(Elemental) Unity Sorcery

Prerequisite: Sorcery

A variation of Elemental studies in magic, it is unusual in that it is magic that is based on the combinations of the basic four elements, rather than being magic focused on a particular one. Unity magic is usually found in Shadows where there are strong traditions of elemental magic (although Eso-Elemental Sorcery is definitely of a different line of development).

Unity Sorcerous workings are not hung, and can be quite potent indeed. This is definitely a High Sorcery. The first step in the program of Unity Sorcery is to determine the would be magician's home element--Air, Earth, Fire and Water. Colleges of Magic which teach Unity Sorcery usually have an aptitude and affinity test to determine this, if the magician doesn't already favor one of the basic elements in their sorcerous doings. Note that each of the Bridges and Pillars that a Unity Sorcerer wishes to learn must necessarily include their home element. Thus, every Unity Sorceress will learn a maximum of three of the six bridges and three of the four pillars. Thus, for example, a Fire magician will never master The River but can learn the Desert, Steam and Sun. All of the three Bridges must be learned before the Unity Sorcerer can progress to the Pillars. And All three Pillars must be mastered before Unity is achievable.

Two Element Bridges

{5 points for the first, plus 3 for the second Bridge learned, 2 for the third Bridge learned}

The first true level, then is that of the Bridges...combinations of two elements.

The Bridges:

Desert: Earth and Fire
Desert spells are spells of sapping. Desert spells are designed to have enemy's wounds fester, sleeping not refreshing, food does not satisfy hunger and the target's mind and body can be forced into a constant state of fatigue.
Mountain: Earth and Air
Mountain spells are defense spells. Mountain spells are used to ward against hostile forces, magical and mundane alike. Those forces which do penetrate the Mountain spell are diminshed and thus less effective against the caster.
River: Earth and Water
River spells are Healing spells, be it the caster or even the population of an entire city.
Steam: Water and Fire
This seemingly contradictory Bridge is the Bridge of destruction and change. These spells can turn an enemy's power against himself, destructively, as well as understand change.
Snow: Water and Air
Snow spells are spells of travel. It is a very versatile bridge, since this can transport individuals, matters, energies and even ideas.
Sun: Fire and Air
This is a very esoteric bridge. It can be the bridge of surface transformations, as well as cyclical changes, both attenuating and accelerating them.
bar

Three Element Pillars

{5 points for the first Pillar, 3 points for the second, 2 points for the third}

Pillars are combinations of three elements, with spells of greater potency.

Volcano: Earth, Fire, Air
Wrathful Destruction: The Caster is protected while the destructive potential of the spell is unleashed. Imagine standing unharmed as a hurricane is unleashed all around the unity sorcerer.
Glacier: Earth,Water,Air
Isolation: Spells of this Pillar are used to cut off the caster temporally,spatially, mentally,physically or emotionally from the world around them.
Oasis: Earth,Fire,Water
Regeneration: The Oasis is a Pillar of sorcerous doings of regeneration, renewal and newness.
Thunderstorm: Water, Fire, Air
The Thunderstorm is a pillar featuring spells of destructive transformation and manipulation.
bar

Unity

10 points

Using a meditative focus known as a Unity Rose, the Unity Sorcerer can, for all practical purposes, duplicate the effects of an advanced conjurer with this, the highest level of Unity Sorcery. The fact that this is a sorcerous working, however, leaves the possibility for perhaps more flexibility in combining the conjurations with powers such as Pattern and the Logrus.
bar

Based on Unity Magic, from the Spherewalker supplement to Everway.