Yes, but there are still a few mechanics I need to properly build and balance, like "drawing essence" (to encourage your necromancer to go to a graveyard to carry out a necromantic ritual or your pyromancer to build a big fire as part of their ritual), and how to use hearthstones. These spells will go into the full sorcery hax document when it's done.
Doesn't the anchor system make essence requirements redundant? As an example let's say we have three spells, summon 1CD, raise the earth's bones and death of obsidian butterflies, all of which are known by a Necromancer
The Necromancer learns the summon 1CD variant "summon least undead" which requires a necromanticlly aligned demense. Since he can only cast this spell when at the demense, it makes sense he'd spend a lot of time here, and since it's a necrotic demense it would be a tomb or graveyard or whatever. Furthermore, since he knows how to summon a least undead he can bargain with it (and spend xp) to gain backrounds and anchor other spells in them. So he's incentivized to do things like walk around with a skeleton (familiar) in order to anchor Raise the Earth's bones (It turns into a bone tower) and death of obsidian butterflies ( it breaks apart and launches bone shards at his foes).
On a related note, with how deeply you're sorcery system intertwines spells and backrounds, I feel like you could scrap the vast majority of spells and replace them with a generic "Transmute Backrounds" spell, one for each level of sorcery. This would cover every non combat spell in the book while allowing the magic to be more free form and allowing for some additional uses which weren't possible before.
Transmute Anchors (Terrestrial Circle)
Price: 20m;
Circle: Emerald;
Anchor: Any (Choose 1-3)
Target: Choose 1
Spell Duration: 1 year and a day;
Casting Duration: One hour
Essence Aspect: Any (Choose 1);
Favoured Aspect: Any (Choose 1-2)
This spell grants the user up to three dots in any one background of their choice. Backgrounds created or enhanced using this spell may never exceed three dots. Each dot granted by this spell (referred to as spell dots from here on) must be anchored in a background dot (referred to anchored dots from now on) that the sorcerer already possesses. If the sorcerer loses an anchor dot, they also lose one of their spell dots, and suffers 1 HL of unsoakable damage as the spell rebounds on their form. Each version of this spell must be learned separately, and has its own Essence and Anchor requirements which must be decided during its creation.
- The Backgrounds granted by this spell may be bought up as normal, representing the sorcerer's ability to create permanent enchantments. Backgrounds purchased in this way are identical to any other purchased backgrounds.
- This spell can be anchored in backgrounds generated by a previous use of this spell. If the sorcerer does this then the backgrounds created by the second casting disappear when the duration of the original spell is over or if the original anchor dots are lost. Losing these anchors deals the normal 1HL damage per anchor lost as normal.
- This spell may be canceled at any time by the sorcerer. Doing so requires a one hour ritual and access to the Anchor used for the spell
- Resources created in this way are detectable as forgeries, though doing so is no trivial task. Player's be warned that the Realm's treasury does not look kindly on sorcerer's who forger the Imperial Script.
- The Familiar Background, and other backgrounds which involve bodily summoning or creating a creature, cannot summon/create a creature with Essence greater than 5
- One time Resource purchases made using this background use their Anchor only for the initial casting. Creating a boat, fortress or other item requires you have a background to anchor them in for the initial casting, but once the item is created the anchor dots are once more free to use. Items created in this way disappear after a year and a day, this may be made permanent by destroying an equivalent amount of resources during the casting of this spell.
- This spell may be cast again at any time during its duration to extend the effect by a year and a day. These effects do not stack, if the sorcerer extends the spell, the spell will last exactly one year and a day since the second casting.
Transmute Anchors (Celestial Circle)
Price: 30m;
Circle: Emerald;
Anchor: (Any) 1+
Target: None
Spell Duration: 1 year and a day;
Casting Duration: One hour
Essence Aspect: Any;
Favoured Aspect: Any
This spell works
Transmute Anchors (Emerald Circe)
Price: 40m;
Circle: Emerald;
Anchor: (Any) 1+
Target: None
Spell Duration: 1 year and a day;
Casting Duration: One hour
Essence Aspect: Any;
Favoured Aspect: Any
This spell works as per its Terrestrial circle counterpart, save that it can create backgrounds of up to 4 dots, and can create familiar's whose Essence rating is as high as 7
Transmute Anchors (Solar Circle)
Price: 30m;
Circle: Emerald;
Anchor: (Any) 1+
Target: None
Spell Duration: 1 year and a day;
Casting Duration: One hour
Essence Aspect: Any;
Favoured Aspect: Any
This spell works
Transmute Anchors (Emerald Circe)
Price: 40m;
Circle: Emerald;
Anchor: (Any) 1+
Target: None
Spell Duration: 1 year and a day;
Casting Duration: One hour
Essence Aspect: Any;
Favoured Aspect: Any
This spell works as per its Terrestrial circle counterpart, save that it can create backgrounds of up to 5 dots, and can create familiar's whose Essence rating is as high as 10
The idea here is that this spell can then be used to replicate basically any strategic scale magic in fiction. Want an army of skeletons? Learn Raising the Dead - A variant that allows you to transfer demense dots into dots of command/followers
Transmute Anchors (Terrestrial Circle) - Raising the Dead
Price: 20m;
Circle: Emerald;
Anchor: Demense (Necrotic)
Target: N/A
Spell Duration: 1 year and a day;
Casting Duration: One hour
Essence Aspect: Necrotic;
Favoured Aspect: Necrotic
This spell allows the caster to convert up to three dots of their Demense backround into dots of command or followers. These followers take the form of undead and are appear within the Demense.
Want raising the earth's bones?
Transmute Anchors (Terrestrial Circle) - Raising the Earth's Bones
Price: 20m;
Circle: Emerald;
Anchor: Backing - The Realm (3)
Target: The Ground
Spell Duration: 1 year and a day;
Casting Duration: One hour
Essence Aspect: Earth/Wood;
Favoured Aspect: Earth
This spell allows the caster to create buildings worth up to a 3 resource purchase out of rock and wood within their immediate facinity. Designed by the Realm's Realm's Engineering core, the buildings have a rather militaristic design.
Want a demon to follow you around and fight for you?
Transmute Anchors (Terrestrial Circle) - Summon 1CD
Price: 20m;
Circle: Emerald;
Anchor: Choose 1
Target: N/A
Spell Duration: 1 year and a day;
Casting Duration: One hour
Essence Aspect: Any;
Favoured Aspect: Solar
The caster converts up to 3 dots of a background of their choice, decided when they learn the spell, into the familiar background. This familiar is a 1CD.
Etc
EDIT: Forgot to mention this, but a big benefit from a game design stand point is that it encourages players to buy up a lot of backgrounds. From my experiencing dming, one of the hardest things to do is break players of the murder hobo mindset. Getting them to really care about the world and treat it seriously can be extremely hard. I've found that giving players things to care about that they can't just carry with them goes along way in improving player investment. If all their gold is in a bank in that one town, then they will actually care if that town is attacked. Similarly, if they need their resources to summon a castle, then they will care when their industries are attacked.