Sorcery



Sorcery practicized by Humans does possess 5 Progression Levels, is being divided into two basic Approaches which are divided into two Schools each. Each Metaphysical Element also possesses a Head Proficiency; Proficiencies are divided in Techniques and Perks. Spells are divided into Spell Types.
Requirement for Magic is Working Charge that features an 
Altitude Exponent; Casting of a Spell primarily consists of 
Radiation Range 1, Magnetic Radiation of an Altitude Exponent higher than 1 requesting Charge Type 1, Human Working Charge of the same 
Altitude Exponent, already present or not; the Request is being triggered by Initiation of the Command Definition Procedure.
Progression Levels depend on the Altitude Exponent and Waveform Properties of Human Working Charge, see Chart under 
"Element of Magnetism", "Charge Type Associations".

1. Novice Spellcasting - Spell Commands are being defined by Colors associated with Fingers that are being addressed by one of the two first Astral Commands, and an astrally connected Output Area, also addressed by one of the two first Astral Commands.
For Color Assignments of Fingers, see "Spellcasting Proficiencies" of each Metaphysical Element (Values that would contain Halves are located between the Fingers, that would require Joining of Fingers), for Depth Scale Definitions of Spells, see Chart under "Element of Metalevel", 
"Charge Type Position Associations" (third Column).
Requires 2nd Altitude Exponent Charge Type 1 (Human Working Charge).
Associated Rank: 5. Novice
2. 2D Spellcasting - Spell Commands are being defined by two-dimensional Imagination.
Requires 2nd Altitude Exponent Charge Type 1 (Human Working Charge).
Associated Rank: 4. Apprentice
3. 3D Spellcasting - Spell Commands are being defined by three-dimensional Imagination.
Requires 3rd Altitude Exponent Charge Type 1 (Human Working Charge).
Associated Rank: 3. Aspirant
4. High 3D Spellcasting - Spell Commands are being defined by three-dimensional Imagination including complex mathematical Transformations.
Requires 4th Altitude Exponent Charge Type 1 (Human Working Charge).
Associated Rank: 2. Adept
5. Mysticism - Spell Commands are being defined by Direct Will Realization, utilizing the 
Third Astral Command.
Requires 4th Altitude Exponent Charge Type 1 (Human Working Charge).
Associated Rank: 1. Master

The 2 basic Approaches and according Schools of Practical Sorcery are
1. Ascension of Method
I. "Constructio", Constructionism - Design of complex Spells that consist of multiple Figures and Steps. 
Signature Spell: Progression Level 2 Spell; Common Grade Charge Type 5
Associated Herald Beast: Dragon
Associated Virtue: Aspiration
Associated Style: Abstract
II.
"Collaborationibas", Collaboration - Demanding Spellcasting Tasks are distributed on a Quantity of Wizards. 
Signature Spell: Progression Level 1 Spell; Wild Grade Charge Type 3
Associated Herald Beast: Owl
Associated Virtue: Control
Associated Style: Harmony
2. Mystical Advent
I.
"Latebra", Stealth - Reducing Detectability of Spell Execution.
Signature Spell: Progression Level 2 Spell; Hands-Free Full Body Self-Cast Resistance Decrease
Associated Herald Beast: Cat
Associated Virtue: Independence
Associated Style: Absence
II.
"Oeconomia", Economy - Approaching Direct Will Realization by Means of Requirements as low as possible.
Signature Spell: Progression Level 2 Spell; Wild Grade Charge Type 5
Associated Herald Beast: Snake
Associated Virtue: Nobility
Associated Style: Counterfeit
III. "Annihilatio", Eradication - Removal. (Hidden & Forbidden)
Signature Spell: Progression Level 2 Spell; Hyper Grade Infrared Radiation
Associated Herald Beast: Tiger
Associated Virtue: Modesty
Associated Style: Tiger

Head Proficiencies:

1. Curses - Spells that cause continuous Harm, closely related to naturally occuring Grudges and the Phenomenon of Philosophers Trap.
2. Superpower-Assisted Spellcasting - Spells combined with Usage of Superpowers; Superpowers require at least Possession of a 
Charge Type 2 Subtype featuring Focus.
3. Wild Grade Spellcasting - Spells graded "Wild Grade".
4. Hyper Grade Spellcasting - Spells graded "Hyper Grade".
5. Direct Physical Parameter Access - Manipulation of a physical Parameter ("Common Meta-Association", except for "Element of Context" - "Charge") of either Mass or Volume.
6. Orange Interval Proficiency Multiplier - Multiplied Gain from Spellcasting Proficiencies associated with Metaphysical Elements of the Orange Interval.
7. Intermedial Spellcasting - Usage of Staves and Wands, also Utilization of Matter as Astral Conduction Medium, making the Spell Output Area different from the Contact Point. Staves and Wands do either in many Ways modulate or simply amplify a Command.
8. Illusion - Creation of holographic Images, available at 
Spellcasting Progression Level 2 and Foundation of Ghost Summoning.

Spell Types:

1. Destruction

2. Revelation

3. Restoration

4. Deduction

5. Deception

6. Alteration

7. Mentalitation

8. Conjuration

Spellcasting Effectivity is dependant on the 18 Intelligence-associated mental Character Attributes, each of the Attributes possesses a different Function and decides about a different Aspect of Practicized Sorcery.
Each of the Color, that is assigned to a Metaphysical Element, on default is associated with a Physical Parameter of Mass or Volume, if utilized separately - Combining of Colors results in Spells of a more specific Effect. Utilizing a single-Color Spell results in Addressing of the associated Physical Parameter directly, whatever it would depend on, with a Scaling Depth of Choice, if intended or not, permanent or temporary. Utilizing darker Colors would result in a deeper Scale, either Combining Colors with a Gradient to a specific Orange-Brown, that Context-dependant also is associated with Radiation Range 7,  results in a Spell having a prolonged Effect Duration - Analogous to Red, associated with the 
"Element of Context", that either is utilized for Creation of Charge Type 1 or faster Spell Initialization. 
Scaling of Charge requires more complex Methods than darker Colors (Except for Charge Type 4). Charge Spellcasting involving other than the default, naturally occuring Subtypes is a Technique that is associated as a Proficiency with the "Element of Flow", called Charge Synthesis.
Synthesis of Mass consists of a nested Sequence that, similarily to Utilization of Red in order to accelerate Initialization of a Spell, begins with a Background Color, Black, that is also associated with 
Quantum Scale Resistance, and subsequent Symbols for Mass Particles and Magnetic Charge in the correct Scaling Order, simultaneously. An Atom or even a complex Molecule created this Way can be multiplied freely by the Caster - an important Character Attribute for this Technique is not only Developement and Completion but also Temporary Memory. More advanced Spells include Spawning of specific Objects without the Necessity of Designing a Spell that includes Construction of an Object, Molecule for Molecule.
For Spellcasting Techniques associated with each Metaphysical Element, see "Spellcasting Proficiencies" (bottom Section). 
The first 2 Astral Commands (Altitude Exponent Chart, "Charge Type Position Associations", "Element of Magnetism", 5th Row, 3rd Column) are Confirmation and Denial, each signifying either Increase or Reduction. 
The 3rd Astral Command (Altitude Exponent Chart, 10th Row, 3rd Column) becomes available to Humans simultaneously with being capable of Casting Spells that require 
4th Altitude Exponent Human Working Charge - depending on the genetical Composition of an Individual, the first Spell that would be triggered at Utilization of the Third Astral Command differs; resulting in the same as wanting the Spell Effect to happen, without Usage of Imagination. 
Utilization of Mysticism and Superpowers simultaneously either combined or parallel, as a Mean of Superpower-Assisted Spellcasting as both being very similar in Terms of Usage, requires not only a high Value of the Character Attribute Confusion Immunity but also Precision.
Radiation Ranges and Wavelengths can not only be emitted by the Means of Superpowers but also as a Magic Spell; Already at Progression Level 1 it's possible not only to create but also to destroy Radiation Range 7 and even Range 2
Except for Radiation Range 2, from Progression Level 2 on Spells involving Radiation consist of a Combination of the Symbol of 
"Common Meta-Association" of "Element of Magnetism" and according Radiation Range and Wavelength Symbols and Shapes. Differently from Superpowers, Sorcery allows also for Destruction of Radiation, instead of only optional Disattraction, and Choosing between Ranges and Wavelengths freely instead of being bound to an acquired or not Predisposition. 

Getting familiar with the Principles of the Astral Body before beginning with Spellcasting Progression Level 1 can drastically improve the Learning Curve; It's possible to generate additional Charge Type 1 without Magic in order to practice Definition of fixed Points and Deriving from that Experience how to apply the first two Astral Commands in order to define Spells. 
The 2nd Chart under 
"Element of Magnetism", "Charge Type Position Associations" in the 
2nd Row shows in the 2nd Column the Symbol for Altitude Exponent 1, the 3rd Option shown in the 3rd Column of the same Row shows the Symbols for Waveform Shape, Power and Amplitude, signifying the Difference of the Activity that is being mentioned next which is 
Transformation of Mechanical Force to Parametric Change
this Practice allows Generation of Human Working Charge, Charge Type 1 
without Magic and consists of pressing the Tip of Finger 1.5 against other Fingers, in this Case Finger 2. After Accumulation of a noticeably present Amount of manually generated  Charge, it's possible to move it freely from any Area of the own Body to another, for Instance through defining the Area of Presence as a Starting Point, from which the Subject is being pulled and Defining an other fixed Point as Target Point, to which the Subject is being pushed, Execution of this Practice allows individual Derivation of Appliance of the first two Astral Commands which are similar to the described Procedure, consisting of doing a Push or a Pull on the Spot instead of a Vector.
Astral Connection between two Points, that would be necessary for Progression Level 1 Spells, can also be derived from that inobligatory Practice, while the Conclusion draws near that as Spellcasting would in a particular Relation require great Amounts of Charge Type 1 being moved, this Exercise can contribute to understanding the very basic Principles of Sorcery, on a Physical Level as well.
Charge Type 1 can also be created manually by the means of Magic; 
Progression Level 1 allows for Choosing between Charge of a Subtype featuring 1st Altitude Exponent or :2 Altitude Exponent, for the First, 
Finger 2 is being bent to resemble a Quarter of the Symbol of 
Human Working Charge, subsequently the First Astral Command, Confirmation, is being applied on the Center Joint and the Tip of 
Finger 2, astrally connected - as long as no Astral Connection to an Output Target is established, the Spell is being prepared. Astral Connection implies that Time and Space is not a Factor, that means that no Motion needs to be initiated, except for physical, that in Progression Level 1 Spellcasting is needed for performing a Spell on a deeper Scale than Nuclear. Other than for Design of more complex Spells, Astral Connection between two Command Definition Points, for Instance between Finger 2 of both Hands or a triangular Connection between the latter and a Casters Brain, increases Effectivity. 
As basically transforming Charge Type 1 from 2nd to 1st Altitude Exponent in Case of Casting the Spell explained above, for a Change, the next Spell is a gainful one and can not only significantly contribute to individual Becoming as a Sorcerer but also to becoming a better Lifeform in Terms of all Skills and Qualities and that is Decrease of Resistance. In order to cast this Spell with highest possible Effectivity, a Command is being defined that consist of Applying of the 2nd Astral Command, Denial, on Finger 5 
(both Hands) that is being bent in as much as possible 
(just as shown by the Symbol in the 3rd Column, 5th Row of the Chart under "Element of Metalevel", "Charge Type Position Associations"), establishing an Astral Connection between both Definition Points and the Brain of the Caster and also for each Hand, an Astral Connection, serial, between all of the other Fingers (without applying the 2nd Astral Command on each) and the Definition Point, circularily aligned and directed, just as shown by the Symbol in the 3rd Column, 7th Row of the Chart under 
"Element of Metalevel", "Charge Type Position Associations". After having initiated Application of the 2nd Astral Command on the Definition Points, both can be moved circularily with increasing Speed and decreasing Distance, that would allow for Access of Resistance on Quantum Scale, as Output Target, the Volume of the entire Body can be chosen, also addressing it with the 2nd Astral Command. This Spell also is the Foundation of the 
Signature Spell of the School of Stealth of the Mystical Advent, and the Levitation Spell, an Alternative to the according Superpower. 
Colors associated with the Orange Interval also can be accessed by either crossing Finger 4 and Finger 5 or Finger 2 and Finger 3, resulting in an Interval Shift on affected Hand, instead of aligning Fingers Side by Side for each Color.
From Progression Level 2 on, Spellcasting becomes more straight-forward and if not intended otherwise, Spell Command Definition takes Place at Output Target even if utilizing a Staff or Wand, a Technique that relies on Astral Connection, except for Techniques that involve Sampling, that as well relies on Astral Connection while Command Definition would take Place in the according Receptor Organ - Imagining any Shape, Color and any possible Combination of both or even Sound on any Part of the Body results in Spell Output, Framing the Definition in White is the Spellcasting Technique Illusion and results in Output of a holographic Image instead of the Imagined Command being compiled, attaching Charge to the Image in a nested Sequence is Ghost Summoning. In Order to Summon
Material Creature, starting with a Cell first, the Symbol for 
"Known Lifeforms" in the Color Red needs to be imagined on a Magenta Background with additional Stripes in Cyan

While the natural Order of the Spellcasting Head Proficiencies would appear odd first, a hidden, rather tangently related Truth likely is at least partially responsible - cursing oneself, a Person or even an Item doesn't require any particular theoretical Knowledge about Spell Definition Structure or Spell Function, the shortest Path from here to cast a Curse Spell is for Instance Increase instead of Decrease of Resistance on Quantum Scale (see Instruction above), or generally speaking, casting a Spell that doesn't make Sense, being the easiest Thing possible - the first Answer concludingly means that applying the Spell correctly not only reverses Effects of mental, physical Aging while also improving Health but will cure many of the Curses that will be casted or encountered anywhere in this Galaxy or even Universe. An other Example for a Spellcasting Progression Level 1 Spell that primarily addresses a specific Form of a Curse but will cure anything non-magical remotely related while also working in both Directions consists of placing Finger 1.5 under Finger 5 that is being placed under Finger 4 and subsequently placing Finger 2 on top, between the crossed Finger 4 and Finger 5, parallel to the opposing Finger 1.5 and finally either sticking out Finger 3 or putting it on top of Finger 4 and sliding it back up against the latter to shape a Corner; if seen from Front, the Definition has to contain a horizontal, serifed Slit on its very Tip between the 4 Fingers, while the firmly held Finger 5 would have to acquire a Magenta Coloration - if seen in Profile, the Figure has to resemble the Head of a Hatchling, as seen on the complete Version of the Symbol of Chaos Grade. After having executed the basic Requirement for the Definition Procedure on both Hands, both Hands have to be turned upside-down and the Figures are supposed to face each other; 
an Astral Connection between the Center Joint of Finger 3 and the Tip of the Figure is being established, each Half of the Spell Command Definition is being addressed in a diffuse Focus, and a triangular Connection (Left, Right, Brain) including 2nd Astral Command is being established. The Spell is being executed by moving both Hands alternately up and down rapidly an preferably addressing the entire Bodys Volume with the  2nd Astral Command. As the Spell belongs to the Technique   Blessing, especially repeated, continuous Appliance results in a permanent Effect. Sticking out Finger 3 on one Hand instead and making the Figures face each other makes one capable of actually deriving the explicit Problem the Spell would also address while it wouldn't be needed to be mentioned further - from a modernist-scientific Perspective, as the Spell would cure also permanent Effects of Consumption of Poisons namely enlisted and metaphysically associated as Sal of Bone, Saxum of Bone and especially the Growth of a parasitic Fungus triggering Assula of Depletion, the Spell stimulates Regeneration of Spinal Tissue that the mentioned do damage.Both of the beneficient Spellcasting Progression Level 1 Spells explained can not only cure a real, active Curse or the Results of a Grudge, but also diverse Mental and Physical Health Problems, from a secular-Layman, Human-centered Perspective primarily addressing in widest Sense Aging and Immaturity. The Opposite of a Curse is called a Blessing, how to make a Curea permanent Blessing and protect one continuously is for Progression Level 1 Spells individual while it always would involve Astral Connection to Finger 1.5 and Application of the 1st Astral Command - Long Term Effects of Reduction of Resistance on Quantum Scale work rather on a Experience Level and external Influences being most likely incapable of reversing the Change, for that Exposure of a extensive Timespan to Gravity of a at least bicellular Planet System would be necessary, only present in a critical Zone between two Head Cells, or a Machine that operates on Quantum Scale, 3.35 Radioactive Charge Emitter, for Instance.Spellcasting Progression Level 3, 3D Spellcasting, that would be a direct Iteration of the preceeding Progression Level, barely differing except for the Spell Command Definitions consisting of 3-dimensional Shapes, including Implication of the from the chosen Perspective obscured Parts, is the first Progression Level to allow Creation of the mentioned  Charge Type 3 Subtype - Progression Level 4 differs only as including non-binary Geometry, complex Visual Effects such as Reflectance or containing multiple advanced mathematical Transformations, such as Imagining many Instances of semi-complex Visual Effects such as Motion or Color Gradients simultaneously; both Choices would result in Requesting of Human Working Charge of the 4th Altitude Exponent and signifying 3rd Astral Command, the Foundation of Direct Will Realization and Therefore Mysticism, Spellcasting Progression Level 5, becoming available to a Sorcerer, sufficient Intuition Value being the major Condition that separates the Master from the Adept.

Schools of Sorcery:


Hidden School of Sorcery: 


Magic Spell Types & Sorcery Ranks:


Spellcasting Head Proficiencies & Altitude Exponent Chart: