Sorcery

Sorcery manipulates the forces of the natural and the divine. It commands the elements, forces swift and dramatic change upon the world, and plays with Fate. At its darkest, it can conjure and bind demons and channel the forces of Fallen Titans. Sorcery is never subtle, however—it is the dramatic imposition of the caster's will upon the world.

Shaping Sorcery:

Casting a Sorcery spell requires a  Shape Sorcery action. This is treated as a special Full Action. The sorcerer declares the spell they intent to cast, then pays the cost. However, the spell does not immediately take effect. Instead, they take a number of Shape Sorcery actions equal to the spell's Circle. After they have done so, the spell is "released" as a free action at the beginning of their next turn.

Interruptions:

Sorcery is a demanding art, requiring intense concentration. Being disturbed while casting can have disastrous results. If the sorcerer is disturbed while casting, they must make a Concentration Roll, rolling (Resolve + Occult) at the Circle of the spell they are casting, plus modifiers for the intensity of the distraction. If the Sorcerer fails, the spell is lost, possibly causing magical backlash. If the distraction takes the form of damage, the damage taken adds directly to the difficulty of the concentration roll.

Jade Circle:

Sapphire Circle:

Sorcery

Green Sun Rising DrTentacles