Magic is commonly defined as the powers of Sorcery and Thaumaturgy, a potent set of methods for channeling Essence through precisely ordered rituals to shape Creation. However, magic technically includes any form of supernatural ability that utilizes Essence (including Charms, which are the most basic form of magic in Creation). Whether this ability is used by an Exalt or mortal is irrelevant; it is all magic. However, Exalts have access to far more powerful manifestations of magic than mortals usually do. While Charms are often (although not always) Ability-based, other forms of magic (notably Sorcery, Necromancy and Protocols) are wielded through sheer force of will, and as such, always cost characters Willpower to accomplish in addition to generally carrying heavier Essence costs than Charms.
Sorcery is a more sophisticated and demanding form of Essence manipulation than Charms. With Charms, the Exalt focuses Essence through her Abilities, while, with sorcery, she focuses it through sheer will alone. Sorcery features three levels of initiation: Terrestrial Circle, Celestial Circle and Solar Circle. Sorcerers may also practice necromancy, but advancement in one art inhibits development in the other.
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Necromancy is the dark mirror of Sorcery, an arcane art that draws its power from the energy of the Underworld. These potent effects are, much like Sorcery, divided into three levels of initiation: Shadowland, Labyrinth, and Void level. Effects are as varied as Sorcery, although they tend to have morbid effects (such as waves of blood and spikes of bone). Oddly enough, Necromancy was not created by the Abyssals (although Abyssals tend to be the most common and potent users), but by a circle of three Solars and two Lunars countless years ago. The secrets were wrenched directly from the Neverborn, so their power is undeniable. Sorcery and Necromancy can be learned by the same individual, but growth in one tends to stunt growth in the other.
Protocols work in a profoundly different manner than sorcery, although many of the effects are very similar. Instead of manipulating the raw essence around the caster, Protocols act as a sort of programming language, allowing commands to be sent to the Pattern Spiders (or, in Autochthonia itself, the Design Weavers). The fate-controlling constructs then re-write reality as per their instructions. Alternatively, Protocols can bypass the Pattern Spiders/Design Weavers and allow the Protocol weaver to re-write reality personally, although doing so is significantly more strenuous. The advantage of the latter is that Protocols can work on creatures outside fate.
Grace Magic refers to the ways in which the Fair Folk can alter their Graces in order to gain supernatural powers. These powerful effects are treated as being both artifacts and more complicated things, depending on their natures. Regardless of their natures, Grace Magic serves as both shaping weapons and a stranger or more powerful effect, depending on their type.
Grace Magics can be forged from the graces of a raksha or won by contests against the Unshaped. Each can be attuned to either by the character who owns it, or (in the case of spells or behemoths) by a subsidiary character known as a handler. Since these artifacts define their traits by those of their controller, they use the traits of whomever is attuned to them rather than the person who owns them.
- Sorcery - the awe-inspiring magic of the Exalts of Creation.
- Necromancy - the "sorcery" of the Underworld, necromancy harnesses the dark magics of the Underworld to produce negative effects.
- Protocols - the sorcery-like magics wielded by Autocthon's chosen.
- Grace Magic - the magics of the Raksha, existing as Artifacts (Oaths, Oneiromancy) or Behemoths.
- Astrology - divination and influence of fate.
- Thaumaturgy - the mortal - yet potent - magics of Creation's sages and gods.
- List of Thaumaturgy Rituals
- Spell - A single magic of sorcery, necromancy or protocols.
- List of Spells, for a list of sorcery, necromancy and protocol spells.