allow you to use those spells.
How I usually run Sorcery is that everyone with Sorcery must keep me informed as to what Spells are hung where, and what Lynchpins are left out of them. You guys can do it however you want, but I've found that it's much easier on the GM's side to do it that way. Also, as with anything else, what spells you have Racked or are hanging around you are to be kept secret.
There are only 15 spells in the rules, but I've had players make up their own spells from time to time. I'm not going to list the Lynchpins for each spell, as they are pretty much always things like Dispel Word, Target, Shadow Location and those sorts of things. I've let my players make up their own Lynchpins from time to time, and most of them are pretty much common sense. In most cases, any spell that attempts to affect the Psyche or body of another is considered an Invasive Spell, and there is generally a Psyche comparison involved. Spells will almost always work, but the Psyche difference will tell you how much of an effect.
1. Quell: This allows you to put someone to sleep. You must overcome the Psyche of the target. The Duration depends on whether or not someone or something disturbs them, but otherwise, they will sleep either until they are fully rested or until you release the spell. Base Casting Time: One Hour, with an additional ten minutes per Lynchpin. Variations:Can be modified to affect any natural bodily function, by either speeding up or slowing down the natural processes.
2. Cardiac Arrest: You can stop the heart of your victim. The effect is instantaneous. Those with a Human Endurance will collapse and most likely die. Those with a Chaos Endurance will have a minor heart attack and require some medical assistance. Those with Amber or better Endurance will have a sudden blackout, but it will be pretty harmless in the long run. Base Casting Time: One Hour, with an additional ten minutes of casting time for each Lynchpin.
3. Stone Binding: This changes the time rate inside the victim, so that they are slowed down to immobility, relative to their environment. This is an invasive spell and Requires a Psyche advantage to work. Those with Chaos or better Psyche may be able to resist, and only be slowed. Time will eventually allow the spell to wear off in most Shadows, and in Chaos or Amber, they will only be in such a state for an hour at most. Base Casting Time: 90 Minutes, with an additional 15 minutes per Lynchpin.
4. Invisibility: This turns the subject invisible, or if desired, partially transparent. One big drawback is that with complete invisibility, light passes through the body, so there's no light for the eye to pick up, and you are effectively blind. Therefore, it is generally a good idea to only become partially invisible. 95% invisibility will make you invisible enough not to be noticed, but allow you to see enough to function (but no details) in broad daylight. Remember also that invisibility doesn't cover things like noise or scent. Base Casting Time: One Hour, with an additional 10 minutes per Lynchpin.
5. Strength Drain: You can drop a target's Strength to Human level, or lower if the target has Human-Rank Strength. This usually has a dispel word attached, but if not, it will wear off in time. It requires physical contact of some sort. Base Casting Time: 2 Hours, with an additional 20 minutes per Lynchpin.
6. Mind Touch: This opens a mind link between the caster and the target. This link works exactly like a Trump contact, allowing the two minds to touch. This requires overcoming the Psyche of the target. The exact location of the target is required for the spell to succeed, which is not a problem if the target is in sight of the caster. Base Casting Time: 30 Minutes, with an additional 5 minutes per Lynchpin.
7. Bodily Defense: This is basically a personal shield which is devoted to blocking out all external influences. It can block physical attacks, Magic, Trump, Pattern and Logrus. The spell lasts for up to one hour or until dispelled by the caster. Base Casting Time: One Hour, with an additional ten minutes per Lynchpin.
8. Defensive Shield: This works exactly like Bodily Defense, except that it creates a barrier rather than simply protecting the body. The shield can be used to protect multiple allies, and will defend against Magic, Fire, Weather, Cold and physical attacks. The size of the shield is determined by the caster (via Lynchpin). Base Casting Time: One Hour, with an additional 10 minutes per Lynchpin.
9. Magical Drain: This creates a portal through which all magical energy is drained away. This effectivaly limits the magic in an area, up to 2 miles in diameter. Any spells cast while the spell is active will either fizzle out or be less effective (Psyche advantages will determine effect or non-effect, as it were). Previously cast spells will be weakened, and will be easier to dispel or disrupt. Power Words will become ineffective during the drain, but the Power Word user will still feel the strain of casting it. The standard duration is about 30 minutes. Base Casting Time: One Hour, with an additional 10 minutes per Lynchpin.
10. Defensive Psyche Ward: This is placed on a doorway or a circle is drawn on the ground, and creates a barrier which will repel any Psyche or Trump contact with those in the room or within the circle. It is possible to break through the barrier. The caster can attempt to defend against any Psyche or Trump contact attempting to break through with a regular Psyche battle. The barrier will remain for 24 hours, or until dispelled. Base Casting Time: One Hour, with an additional 10 minutes per Lynchpin.
11. Defensive Material: This gives any object the qualities of an invulnerable shield, making it invulnerable to conventional weapons. It is also invulnerable to fire, electricity and other natural energies or compounds which would normally destroy the item. Because the item has no Psyche, the effect cannot be dispelled via Psyche. Base Casting Time: One Hour, with an additional 10 minutes per Lynchpin.
12. Lightning Bolt: The caster opens up a conductive line between some highly charged place in Shadow and a target or target area. Duration is instantaneous, but the "channel" must be defined before the portal in Shadow is opened or the caster will be the primary target. There is enough "lag time" when the spell is cast for those with a superior Psyche or equivalent abilities (Danger Sense) to dodge out of the way. However, it works great against stationary targets or those with a lower Psyche than the caster. The chances of hitting a target are dependent on the caster's Warfare. Casting Time: One Hour, with an additional 10 minutes per Lynchpin.
13. Pressurized Lava: Much like the lightning bolt spell, this spell opens a Shadow portal from a place in Shadow where lava is under high pressure, and allows a chunk of the super-heated rock to blast out at a target. The size of the chunk is defined by the caster, but anything over 200lbs is risky because of the intense heat. It doesn't have the greatest of ranges, and the chance of hitting a target are based on the caster's Warfare. The range is also dependent on the size and weight of the chunk. If it is relatively light, it can fly a couple hundred feet, whereas a huge chunk will only go a few feet at most. Casting Time: 30 Minutes, with an additional 5 minutes per Lynchpin.
14. Replicate Shadow Object: This forms a duplicate of an item out of Shadow material of any object. You can replicate living things as well, but they may not act like the actual person or animal or what-have-you. Also, any duplicated item does not have the powers, abilities or other attributes of the original. It will last until dispelled or until it is removed from the Shadow where the item was created. If you want permanent items, buy Conjuration. Casting Time: 30 Minutes, with an additional 5 minutes per Lynchpin.
15. Self-Teleport: This transports the caster (and only the caster) to a specified location. The caster must have prior knowledge of the location, and the effect is instantaneous. It requires a Lynchpin in order for your personal items to be transported with you, otherwise you will show up naked. Casting Time: 30 Minutes, with an additional 5 minutes per Lynchpin.
Those are the basic 15 spells. Buying Sorcery will allow you to choose 5 spells, and you must purchase Sorcery again in order to gain another spell. Yeah, it's expensive, but that's how things go. Also keep in mind that all Sorcery spells may be subject to things like Power Words that either strengthen, weaken or disrupt Magic, and many can be disrupted via Pattern, Trump or Logrus. The Big Three always win against Magic effects.