So, coming out of Pete’s thread about magic needing so many rules (or him linking to an article about that, I should say), I wanted to put forward something that’s been on my mind for ages, ever since I bought the Magic Burner:
Why are there so many awesome rules and trade-offs for Sorcery but none for Art Magic? There is such a great balance between “you can do freaking awesome shit” with the balance being “…but at a price.” Art Sorcery is just “you can do freaking awesome shit. In fact, you can make your own freaking awesome shit!” Price? Pffft.
I’m very curious how this came about and why there isn’t a single thing to balance out the use of such incredible power, except the option to incorporate Corruption. Did it feel at the time like there were too many potential penalties to core Sorcery?
In my game, we’re using Sorcery with Art Sorcery tied into a lost realm (ties three characters together). For Art Sorcery, I’ll be using Tax as per normal (channeling magic is channeling magic) and will be using Corruption instead of a DoF for miscasts/Wheel of Magic (sorry, can’t remember the actual overarching term used to account for the possibility of unwanted summoning, garbled transmission, etc).
(I’m actually kinda hoping I somehow skipped over something in my reading(s) and the answer is “Actually, dumbass, it’s written that you use the standard penalties for failed casting…” )