(Abridged for Questworlds Genre pack, which requires detailed descriptions of magical systems and is already in use in playtesting.)

Sorcery

The magic of the soul, self and their connection to the natural world. It has controlled magical laws, ancient scripts, and ritual-based power. It takes years to learn and master, so it is often used by Elves, but can be understood with training by anyone. It’s very focused on the body, mind, and soul, rather than the outside world, aside from things in nature. This also means it's one of the most powerful and efficient forms of healing magic.

Sorcery takes concentration and focus. It’s challenging to multitask, shooting a gun and casting sorcery at the same time is a sure way to fail one or the other. It’s not a magic that blends well with improvisation. Given time, it can create potent effects that other magic can’t match. It’s also magic that is more efficient with time, practice, and repetition. It’s more likely that a sorcerer has a “signature spell” that they find many uses for than a “school of sorcery” with wide-ranging effects. GMs should be encouraged to keep sorcerers on a tight credibility leash in the heat of battle and let them loose in downtime.

Example Sorcery Powers:

Eromancy, The Magic of The Heart: (Cupids Arrow, Zone of Calm)

Battlefield Healing: (Bullet Wound Erasure, Don’t You You Die On Me!)

Psychic Resonance: (Read Minds, Library In My Head)

Mystical Warrior: (Adrenaline Surge, Dash Before You Blink)

Shadow Self: (Hidden in the Dark, Dark Tendrils)

Touch of Nature: (Control Plants, Meld With Earth)