I discussed the magic of wands in a previous post, but I haven’t talked much about the casters themselves, so I thought today would be a good time to post the open alpha version of the Sorcerer concept and talk a little about the Corporia RPG spellcasting options: Sorcery and Wizardry.
The differences come primarily from different ways of looking at (and manipulating) the world. The the Sorcerers are ‘yuppies’ with their plastic/metal wands and fancy suits and interest in the modern world, and the Witches/Wizards are ‘hippies’, fortune-tellers, and voodoo queens. When their powers awoke, Sorcerers were usually dabbling in a modern version of traditional magic (painting graffiti, performing a magic act, focusing mental energy on an avatar in a video or tabletop RPG, or so on). The Witches and Wizards were probably reading about love spells online, or playing with a ouija board, or even practicing old fashioned magics.
Here’s a look at the Sorcerer concept.
In terms of rules, Sorcerers have access to Augmentation, Holographic, Kinetic, and Metamorphic discipline spells that affect light waves, matter, and the world around them, while Witches and Wizards use Charm, Elemental, Perception, and Spiritism discipline spells to manipulate nature, mental energy, and life force. Otherwise, both character types cast spells the same way. Both need to have the Spellcasting asset, which is purchased during character creation. Casting works just like any other ability check, so the player puts points in the Magick (MGK) core value, and in any desired Sorcery or Wizardry discipline. That’s fairly straightforward.
I’m considering adding the rule that Witches/Wizards can cast Sorcery spells and use artificial wands, but with a penalty (and vice-versa for Sorcerers casting Wizardry spells with wooden wands) as long as they have points in the appropriate disciplines. I think it’s a good idea, since it opens up more options and adds a limiting factor, but we’ll see how it works out during playtesting.