Rules

Enchanted Realms Rulebook

 
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 Sorcery 
 Sorcery-Based Skills

Sorcery-Based Skills

There are a few skills that are specifically designed to be used in conjunction with sorcery. These skills require sorcery as the base requirement to be able to learn. They are not listed as part of the feat skills because of this specific dependency. Further, all of these skills have a cost of 300 karma, save weaxan dictation which is 150 and weaxan craft at 250.

Arcane ArtificingSorcery Judgment 3+
This allows a sorcerer to create a magic item through an arcane-magic process. It is actually a prerequisite.More details can be found under the Artifice Discipline feat skill and further in the GM Aide Tome.
Arcane CraftSorcery Will 4+
Through arcane craft, the sorcerer personally crafts his or her own focus channel, which will work for no one else as it becomes attuned to the creator's lifesong. Once possessing the item, it requires one hand to hold; thus, two-handed activity becomes subject to initiative delays. In combat, it requires one action to activate the item. After doing so, for each casting the sorcerer performs in the next minute (6 combat rounds), he or she will roll a mind feat save (DC:14 plus the spell-point cost of the axiom). If successful, then the spell points required is reduced by one point (even 1-point axioms). The caster must have sufficient points to complete the casting, even if the focus channel makes it possible to cast the axiom for free. Further, if double-point casting a spell, still only one point is reduced. After 6 rounds, another action is required to activate the item again.
Evocation of FireSorcery Mind 13+
When casting a spell that inflicts fire as the base damage, flames engulf the caster until the start of his or her next turn. The flames cause no damage to the sorcerer or possessions. Further, they shed dim light out to 20 feet. While the flames are present, these offer a defense such that any creature successfully striking the sorcerer by melee from an adjacent hex will suffer 1 point of fire damage. As a downside, it costs an extra Mind point for such a spell to prevent the effect from occurring.
Evocation of FrostSorcery Mind 13+
When casting a spell that inflicts cold as the base damage, frost covers the caster until the start of his or her next turn. The frost causes no damage to the sorcerer or possessions. No light sheds from this effect. While the frost is present, these offer a defense such that any creature successfully striking the sorcerer by melee from an adjacent hex will suffer 1 point of cold damage. At the cost of an extra Mind point of the axiom-casting, this effect can be stopped from manifesting.
Evocation of LightningSorcery Mind 13+
When casting a spell that inflicts lightning damage, sparks of electricity cover the caster until the start of his or her next turn. The sparks cause no damage to the sorcerer or possessions. Further, they shed dim light out to 10 feet. While the sparks are present, these offer a defense such that any creature successfully striking the sorcerer by melee from an adjacent hex will suffer 1 point of lightning damage. At the cost of an extra Mind point of the axiom-casting, this effect can be stopped from manifesting.
Weaxan CraftWeaxan Dictation Mind 12+
This skill allows a known axiom to be translated into a weaxan. This is performed by using a a copper wire, tying knots in the wire and stringing clasps and other small pendants on it, then laying it in a pattern on the wax mould. The axiom emulated will be stored into the wax mould and the copper and trinkets consumed by the magical process. The duration to create is based on the Mind cost of the axiom, being an hour per point of cost; further, the Mind points are lost when casting the effect into the weaxan. Oversiphoning is possible to cast into a weaxan, but it will cost the additional time and Mind expense. Unless a character is an elf, no more than eight hours can be performed consecutively when crafting a weaxan. The power of the magic is in the weaxan as if cast by the crafter oneself. The one performing the dictation is not a variable in the effectiveness of the effect produced.
Weaxan DictationSorcery Logic 3+
This skill allows a sorcerer the knowledge to read, identify and use a weaxan. Casting the stored axiom within a weaxan can be performed up to the number of times a character has points of Logic score before resetting this count by a long rest. A short rest offers no benefit towards the count. Other limitations of using a weaxan are listed in the weaxan craft skill.