Warping Sorcerers
Similar to Elemental Sorcerers,
these magicians are born able to use forces of Fundamental magic.
Instead of being able to control elements of the planet, these ones can control just about anything they want to, though how easily and in what ways can vary.
This is obviously extremely difficult to learn to control and can be some of the worst magics to go haywire, especially for a young magician.
The energies these mages can manipulate are transmutive, with corrosion, corruption, decay, electricity, light, thermo...something, and a couple others I can't remember right now.
Mages with inborn magic usually show at the cusp of pubescence with precocious breakthroughs slightly before puberty and late breakthroughs halfway through puberty. Commonplace signs are physical mutations, strange sights, smells, sounds, etc., and small outbursts of occasional casting that will frequently become the full casting power of an adult.
Due to the nature of their powers, most early signs are evocations or transmutations-- creating whiffs, puffs, etc of a related substance or changing the properties of an item by touch or otherwise applying the magic. Depending on what they can do, this can be a right fuckin' problem.
The fundamentals are physics-based, so the changes the sorcerer can inflict will depend on whether or not their magic is specifically one force or multiple. Some have affinities for one, regardless of the number they can actively use. Those who can manipulate a single force usually is attuned wholly to that one.
Transmission & Vectors
Usually birth, occasionally massive influxes of magical power that the subject survives.
Causes
Genes of magic creatures in the bloodline.
~or~
Magical forces floating about during a vital period of development in a person's life.
Both of these can be the results of fairy, godly, demonic, draconic, magic source, cosmic, or other fuckery. Magic rituals with a pregnancy involved, getting blessings from gods or faeries during infancy, born during eclipses, fell into a leyline as a teenager, ate a mermaid's gift fruit when you saved her from low tide, etc. can all attribute to both inborn and gained magical powers.
Both of these can be the results of fairy, godly, demonic, draconic, magic source, cosmic, or other fuckery. Magic rituals with a pregnancy involved, getting blessings from gods or faeries during infancy, born during eclipses, fell into a leyline as a teenager, ate a mermaid's gift fruit when you saved her from low tide, etc. can all attribute to both inborn and gained magical powers.
Symptoms
- The ability to detect magic via a sixth sense of some kind. Most paraphrase "kind of but not really a" when describing the sense it emulates. (Smell, taste, sensation, sound, sight)
- The ability to manipulate matter via touch or will. (Touch is relative-- magic spell ball counts.)
- The ability to generate a collection of energy attributed to a single force (fireball!)
- Resistance to damage as would be inflicted by forces aligned with their magic (can drink arsenic if their gig is corruption)
-
Early onset can feature:
- outbursts of random casting by accident
- alternative senses of magic (one who normally feels it smells it briefly)
- physical sensations of crawling, burning, prickling, tickling, being brushed with basically anything, someone's said it
- sensation of random 'types' of magic (corruption mage crawling with lightning today)
Treatment
Treatment is not so much treatment in the way of making the 'ailment' go away as it is learning to live with this 'ailment'.
Most sorcerers learn on their own how to manage it via controlling the outbursts and gradually building a store as they expend more energy manipulating their intentionally triggered accidents. This results in a fully fledged sorcerer who can heat their coffee every morning and feel like they've gone for a brisk walk, which is about standard for most sorcerers.
Some have too much to control, too little to manipulate, or too wild to tame by themselves. These are people for whom tutors are the answer-- magicians or people who are familiar with magicians can train others in the use of their powers. The guidance is often a vital part of a powerful sorcerer's upbringing, especially with Fundamentals to work with.
Prognosis
Usually? They'll be fine, if a little weird. Maybe one in a thousand will accidentally cast themselves to death somehow, usually by blowing something up on their own heads (like their houses).
Sequela
These are rare, but include physical mutations like limb transference (who wants tentacles?) or sense adjustments (like extra light spectrum vision or losing sight, the ability to smell certain things or anything at all, losing sense of taste or becoming hyper aware of taste).
Prevention
There ARE ways to delay a sorcerer's breakthrough and dampen the magic, but this is bad for the sorcerer. Frequently used are anti-magic fields, which are temporary, and there are kinds of jewelry that create a block from casting.
History
The earliest Warping Sorcerers are technically the entire species of Worldborn but in lieu of that, the earliest Warping Sorcerer on the planet is lost to the annals of history because no one knew that's what they were. Their lineage didn't show the magic for seven generations, when it finally burst through an orc boy at just the right time, because actually, fear is one of the greatest motivators for young magicians' magics. So that "just in time" shit is not so much coincidental as incidental.
Cultural Reception
This varies widely depending on the culture. Obviously. These ones are least popular amongst communities where religion or other powers are more highly respected.
Origin
Magical
Cycle
Chronic, Acquired & Congenital
Rarity
Rare

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