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Sorcery is More than You Think

Sorcery is More than You Think

Sorcery! Ever since I read the Master of the Five Magics in high school, I fell in love with the idea that magic had different aspects and properties. If you look at the real history of magic, plus what else has been written in the modern era, you can really see this in practice. Sorcery is one aspect of magic that is particularly useful.

In game terms, The Fantasy Trip never really specified anything about different kinds of magic. But other games have–and even GURPS went into it in a big way. No matter what rules you use to define types of magic (if any at all), it really is up to the GM to define specify that breakdown. And by doing so, it is a great opportunity for storytelling and roleplaying.

That brings me back to Master of the Five Magics. One of the basic types of magic that I really like to define in my campaigns is that of sorcery. The argument could be made that sorcery is really all forms of magic, but I like to define it as mind control magic–both actual control and illusions. You know, the classic magic of confusion, glamours and misdirection. Not exactly good, but tending toward evil–and a lot more than you would think.

For my campaign, I like to use the following spells as "sorcery" magics:

Blur
Image
Confusion
Darkness
Dazzle
Shadow
Trailtwister
Sleep
Illusion
Persuasiveness
Reveal/Conceal
Invisibility
Control Person
Glamor
Telepathy
Calling
Geas
The Little Death
Possession

How can these be used for stories and gaming? Images and illusions obviously can be used for storytelling as well as combat. If you have lower level characters, then the mind control and illusion aspects can be used to set plot points and help guide the players through your story on an immediate, personal level. For higher level characters, the mind control and illusions can be done on a grander scale–plot devices that affect entire kingdoms or lands.

For example, during combat, illusions of the characters themselves can confuse the characters–and players–and increase the danger level. If you are adding horror to your campaign, then scary illusions can definitely play into the roleplaying aspects.

For low level characters, maybe their patron is not really who they think he or she is. He or she could be under mental control of an enemy they don’t even know about. Or maybe they stumble upon another conspiracy and destroy an evil wizard’s plans–and earn his anger. All through the use of well-described sorcery.

For high level characters, the local king or queen may be under mental control by their court wizard (a common theme)–and the players must break the spell.

Or maybe even the players are trying to use sorcery to take over a barony or kingdom themselves… No matter what, reward the creative players with points for descriptive use of illusions or mind control magics. And always be creative yourself in describing the use of sorcerous magics to confound and challenge the characters–and players.

The point is think big… and have fun!

Marko ∞

(Originally published on inthelabyrinth.org, on 4/22/2016.)

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