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Sorcery is the power to manipulate the Magical Forces of the universe using a High Order Construct such as the Pattern.  Not all High Order Constructs can empower sorcery.  
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Sorcery is the power to manipulate the forces of the universe using a High Order Construct such as the Pattern.  Not all High Order Constructs can empower sorcery.  
  
The effectiveness of spells is based on the Construct they channel such as Patterns, Marks, Squiggles, and other High Order or Low Order Constructs.
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The effectiveness of spells is based on the Construct they channel such as Patters, Marks, Squiggles, and other High Order or Low Order Constructs.
  
 
Most sorcerers can memorize one spell.  Otherwise a spell must be encanted in its entirety to cast. High Order Constructs allow a sorcerer to raise a '''''Frame''''' to ''''Hang'''' spell on for easier use.
 
Most sorcerers can memorize one spell.  Otherwise a spell must be encanted in its entirety to cast. High Order Constructs allow a sorcerer to raise a '''''Frame''''' to ''''Hang'''' spell on for easier use.
  
Sorcerers create a '''''Frame''''' upon which they hang elaborate spells, leaving off a few elements called '''Lynchpins''' to cast the spell. Lynchpins are key phrases and gestures that allow a spell taking hours to cast to be cast in second from a saved or "hung" spell.
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Sorcerers create a '''''Frame''''' and which they hang elaborate spells, leaving off a few elements called'''Lynchpins'''to cast the spell. Lynchpins are key phrases and gestures that allow a spell taking hours to cast to be cast in second from a saved or "hung" spell.
  
High Order and Low Order versions of spells have similar effects but dynamically different results depending on the amount of throughput a sorcerer is able to employ base on his power source.  The descriptions below are for High Order versions of the spells. The Low Order versions may be anywhere from a tiny fraction to around a quarter of the power of their High Order versions. 
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High Order and Low Order versions of spells have similar effects but dynamically different results depending on the amount of throughput a sorceror is able to employ base on his power source.  The descriptions below are for High Order versions of the spells.  
  
 
==Costs==
 
==Costs==
*Low Order Sorcery 5 Pips
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*Basic Sorcery 15 pips
*Basic Sorcery 15 Pips
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*Advanced Sorcery 30 pips
*Advanced Sorcery 30 Pips
 
 
*Mastery Sorcery 60 Pips
 
*Mastery Sorcery 60 Pips
 
*Paramount Sorcery 120 Pips.
 
*Paramount Sorcery 120 Pips.
 
 
=='''Spells'''==
 
=='''Spells'''==
 
*'''<span style=color:blue> Mind Touch </span>'''
 
*'''<span style=color:blue> Mind Touch </span>'''
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**'''Base Casting Time:''' One Hour.  
 
**'''Base Casting Time:''' One Hour.  
 
**'''Lynchpins:''' Additional ten minutes casting time each. Name/Description of Subject, Magic of Shadow, Duration (Optional), Dispel Word (Optional), Protection Range (Naming Magic, Pattern, Logrus, Trump, or any combination).  
 
**'''Lynchpins:''' Additional ten minutes casting time each. Name/Description of Subject, Magic of Shadow, Duration (Optional), Dispel Word (Optional), Protection Range (Naming Magic, Pattern, Logrus, Trump, or any combination).  
 
*'''<span style=color:blue>Single Wound Healing</span>''' . 
 
**'''Base Casting Time:''' One Hour.
 
**'''Lynchpins:''' Additional ten minutes casting time each.  This spell stops bodily processes involved in damage of a single wound.  It will slowly heal wounds to stop bleeding in a single wound.
 
  
 
*'''<span style=color:blue>Defensive Shield</span>'''
 
*'''<span style=color:blue>Defensive Shield</span>'''

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