Sorcerer

Like the very gods themselves, the sorcerer forces his will upon the world around him. Venerated by some, feared by others, the sorcerer plays with forces far beyond mortal reckoning. In many parts of the world, sorcery is outlawed, and rumors abound that those who practice it confer with spirits.

Rules for sorcery
To cast a sorcery, the sorcerer takes a wound, and the effect is applied to the target. When sorcery is used on living beings, they may resist with Flat WIL, in which case the sorcerer must also roll Flat WIL. The sorcerer must have more successes than the target, otherwise the sorcery backfires.

Effects of sorcery wear off after a couple of seconds (one turn in combat) unless you continue to focus on casting. Focusing does not require additional rolls, but is easily broken.

Abilities
Anchor

Weighs down the target.

Anvil

Heats the target.

Chain

Slows down the target.

Cloak

Obscures the target.

Course

Speeds up the target.

Crown

Enhances the target.

Forge

Hardens the target.

Melt

Softens the target.

Rime

Freezes the target.

Wings

Lightens the target.