alex_greene
Guest
I always wondered about the stigma attached to sorcery in these games - Legend and its venerable predecessor - and the only thing I can think of is that it's not the sorcery itself that is evil, wicked and transgressive.
It's just politics.
To that end, in my setting there are two things which mark sorcery as a somewhat transgressive art. First of all, sorcery spells are capable of doing all of those things Divine magic is capable of. And more, besides, because - say - Divine magic is incapable of creating a permanent enchantment.
Second ... Divine Magic is sorcery.
All those worshippers making Pacts to the deity are reciting the words to some very ancient sorcery enchantments which funnel their dedicated POW into a vast astral bank, which can be tapped by the sorcerers operating at the highest levels of their cults. Their sorcery effects, which to all intents and purposes we call Divine spells, are set up in advance and cast over those who pray for them; later, when they are out in the field and casting their Divine spells, they activate the trigger words which launch the prepared sorcery effect.
Once activated, the spell is discharged - which is why the spell vanishes, requiring that the devoted adventurer come back to the Temple to "pray" (as in "pay") for a new one. A very profitable venture for the sorcerers running these little scams. And of course, these particular sorcery spells cannot be used with personal Magic Points, because they are dependent upon the astral Magic Points in the cloud, this astral Magic Points battery as it were, and their Magnitude and other parameters are preset by the sorcerers and optimised.
Over the years, perhaps, the descendants of the original sorcerers may well forget that these spells are a scam, and start truly believing that they are working the will of their god.
And then along come these freewheeling sorcerers with their Sorcery and Manipulation skills, their true Will a mark of independence from and defiance of the gods, their ability to Concert cast and pool their power together, and - of course - the same kinds of spells that the priests in their churches claimed as the purview of their gods alone. All of the gods. The Temple of Love priests see sorcerers casting Love Goddess spells, and almost immediately afterwards hurling down a War God spell, showing a total disrespect for the demarcation between deities.
The true believers, those deluded dupes, will bluster about blasphemy - and those who are in on their little godly scam will see themselves potentially being put out of business, as people flock to the sorcerers, glad to be able to gain their services for simple hard currency, without that awful price of having half their soul sucked out of them into a Pact.
Cue priestly bruxation, anger, outrage, denunciations, scheming, conflict.
Well, that works for me - and a godless setting suits me just fine as an atheist.
It's just politics.
To that end, in my setting there are two things which mark sorcery as a somewhat transgressive art. First of all, sorcery spells are capable of doing all of those things Divine magic is capable of. And more, besides, because - say - Divine magic is incapable of creating a permanent enchantment.
Second ... Divine Magic is sorcery.
All those worshippers making Pacts to the deity are reciting the words to some very ancient sorcery enchantments which funnel their dedicated POW into a vast astral bank, which can be tapped by the sorcerers operating at the highest levels of their cults. Their sorcery effects, which to all intents and purposes we call Divine spells, are set up in advance and cast over those who pray for them; later, when they are out in the field and casting their Divine spells, they activate the trigger words which launch the prepared sorcery effect.
Once activated, the spell is discharged - which is why the spell vanishes, requiring that the devoted adventurer come back to the Temple to "pray" (as in "pay") for a new one. A very profitable venture for the sorcerers running these little scams. And of course, these particular sorcery spells cannot be used with personal Magic Points, because they are dependent upon the astral Magic Points in the cloud, this astral Magic Points battery as it were, and their Magnitude and other parameters are preset by the sorcerers and optimised.
Over the years, perhaps, the descendants of the original sorcerers may well forget that these spells are a scam, and start truly believing that they are working the will of their god.
And then along come these freewheeling sorcerers with their Sorcery and Manipulation skills, their true Will a mark of independence from and defiance of the gods, their ability to Concert cast and pool their power together, and - of course - the same kinds of spells that the priests in their churches claimed as the purview of their gods alone. All of the gods. The Temple of Love priests see sorcerers casting Love Goddess spells, and almost immediately afterwards hurling down a War God spell, showing a total disrespect for the demarcation between deities.
The true believers, those deluded dupes, will bluster about blasphemy - and those who are in on their little godly scam will see themselves potentially being put out of business, as people flock to the sorcerers, glad to be able to gain their services for simple hard currency, without that awful price of having half their soul sucked out of them into a Pact.
Cue priestly bruxation, anger, outrage, denunciations, scheming, conflict.
Well, that works for me - and a godless setting suits me just fine as an atheist.