Now that Sorcery has been confirmed (In an interview between Joel Bylos and popular Exiles streamer Firespark81) to be coming in the next major update after pets, I think now would be a good time to discuss as a community what could be added. I imagine the sorcery system in Exiles will be built upon the existing crafting system IE spells will be crafted at a ritual altar to be used later in the same way as orbs and other consumables. Since it’s been stated by the devs that corruption will be required to use sorcery I imagine that instead of spells being consumed on use, they’ll consume corruption. Since the magic types in Age of Conan were pulled from the same pool of lore as Conan Exiles, I imagine they’d be a good place to start.
Blood Magic- used by dark templars, this kind of magic focused on siphoning life from enemies to heal the caster. In Exiles, this could work the same way as consumables crafting IE the spell is crafted at the ritual altar and used from the inventory or action bar with varying effects based on the spell crafted. A possible additional effect of blood magic is that they grant the caster a temporary buff that makes their attacks with physical weapons heal them for a percent of the damage done.
Demonology- used by heralds of xotli and demonologists, this kind of magic focused on conjuring demons into the mortal plane or even transforming into one. In Exiles, demon conjuring could work like the god summoning system in which you craft the conjuring spell at a ritual altar and when used, you gain control of a demon for a short time. The transformation variant of this would remove your body from the world so you can’t be attacked while controlling the demon (however if the demon dies, so do you)
Pyromancy- Also used by heralds of xotli and demonologists, this kind of magic focused on manipulating fire. In Exiles, this could work the same way as orb crafting IE the spell is crafted at the ritual altar and thrown like orbs with varying effects based on the spell crafted. A possible additional effect of pyromancy is that they raise the temperature of both the user and the target(s). Pyromancy spells could also be effected by the climate IE they’ll be stronger in hot areas and weaker in cold areas.
Corruption- used by necromancers and dark templars, this kind of magic focused on manipulating plagues and disease to slowly wither an enemy. In Exiles, this could work the same way as orb crafting IE the spell is crafted at the ritual altar and thrown like orbs with varying effects based on the spell crafted. A possible additional effect of corruption spells is that they corrupt both the caster and the target(s), making them more efficient and reducing the max health/stamina of their target(s) but also fueling enemy mages.
Necromancy- Also used by necromancers and dark templars, this kind of magic focused on reanimating the corpses of the dead to assist in the heat of battle. In exiles, this could work the same way as the thrall system IE a corpse (or an assortment of severed parts) is placed in a ritual altar to craft an undead thrall which is then placed like a building piece and can be equipped/commanded the same as other thralls.
Storm calling- used by demonologists and tempests of Set, this kind of magic focused on manipulating the air to arc lightning at their foes. In Exiles, this could work the same way as orb crafting IE the spell is crafted at the ritual altar and thrown like orbs with varying effects based on the spell crafted. Storm spells could also be effected by the weather IE they’ll be stronger when it’s raining and weaker when it’s dry.
Divine healing- used by priests of mitra and tempests of Set, this kind of magic focused on channeling the power of their respective deity to heal and protect allies. In Exiles, this could work the same way as orb crafting IE the spell is crafted at the ritual altar and thrown like orbs with varying effects based on the spell crafted. An additional effect of divine spells could be that they cleanse corruption on both the caster and target(s), making them more useful in dungeons but also more expensive to cast. Divine spells could be effected by nearby shrines, becoming more powerful when within a certain radius of a shrine based on the shrine’s level, possibly even stacking this effect if there are multiple nearby shrines.
Nature/spirit magic- used by Bear shamans, this kind of magic focused on harnessing natural elements and animal spirits to heal and protect allies. In Exiles, this could work the same way as orb crafting IE the spell is crafted at the ritual altar and thrown like orbs with varying effects based on the spell crafted. An additional effect of nature spells could be that they grant temporary buffs if the caster has a pet following them based on the pet type IE bears, rocknoses and crocs grant strength, wolves, hyenas and cats grant agility, etc. Nature spells could also be more effective at healing pets but less effective at healing humans.
I look forward to hearing your ideas/suggestions