Editing Exalted Sorcery

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Ok, that’s the mechanics for Sorcery. Now, what those mechanics mean. First, sorcery is very will intensive. Only somebody who uses combos a lot will burn will faster. They are also mote intensive, but since you can only cast at best once every two rounds the total mote usage isn’t extraordinary compared to combat. You are very vulnerable when casting. You cannot depend on armor alone to protect you or attackers will just split for ping damage, nor can you tie down others to be constantly protecting you. That leaves persistent defenses. All characters who intend to cast in combat need at least one persistent defense, be it Flow Like Blood, Five Fold Bulwark Stance, Ebon Shadow Form, and others. Also, the longer you spend casting the more likely the opposition is going to spend more effort on stopping you, as canny opponents will know when you are casting a Celestial or Solar spell due to the added shaping actions. Countermagic is often the cheapest spell in the circle, so Sorcery against a Sorcerer is generally a loosing proposition in a one on one fight. You are going to spend more motes throwing spells than the other guy is going to spend countering them. The exception is Emerald Countermagic, for which the area effect version is quite expensive compared to the average spell cost in the Terrestial Circle. Out of combat, the social and utility spells are very expensive compared to their charm equivalents. Also, there is no way to hide casting, so many people are going to be very wary of dealing with a casting Sorcerer, which is a problem that social charms do not have.
 
Ok, that’s the mechanics for Sorcery. Now, what those mechanics mean. First, sorcery is very will intensive. Only somebody who uses combos a lot will burn will faster. They are also mote intensive, but since you can only cast at best once every two rounds the total mote usage isn’t extraordinary compared to combat. You are very vulnerable when casting. You cannot depend on armor alone to protect you or attackers will just split for ping damage, nor can you tie down others to be constantly protecting you. That leaves persistent defenses. All characters who intend to cast in combat need at least one persistent defense, be it Flow Like Blood, Five Fold Bulwark Stance, Ebon Shadow Form, and others. Also, the longer you spend casting the more likely the opposition is going to spend more effort on stopping you, as canny opponents will know when you are casting a Celestial or Solar spell due to the added shaping actions. Countermagic is often the cheapest spell in the circle, so Sorcery against a Sorcerer is generally a loosing proposition in a one on one fight. You are going to spend more motes throwing spells than the other guy is going to spend countering them. The exception is Emerald Countermagic, for which the area effect version is quite expensive compared to the average spell cost in the Terrestial Circle. Out of combat, the social and utility spells are very expensive compared to their charm equivalents. Also, there is no way to hide casting, so many people are going to be very wary of dealing with a casting Sorcerer, which is a problem that social charms do not have.
  
Now, for a spell overview. First, combat. Sorcery is not very good at combat. Most attack spells have normal attack pools with no way to boost them. They usually only attack once, so perfect defenses are very effective as you spend less than half the cost of the spell in defending against it. A target with a pair of persistent defenses up (Solars/Abyssals) or somebody with a high dice pool (Lunars) is nearly immune to most attack spells. Damage is usually decent, but the best way to compare is to take the cost for the spell and compare the spell’s effect to a basic combo with the same cost. Excellent Strike   Hungry Tiger Technique or Wise Arrow   Fiery Arrow Attack or Dazzling Flare Attack with a good artifact weapon are appropriate comparisons to make. Then recognize that the Sorcerer is only attacking once every few rounds.
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Now, for a spell overview. First, combat. Sorcery is not very good at combat. Most attack spells have normal attack pools with no way to boost them. They usually only attack once, so perfect defenses are very effective as you spend less than half the cost of the spell in defending against it. A target with a pair of persistent defenses up (Solars/Abyssals) or somebody with a high dice pool (Lunars) is nearly immune to most attack spells. Damage is usually decent, but the best way to compare is to take the cost for the spell and compare the spell’s effect to a basic combo with the same cost. Excellent Strike + Hungry Tiger Technique or Wise Arrow + Fiery Arrow Attack or Dazzling Flare Attack with a good artifact weapon are appropriate comparisons to make. Then recognize that the Sorcerer is only attacking once every few rounds.
  
 
Next we will cover buff spells, spells that improve the target in some way. Several of these can only be cast on the Sorcerer. These are pretty good spells, as most have no charm equivalents, but they require setup time as they don’t last very long. Also, if your GM believes that countermagic breaks all spells in its area of effect they are mostly useless as a single countermagic will drop every buff spell you have up. There is canon backing this version of countermagic, as the actual spell text is unclear. The buff spells that only affect the caster are great for dabblers, characters who only learn a few spells to augment their combat or other abilities. Social spells are a mixed lot, some are very nice, some are distinctly inferior to printed charms. And then there are a lot of spells that do strange things, and their quality is very variable.
 
Next we will cover buff spells, spells that improve the target in some way. Several of these can only be cast on the Sorcerer. These are pretty good spells, as most have no charm equivalents, but they require setup time as they don’t last very long. Also, if your GM believes that countermagic breaks all spells in its area of effect they are mostly useless as a single countermagic will drop every buff spell you have up. There is canon backing this version of countermagic, as the actual spell text is unclear. The buff spells that only affect the caster are great for dabblers, characters who only learn a few spells to augment their combat or other abilities. Social spells are a mixed lot, some are very nice, some are distinctly inferior to printed charms. And then there are a lot of spells that do strange things, and their quality is very variable.

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