Sorcery

Sorcerers are mortal Men who either through rigorous study or innate talent have learned to interact with the world in impossible ways, akin to gods and fae. Due to the unpredictability of their power, sorcerers are often mistrusted, especially among the Volkir bloodlines. In spite of this, it is no coincidence that many of history's most influential characters were sorcerers. It is said that in the olden days, great sorcerer-kings ruled the land, courting faeries and dealing openly with the Otherworlds. The validity of such claims are subject to debate.

Sorceries
When casting a sorcery, specify your desired outcome, and roll 1d10. The higher you roll, the more powerful the effect is. A roll of 10 is instead a critical success, and achieves precisely what you set out to do. A roll of 1 is a botch - who knows what may come of it?

Truesight
You can instinctively sense when fey powers are at play, and you can tell what kind of creature something is despite any deception (mortal, úr-fae, spirit, hibling, otherling).

Anchor
Weighs the target.

Anvil
Hardens the target.

Chain
Binds the target.

Cloak
Obscures the target.

Course
Hastens the target.

Crown
Enhances the target.

Forge
Heats the target.

Melt
Softens the target.

Rime
Cools the target.

Wing
Lightens the target.