Thaumaturgy is a magical skill in manipulating magic itself. It is overall harder to perform than most other schools of sorcery, in that most of them have beginner spells which are limited, and can be overpowered, but are easy. All of Thaumaturgy’s effects can be upgraded, in some cases substantially, but none of them is less than moderate in difficulty. However, that difficulty lends itself to power. Many other sorcery paths can dampen or end spell effects and magic they are all or nothing affairs and never certain. Only Thaumaturgy absorbs the effect regardless of what it is, dampening the effect even if it isn’t canceled. Only Thaumaturgy scales from slowly levitating the caster to levitating the entire group, or swift flight. Most of the Thaumaturgist’s spells are very versatile and require more adjudication than other paths, but that also makes them some of the most powerful. Again, this is only tiers 1 through 3 of spells. Read the rest of this entry
Elementalism is the magical art of creating quantities of the elements and shaping them to the caster’s will. The four elements of this form of sorcery do not match the recognized elements of the natural world, but this form of magic is often one of the oldest known in any world, and possesses the weight of antiquity. Because it can have such incredible visible effects, Elementalism is often seen as a sign of power. Note, while the full path progression is written out below, only the first 4 tiers of spells are defined. Read the rest of this entry
Sorcery is the most versatile, powerful, controlled, diverse, dangerous, segregated form of magic available to any character in the Alloy game system. On the one hand, a sorcerer picks how much power, and thus how difficult his spell casting will be. This is extremely versatile, powerful and controlled. If you need an abundance of power in order to deal with a small group of enemies or tear down a wall, you can get it. But you’re not stuck trying to hammer everything in sight. Sorcery can be a blunt tool, or a precise one, with power or finesse available at need. The fact that sorcery was created by opinionated scholars who thought their way was the best and zealously guarded their secrets, at least at first, means that different paths are very different from one another. I would go so far as to say that playing an Elementalist in one game, and playing a Thaumaturge in another is different enough that the average player won’t grow bored just for exploring the same character archetype. It is dangerous because while the other magics can get you into trouble, it is very difficult for them to harm you. This is not the case with miscast sorcery spells.