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Sorcery, Channeling, and Ka

Magic in Kaernest is not defined by spells. It is defined by capacity, control, and energy.

This pillar describes the shared foundations behind all magical practices, regardless of species, culture, or method. Whether magic is invoked through spirits, inscribed as runes, distilled as alchemy, or shaped directly through force, it relies on the same underlying structure.

This page does not define what magic looks like. It defines how magic works.


Sorcery

Sorcery represents a character's ability to shape magic intentionally.

Sorcery is an attribute. It does not grant spells, techniques, or traditions on its own. It measures how capable a character is of influencing magical forces once access has been unlocked through Gifts, training, or culture.

What Sorcery Measures

Sorcery determines:

  • Range - how far a magical effect can reach
  • Area - how much space an effect can influence
  • Subtlety - how hidden or controlled the magic appears
  • Precision - the finesse with which magic is applied

Important notes about Sorcery:

  • A character cannot use magic without Sorcery.
  • Sorcery is unlocked by specific Gifts tied to magical traditions.
  • Sorcery reflects sensitivity, intuition, discipline, or inherited capacity, depending on species.

Sorcery does not determine what magic you can use. It determines how effectively you can apply the magic you have access to.


Sorcery and Range

Magic that affects a target at a distance uses Sorcery to determine maximum range.

Default range for targeted effects:
Sorcery = range in distance bands

Examples:

  • Sorcery 2 = maximum range of 2 bands (e.g., Near or Close)
  • Sorcery 4 = maximum range of 4 bands (e.g., Far or Distant)
  • Sorcery 6 = maximum range of 6 bands (beyond Distant into next category)

Touch-range effects (such as healing runes placed directly on a body, blood magic rituals, or alchemical applications) do not use this rule. They require physical contact regardless of Sorcery.

Sorcery does not make magic instantaneous. Projectiles, spirits, and invoked forces still move through space. Higher Sorcery simply means the caster can maintain control and intent across greater distance.

Range is not a separate roll.
If a Thread or spell has a listed range, the caster may affect any valid target within their Sorcery-determined maximum.


Sorcery and Area

Some magical effects cover an area rather than targeting a single individual.

Default area for zone effects:
Sorcery determines the size of the affected space

  • Sorcery 1-2: Affects targets at Close range (small room, tight group)
  • Sorcery 3-4: Affects targets at Reach range (formation, hallway, clearing)
  • Sorcery 5-6: Affects targets at Near range (large room, open field)
  • Sorcery 7+: Affects targets at Far or greater (ritual scale, not combat scale)

Area effects are centered on a point within the caster's range. The caster must be able to see or clearly designate the center point.

Not all Threads or spells allow area effects. This rule applies only when an effect is explicitly described as covering an area or affecting multiple targets in a zone.


Sorcery and Subtlety

Higher Sorcery allows a caster to hide the visible signs of magic.

Magic is rarely invisible by default. Most traditions produce light, sound, distortion, or environmental change when active. Sorcery allows a caster to suppress these tells at the cost of increased difficulty.

This creates a deliberate tradeoff:
Visibility ↔ Control ↔ Cost

Visibility Levels

Magic can be cast at three levels of visibility:

Blatant (default)

  • Magic is obvious, dramatic, and unmistakable.
  • Lights flare, spirits manifest visibly, runes glow, spells arc through the air.
  • Casting check uses base Target Difficulty with no penalty.

Subtle

  • Magic is muted but still noticeable to attentive observers.
  • Effects are quieter, less visually distinct, or easier to mistake for mundane phenomena.
  • Casting check uses base TD +2.

Hidden

  • Magic is nearly imperceptible.
  • Effects appear mundane, spirits remain invisible, runes remain dark, spells do not glow.
  • Only someone actively watching for magic (and succeeding on an appropriate check) would notice.
  • Casting check uses base TD +4.

The caster chooses visibility level when casting. Once chosen, it cannot be changed mid-effect.

Sorcery determines the maximum level of subtlety available:

  • Sorcery 1-2: Blatant only (no subtlety possible)
  • Sorcery 3-4: Blatant or Subtle
  • Sorcery 5+: Blatant, Subtle, or Hidden

A caster with Sorcery 6 may still choose to cast blatantly (easier, no penalty). A caster with Sorcery 2 has no choice—their magic is always obvious.


Visibility and Tradition

Different magical traditions express visibility differently, but the mechanical effect is the same.

  • Kampanni spellcasting: Blatant = bright arcs of elemental force. Hidden = spell appears as natural phenomena (wind gust, crackling static, shimmer of heat).
  • Fluvarri glamour: Blatant = spirits visibly manifest, swirl, or flicker. Hidden = spirits remain invisible; effects seem coincidental or environmental.
  • Dazhdvog runes: Blatant = runes glow, hum, or pulse with light. Hidden = runes remain dark and silent, their effects mistaken for natural resilience or luck.
  • Qnassi blood magic: Blatant = blood glows, veins darken, eyes change color. Hidden = effects appear as adrenaline, focus, or natural predatory instinct.
  • Verdanni alchemy: Blatant = reactions shimmer, smoke, or change color dramatically. Hidden = reactions appear mundane; potions seem like herbal remedies or natural compounds.

Observers attempting to notice Hidden magic make an appropriate opposed check (commonly Awareness or a magic-specific skill) against the caster's casting check result.


Why Visibility Matters

Tactical Considerations:

  • Casting blatantly in a crowd draws attention.
  • Casting subtly in Combat may prevent enemies from identifying the caster.
  • Casting hidden magic allows infiltration, misdirection, or avoiding dragon notice.

Social Considerations:

  • Open magic use in Sektarri-controlled areas is often illegal.
  • Some spirits or traditions consider blatant magic disrespectful or crude.
  • Clients, allies, or witnesses may expect discretion.

Narrative Considerations:

  • Dragons may notice extremely blatant magic (especially ritual-scale workings).
  • Hidden magic allows characters to pass as non-magical.
  • Choosing when to reveal power is a character choice, not a system default.

Sorcery, Range, and Area in Play

These rules exist to:

  • Make Sorcery meaningful beyond "how many Ka you can spend"
  • Give low-Sorcery casters clear limitations
  • Reward high-Sorcery investment with flexibility and control
  • Create meaningful tactical choices during casting

A caster with Sorcery 2 is limited:

  • They can only reach 2 bands
  • Their area effects are small (Close range only)
  • Their magic is always obvious

A caster with Sorcery 6 has options:

  • They can reach 6 bands (well beyond typical combat range)
  • Their area effects cover significant space (Near range zones)
  • They can cast completely hidden if they accept the +4 TD penalty

Sorcery is not required to cast. It is required to cast well.


Channeling

Channeling is the skill that governs how much magic can be shaped at one time.

Channeling represents control, focus, and technique. It limits how much Ka can be safely manipulated in a single action and determines how much strain a character can endure when pushing beyond safe limits.

Each level of Channeling allows a character to:

  • Manipulate a fixed amount of Ka safely.
  • Exceed that limit slightly by risking Burn.

Channeling is trained like any other skill. It reflects learned practice rather than raw talent.

Different cultures describe Channeling differently:

  • A Fluvarri may see it as maintaining harmony with spirits.
  • A Dazhdvog may see it as precise rune sequencing.
  • A Verdanni may see it as careful reagent balance.
  • A Qnassi may see it as bodily discipline and blood control.

Mechanically, it is the same skill.


Ka

Ka is the magical energy a character can hold and work with. Ka is finite, personal, and affected by environment. Casting, invoking, crafting, or sustaining magic consumes Ka. Some effects also require Ka to be invested over time.

Ka Capacity

Ka is purchased per point and scales in cost.

  • Maximum Ka: 24
Ka Points Cost Each
1–4 1
5–8 2
9–12 3
13–16 4
17–20 5
21–24 6

Low Ka pools refill faster and are easier to manage. High Ka pools allow endurance at increased cost and risk.

Ka Recovery

Ka replenishes naturally over time, depending on location.

  • Normal areas: approximately 1 Ka per hour
  • Ka-poor or damaged areas: recovery may be slowed or stalled
  • Ley lines: approximately 1 Ka per 20 minutes
  • Ley nodes: approximately 1 Ka per 5 minutes

The GM determines environmental conditions based on setting, history, and recent magical activity.


Exceeding Limits and Burn

When a character attempts to shape more Ka than their Channeling safely allows, the excess power is fueled by the caster's will and psyche rather than stored energy.

This is known as Burn.

  • Burn is resisted using Will, not Vigor.
  • Burn represents mental strain, disorientation, and internal damage.
  • Burn does not consume Ka, but it has lasting consequences.

Burn rules are defined elsewhere and apply to all magical traditions. See also: Spellcasting Backlash.


Investing and Offering Ka

Ka can be spent in different ways, depending on context.

  • Personal use: Ka spent on immediate effects recovers normally.
  • Shared use: Ka contributed to rituals or group workings recovers as part of normal recovery.
  • Invested use: Ka committed to places, structures, or systems may not immediately return.

Invested Ka is not destroyed. It is committed. Recovery may depend on time, alignment, location, or future action.

Offering Ka voluntarily and intentionally is more stable and predictable than Ka forced through overcasting or coercion.


Design Notes

This pillar is intentionally abstract.

It does not define spells.
It does not define traditions.
It does not define outcomes.

Those belong to:

Sorcery, Channeling, and Ka exist to ensure that all magic in Kaernest follows the same physical and narrative rules, even when it looks very different on the surface.

Sorcery determines reach, area, and control.
Channeling determines safe capacity.
Ka determines endurance.

Together, they answer the question:
"What can this caster do, and what does it cost them?"