(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.

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