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From: steve@tfs.com (Steve Maurer)
Newsgroups: rec.games.frp
Subject: Runequest 2.5 Sorcery
Date: 11 Oct 91 18:29:11 GMT
Forward
As many people have discovered, RQ3 Sorcery is seriously flawed.
Sorcerors, presented in Glorontha as the wily and adept tinkerers with
cosmic creation, seem from the mechanics to be nothing of the sort.
As is true with many of their products, the generally excellent scenario
and background material the Chaosium puts out is not matched by their
game mechanics.
There are numerous suggestions on how to fix the present RQ3 Sorcery
system. Yet none, I feel, are anything more than band-aids. The entire
system needs to be reworked. Which is what I've done.
Until I find a better name, these rules will go under the working
title "Runequest 2.5 Sorcery".
This text is Copyright(C), 1991 by Steve Maurer. All rights retained.
Permission to reproduce this document for private use is hereby granted,
so long as this copyright notice is retained.
Steve Maurer
steve@tfs.com
p.s. This document has been embedded with form feeds designed to make
it print well for a 75-line printer.
Index
1 INTRODUCTION 3.6.6.1 Volume Miscast
1.1 How Sorcery Works 3.6.7 Intensity
1.2 Lands of the Sorcerors 3.7 Apprentice Spells (Complexity 0)
1.3 Sorcerorous Rank 3.7.1 Spell Categories
1.4 Limitations of Sorcerors 3.7.2 Spell Chart
1.5 Cult Compatibility 4 JOURNEYMEN
1.5.1 Sorcerous Cults 4.1 Journeymen - General Statement
2 NOVICES 4.2 Becoming a Journeyman
2.1 Novices - General Statement 4.3 Remaining a Journeyman
2.2 Becoming a Novice 4.4 Journeyman Spells and Techniques
2.3 Remaining an Novice 4.5 General Mechanics
2.3.1 Time Restrictions 4.5.1 Complexity
2.4 Novice Spells and Techniques 4.5.2 Skill Prerequisites
2.5 General Mechanics 4.5.2.1 Prerequisite Incompatibility
2.5.1 No INT Limit 4.5.3 Sheet Simplification
2.5.2 No Focus/Material Components 4.5.4 Functional Intensity
2.5.3 Casting Time 4.5.5 Advanced Techniques
2.5.4 Basic Spell Attributes 4.6 Journeyman Mechanics
2.5.4.1 Writeup Keywords 4.6.1 Analyze Spell
2.5.5 Casting In Combat 4.6.2 Teach Cantrip
2.5.6 Spell Fumbles 4.6.3 Reduce Mana
2.5.7 Practice 4.6.4 Disperse
2.5.8 Spell Disruptions 4.6.5 Speed
2.5.8.1 Injury 4.6.6 Multitarget
2.5.8.2 Free Movement 4.6.7 Enchant
2.5.8.3 Speech and Hearing 4.6.8 Remote Targeting
2.5.8.4 Mind Affecting Spells 4.6.9 Advanced Ritual
2.5.8.5 Iron 4.6.10 Realm Mastery
2.5.8.6 Concentration 4.7 Journeyman Spells (Complexity 25)
2.5.8.7 Missing Components 5 MAGUS
2.5.9 Compatibility 5.1 Magus - General Statement
2.6 Novice Mechanics 5.2 Becoming a Magus
2.6.1 How Cantrips Are Taught 5.3 Remaining a Magus
2.6.2 Time to Learn 5.4 Magus Spells and Techniques
2.6.3 Cost to Learn 5.5 General Mechanics
2.6.4 Limitations 5.5.1 Concordances
2.6.5 Success Chance 5.5.2 Regimental Magic
2.6.6 Independence 5.6 Magus Mechanics
2.7 Commonly Available Cantrips 5.6.1 Anticipate Spell
2.7.1 Chart Explanation 5.6.2 Teach Sorcery
2.7.2 Cantrip Chart 5.6.3 Delay
2.7.3 Cantrip Descriptions 5.6.3 Remembered Target
3 APPRENTICES 5.6.4 Multispell
3.1 Apprentice - General Statement 5.6.5 Ease
3.2 Becoming an Apprentice 5.6.6 Potion Brewing
3.2.1 Unusual Apprentices 5.6.7 Research Sorcery
3.3 Remaining an Apprentice 5.6.8 Combine Magic
3.4 Apprentice Spells and Techniques 5.7 Magus Spells (Complexity 50)
3.5 General Mechanics 6 ADEPT
3.5.1 Sorcery Skills 6.1 Adept - General Statement
3.5.2 Learning Sorcery 6.2 Becoming an Adept
3.5.3 Initial Percentage 6.3 Remaining an Adept
3.5.4 Manipulation Types 6.4 Adept Spells and Techniques
3.5.5 Maximum Power 6.5 General Mechanics
3.5.6 Success Chance and Miscasts 6.5.1 Runic Associations
3.5.6.1 Spell Prerequisites 6.5.2 Runic Association Limitations
3.5.7 Mana Expenditure 6.5.3 True Names
3.5.8 Skill Increase 6.6 Adept Mechanics
3.5.8.1 Spell Price 6.6.1 Anticipate Research
3.5.8.2 Experience 6.6.2 Learn Potential
3.5.8.3 Long Term Experience 6.6.3 Curse
3.5.9 Spell Miscast Chart 6.6.4 Penetrate
3.6 Apprentice Mechanics 6.6.5 Use Name
3.6.1 Abort 6.6.6 Projected Touch
3.6.2 Simple Ritual 6.6.7 Form Spell < Realm >
3.6.3 Identify Spell 6.6.8 Tailor Spell
3.6.4 Duration 6.6.9 Control Spell
3.6.4.1 Duration Miscast 6.7 Adept Spells (Complexity 100)
3.6.5 Range 7 MAGIC ITEMS
3.6.5.1 Range Miscast 8 CONDENSED RULES
3.6.6 Increase Volume 9 CONVERTING RQ3 SORCERERS
RUNEQUEST 2.5 SORCERY
1 INTRODUCTION
Sorcery is the skill of magic. Unlike divine and samanistic magic,
it is based on the complex practice of directly invoking the power
of the runes without any intermediaries. While this "cutting out
the middleman" enables a generally greater return for magical input,
it is also very hazardous.
1.1 How Sorcery Works
The power of Sorcerory comes from the fact that all runes exist in
Glorantha, and that with the proper expenditure of power, any being
can invoke them. From a Shaministic point of view, sorcerors train
themselves to become "Embodied Spell Spirits". Some even believe
that is what Sorcerors become after death.
Whatever their eventual fate, the practice of Sorcery is considered
both dangerous and irresponsible by Shamans and most Cults, as there
are no controls save the caster's morality to prevent the abuse
of magical power.
1.2 Lands of the Sorcerors
It would be impossible to explore the depths of this magic without
making at least a few brief comments on the society which spawned
it. Sorcery in Glorantha is chiefly the magic of the western realms
of Genertela. The practices come from the "atheistic" beliefs widely
held in those areas. This belief denies the divinity of "gods" (except
in some areas The Invisible God), and declares them no more worthy of
worship than the local town drunk. Naturally, this attitude greatly
offends most diests.
The society of Sorcerors is also much different than that of diests.
In general, sorcerors are private and secretive. Theirs is the
philosophy of individualism, not of the group effort that most diests
are familiar with. Sorcerors typically expect no aid from anyone,
save that which which is due their caste, or what is specifically
bargained for. Sometimes, apprentices trade years of service for
even the barest hint of knowledge.
As time taken in adventure tends to compete with the practice of
spells, Sorcerors are less often seen risking their lives unless
profit can be easily seen. Although individual sorcerors have
their own prejudices, they usually lack the cult motivations which
drive diests into heavy risk (i.e. adventuring).
Finally, as Sorcerory is difficult, simply managing such a character
(from a players point of view) isn't technically easy. While the
system isn't complex, it does require bookkeeping to keep track of
skill percentages at a large number of spells and sorcerous skills.
1.3 Sorcerorous Rank
Despite the radically differing beliefs of Sorcerors, the generally
agreed upon rank structure is remarkably similar to that of most cults.
The path is Novice, Apprentice, Journeyman, Magus, and Adept; this
is equivalent to Lay Member, Initiate, Acolyte, Runelord/Priest, and
High-Priest/Hero. (Note the difference in rank names here from those
in Runequest 3).
At each rank, the Sorceror gains access to techniques which both
increase and refine the sorcerors ability to cast the spells he
has already learned. While Novices may back their simple spells
with great amounts of temporary-POW, this causes little more than
amusement in sorcerors of higher rank, because it is the subtlety
with which a spell is cast, not its nominal strength, which gives
a spell its power.
1.4 Limitations of Sorcerors
Sorcerors do not have Divine Intervention, cannot attune iron, have
no increased POW gain roll, or any other supernatural or heroic aid
unless they get it directly from Heroquest. There are other
limitations based on rank (see below).
1.5 Cult Compatibility
Though not common, it has been known to happen for some Sorcerors
to dabble in cults. It happens very rarely, for the demeanor of a
typical Sorceror is rarely likely to impress a god. For RQ2 game
mechanics purposes, consider a Sorceror to be a member of a "Neutral
Cult" with an additional -5 CHA penalty.
Slightly more common are priests dabbling in sorcery, though again
they invariably balk at the absolute obedience that most Magi
demand in return for teaching. Priests usually learn spells only
to a maximum of Novice Level; a few may even obtain Apprentice
skills, but this is very rare. From a practical standpoint, a
Priest simply does not have the time to achieve any higher rank,
much less the fact that most traditional gods disapprove of Sorcery.
( See Time restrictions below ).
1.5.1 Sorcerous Cults
The only exception to the above, are sorcerous cults whose main form
of worship lies in usage of sorcerous abilities. These cults are
extremely rare, very small, and, due to enormous time which must be
spent in a combination of prayer and study, are never "adventurer"
cults. Still, they are very powerful, wielding political influence
which vastly outmatches their membership. The most commonly known
sorcerous cults are The Invisible God, The Red Moon, and (for trolls)
Black Arkat. Others exist, but prefer greater anonymity.
2 NOVICES
2.1 Novices - General Statement
The novice "rank" is given to anyone who has been taught some
sorcerous cantrip. Novice is the politest term usually used for
this rank; dabbler, simpleton, and (mis-)caster, are more commonly
used terms by true practitioners of the art. Despite being looked
down upon by most sorcerors, this is by far the most populous rank,
as there are no cultural caste-based restrictions, and cantrips
are easy to learn.
2.2 Becoming a Novice
Novice rank is easy to achieve: purchase knowledge of a Cantrip
from a socerer. These simplified Sorcery spells are described
under the Novice Spells and Techniques, Novice Spell Mechanics,
and General Mechanics (2.6) sections below.
2.3 Remaining an Novice
Novices remain novices so long as they do not forget their Cantrips,
and do not learn any "true" sorcery. Forgetting spells is covered
under the General Mechanics (section 2.6) below.
2.3.1 Time Restrictions
All Sorcerors must spend time practicing their magic. The more
skilled the Sorceror, the more time must be spent (See Practice
section 2.6.5 below). Eventually, other skills suffer because of
neglect. Follow the chart below; the effects are cumulative:
Hours of Practice Skill Restrictions
Per Week
Less than 20 None (*)
20 to 40 Other Skills limited to 100%
40 to 60 Other DEX skills limited to DEX x 5
60 to 80 STR/CON/DEX training doesn't stick
80+ No non-sorcery "checks".
(*) Practice time must be accounted for when figuring length
of training and/or research of other skills.
Novices rarely have so much knowledge that they suffer practice
restrictions. However, it can happen, especially for magicians
who also belong to a cult.
Cults also require "practice" (prayer). To remain a cult member,
Initiates must spend 1 hour/week, Acolytes (Junior Priests) 10
hours/week, and Full Priests 40 hours/week. Divine spells require
8 hours per point to regain, but mandatory time counts for regaining
spells. Sorceror-Priests must add practice and prayer time to
determine the chart effects.
2.4 Novice Spells and Techniques
Novice spells are limited only to cantrips. Cantrips are prepackaged
Sorcery spells, the equivalent of simple "Battlemagic". The novice is
taught a set of gestures to perform, but not told what is happening,
how the spell works, or how to improve. The Novice is told that any
deviation from the ritual as given can result in disaster - a true
statement. Though sometimes more useful than the simplest usages of
"true" Sorcery, they are always low powered to minimize side effects.
2.5 General Mechanics
Despite their derivative nature, Cantrips are still Sorcerous Magic -
fundamentally different than both Divine and Spirit Magic, in that
the rune which drives the spell is not preset by God or Totem, but
must be laboriously and accurately formed and invoked by the caster
on each use. Because of this, the following rules apply:
2.5.1 No INT Limit
The number of spells a Sorceror may know is not limited by
INT. However, see Practice rules for other limitations.
2.5.2 No Focus/Material Components
Like Divine Magic, Sorcery has no concept of a "Focus", or Spell
Totem to speed the casting of the spell. However, complex Sorcery
spells are aided by the presence of minor magical components
(brimstone for fire spells, etc). The effect of these components
is already figured in to casting chance (see section 2.5.8.7).
Major components (mentioned in the spell description) must be
present, or the spell fails to work.
2.5.3 Casting Time
Casting time is different from Battlemagic. There is no need to
bring a rune "into mind", but drawing the rune takes DEX SR + Spell
Power x 2 Strike Ranks. Spell Power is the minimum MP needed to
cast the spell (not counting any to penetrate defenses).
2.5.4 Basic Spell Attributes
Unless otherwise stated, Sorcery Spells the following Basic Attributes
as a default. Intensity - 1 point. Duration - 2 minutes. Range - 40
meters. Volume - one embodied spirit or ENC point. Ease - Active if POW
vs POW. MultiSpell - One target only. No visible dweomer exists for
a Sorcery spell, but the target is fully aware of the spell effects -
unless it is mind affecting. Spells (not cantrips) may be modified
from this default by more advanced techniques.
2.5.4.1 Writeup Keywords
In the spell descriptions following, the following keywords may
be used. A spell which affects the "Caster", is a personal spell
only. If a spell mentions the "Recipient", the target of the spell
must willingly accept the spell. If it mentions the "Target",
the spell can be used to attack via a POW contest. An "Object"
means inanimate objects can be affected; if a spirit resides in
the object, its POW must be overcome. A "Location" is a specific
area, no POW roll is required, but a spell targeting roll (best
missile attack) is required.
2.5.5 Casting In Combat
Sorcery spells are actions. Active socercery is an attack action.
PCs get one attack and one non-attack action per round. If a
spell requires 2 rounds to cast, it takes an action in both rounds.
No other limitations exist.
Typically, a Sorceror will spellcast and parry. Extremely good
sorcerors may be able to cast an Active and a Passive spell in one
round, foregoing parry. A Sorceror always gets the benefit of Defense.
2.5.6 Spell Fumbles
Waving arms and speaking tongue twisters in combat is difficult.
On a roll at or above 95 + Modified Skill/20 (a 00 in all cases) the
caster Fumbles. Unlike most RQ skills, if the Spell percentage is
above the Fumble chance (100% and above), the spell can still succeed.
Even for very good Sorcerors, if the Fumble effects interrupt the
casting, the spell does not succeed. A spell interrupted by a
Fumble is automatically Miscast, and must roll on the Spell Miscast
table. See section 3.5.9.
ROLL EFFECT
01-05 Lose following non-attack action (defense spell/parry/dodge)
06-10 Lose following attack action (attack spell/attack)
11-15 Lose following attack and non-attack actions
16-20 Lose following attack, non-attack, and defense bonus
21-25 Lose current and following actions (roll on Miscast)
26-30 As above; lose next D3 attacks and D3 non-attacks
31-35 (In use) magic item slips; loose item immediately
36-40 (In use) magic item slips; also loose next attack action
41-45 (Not in use) magic item falls from pouch; not noticed
46-50 Magic item dropped and accidentally kicked D6 meters
51-55 Trip while casting spell (takes ENC/10 rounds to get up)
56-60 Trip and sprain ankle; loose 1/2 speed 5D10 rounds
61-63 Trip sprain ankle and fall; apply previous two items
64-67 Vision impaired; loose 25% from percentages; D3 rounds to fix
68-70 Vision impaired as above, but loose 50% and take D6 rounds
71-72 Distracted; foes attacks/missile fire at +25% for one round
73-74 Memory lapse, forget how to use spell for 1d3 rounds
75-78 Memory lapse, roll INT x 1/2 each round to remember this spell
79-82 As above, but forget Spell Manipulation technique (if any)
83-86 Overloaded/burned out spell matrix. Matrix saves by rolling
over 10xPOW on %. If matrix unused, do 1d(MP) self Disruption
87-89 Mistarget; roll on Range Miscast chart +50%
90-91 As above, but spell has maximum possible effect
92 As above, but spell gets automatic 01 on POW vs POW
93-95 Target self (if good spell, roll on Miscast chart +20%)
96-97 Target self (if good spell, roll on Miscast chart +50%)
98 Target & overcome self (if good spell, roll Miscast +50% twice)
99 Blow it; roll twice on this table and apply both results
00 Blow it badly; roll thrice on this table, apply all three.
2.5.7 Practice
Sorcery requires constant practice to maintain memory of the
rituals and techniques which form the spell runes. Each Sorcery
Skill or Spell (including Cantrips) requires: 25 + Complexity - INT,
minutes of practice per week (to a minimum of 5 minutes/per spell,
counting breaks). "Stress checks" on a Spell/Skill also count as
practice. Skills and Spells are practiced without being powered,
so no spell fumbles are rolled during practice time; it is automatic.
Cantrips have a Complexity of zero (0); see section 4.5.1.
Failure to Practice results in skill/spell degradation: -1d6%
per week for the first month, -1d4% for the next month, -1d3% for
the next, -1d2% the next, followed by -1% each week in the last
week. The Sorceror may practice to relearn lost skill, at 1 hour
per +1%. In Skills or Spells, a maximum of INT % may be relearned
per week. Checks on degraded Spells or Skills go first to
"relearning". Only if the skill is at normal maximum, does the
maximum percentage increase. Spells cannot be practiced while
doing something else, such as eating, sleeping, or traveling.
2.5.8 Spell Disruptions
As Sorcery requires more concentration, it is much more easily
disrupted if the magician is distracted. The following factors
subtract from a Sorceror's percentages:
2.5.8.1 Injury
For each point of damage a Sorceror has sustained, subtract 5% off
all active magic. If a Sorceror sustains an injury DURING casting,
subtract 5% off all magic. A Functionally In- capacitated Sorceror
may only cast Passive magic.
2.5.8.2 Free Movement
Any encumbrance which restricts a Sorceror's ability to move, reduces
all Spell and Skill percentages. Subtract 5xTHINGS % for every STR
used to hold an item during casting (except wands or items directly
involved in casting). Subtract 5% each ENC over 1 (one) for arm/helm
armor. Subtract 5xTHINGS over "light ENC" (STR+CON/4 before these
rules begin to apply), held elsewhere. Subtract 50% for each bound,
grabbed, or broken arm. Total of the above not to exceed -100%.
2.5.8.3 Speech and Hearing
The language of all Sorcery spells is "Arcane" (also called
"Zzabur's Tongue"). This pidgin derivative of Godtounge is the
tool which all Sorcerors use to shape their spells. While equally
powerful voiced or silent, it is much easier to use correctly when
audible. Being silenced, deafened, or otherwise unable to hear
subtracts 50% from all Sorcery skills. Subtract 100% if any
impediment is in the mouth (such as a gag).
2.5.8.4 Mind Affecting Spells
Spells which affect the mind, affect Sorceror's ability to cast.
A Befuddled Sorerer may only cast defensive magics, until his
confusion about who is friend or foe resolves. A Demoralized has
1/2 normal skill in active magic. Sorcery casting percentages
are unaffected by spiritual attack.
2.5.8.5 Iron
As with all spells, each ENC point of unattuned Iron a sorceror has
on him when he uses a sorcery spell, costs an extra Mana point and
subtracts from the skill 5%. This extra mana required does not add
to the spell's power.
2.5.8.6 Concentration
Typical casting percentages count in some distraction as part
of a normal background of life. So taking extra care increases
chance of success. If a Sorceror has silence, takes twice the
number of Strike Ranks to cast a spell, does not move (no defense),
and concentrates only on forming the runes correctly ( 1/2 Spot,
1/2 Listen), he gets a +20%. This applies to Cantrips. The bonus
does not add to the "base skill", so cannot be used to increase
the overall Power of Spells. If the sorceror's concentration is
broken (taking injury counts), no bonus is gained.
2.5.8.7 Missing Components
As mentioned in section 2.5.2, complex sorcery spells use minor
components; cantrips and apprentice magic excepted. This has
already been figured into spell casting chance, so if they are
not available, the Sorceror takes a subtraction to his casting
chance. The subtraction is equivalent to the Complexity modifier
of the spell (see section 4.5.1).
2.5.9 Compatibility
For similar spell effects, Sorcery is compatible with Divine
Magic, but not Spirit Magic. For example, a Ward Weapon spell
may be used in conjunction with Shield, but not Protection.
When two incompatible spells are cast on a target, only the
higher powered spell remains.
2.6 Novice Mechanics
The following rules apply only to Novice level magics:
2.6.1 How Cantrips Are Taught
Cantrips are taught via the "Teach Cantrip" Sorcery skill; this
is outlined in the Journeyman Mechanics section.
2.6.2 Time to Learn
Cantrips typically take anywhere from 2 to 20 days to learn,
depending upon their power and complexity. The base time is
listed on the "commonly available" Cantrip spell list (2.7); See
also the "Design Cantrip" skill under the Magus Mechanics section.
2.6.3 Cost to Learn
Cantrips typically cost 100 Silvers per day it takes a Sorceror
to impart the spell knowledge. Where Sorcerors are rare or outlawed,
this price may double, triple, or be higher.
2.6.4 Limitations
Cantrips cannot be altered in any way by Sorcerous manipulation
skills. This includes (but is not limited to) Intensity, Range,
Duration, Speed, Multitarget, Area, Ease, Delay, or Reduce. Such
alterations are either non-existent, or already included in the
Cantrip ritual as taught.
2.6.5 Success Chance
The chance to cast a Cantrip is INTx5 or 100% (whichever is less),
less Interference and Distraction modifiers; see Interference and
Distraction rules below.
2.6.6 Independence
Cantrips are independent of one another. Knowledge of one
(even related) Cantrip, does not aid in learning, or using another.
There is no restriction that one must know a Cantrip at a certain
Intensity, before learning higher Intensity Cantrips.
2.7 Commonly Available Cantrips
This is a list of the most commonly available cantrips for use by novices.
2.7.1 Chart Explanation
Each spell is described by a number of entries. These show the
variants of the Cantrip available for purchase. Cantrips cannot
be varied during casting.
To determine the Power of a Cantrip (i.e. the temp-POW required to
cast), take the Base Power of the Cantrip, and add one for each
Modifier point above minimum. For example, if an Boost Magic costs
1 MP for an Intensity 1/Range 0, it will cost 3 MP for an
Intensity 3/Range 0, or Intensity 2/Range 1 variant.
To see if a cantrip variant is available in a large city, roll
100/Power on d100. It is possible that only certain variants of
a Cantrip may be available. Cantrips marked as Rare use 50/Power,
or lower at GM discretion.
To determine Price, multiply Cantrip Power by 1000 silvers; at GM's
discretion, Price may also be affected by rarity.
The categories are as follows:
"Name" - The cantrip name, in most common usage.
"Power" - Base Power, or MP to cast the minimum variant.
"Rare" - Indication that the spell is rare
"Inten" - Intensity.
"Range" - 0 is touch; above 0 is 2^^N * 20 meters
"Dur" - Duration. * Permanent; 0 Instant; above 0 is 2^^N minutes
"Type" - 0 Active, 1 Active during POW vs POW, 2 Passive Only
"Multi" - MultiTarget. 0 one target. 1 intensity may be split
if use not Active. See MultiSpell section #.#.
For further explanations on Intensity, Duration, and MultiTarget,
categories, see sections on Apprentice and Journeyman Skills/Spells.
2.7.2 Cantrip Chart
CANTRIP SPELL MODIFIERS
# Name Power Rare Inten Range Dur Type Multi
1 Aid Beauty 1 1-8 0-1 1-6 1 1
2 Aid Health 1 1-8 0-1 1-3 1 1
3 Aid Mobility 1 1-8 0-1 1-3 1 1
4 Aid Strength 1 1-8 0-1 1-3 1 1
5 Aid Quickness 1 1-8 0-1 1-3 1 1
6 Alarm 1 1 0-1 1-8 1 1
7 Attach 1 1-8 0-1 1-4 1 1
8 Boost Accuracy 1 1-8 0-1 0 0 1
9 Boost Magic 1 1-8 0-1 0 0 0
10 Boost Damage 1 1-4 1-2 1-4 1 1
11 Cast Bravery 1 1-8 1 1 1 1
12 Cast Confusion 2 2 1 1 1 0
13 Cast Fear 1 1 1 1 1 0
14 Cast Desire 2 * 1 1 1-4 1 0
15 Detect Animal 1 1 1-2 0 0 0
16 Detect Chaotic 2 * 2 1-2 0 0 0
17 Detect Gems 2 2 1-2 0 0 0
18 Detect Life 1 1 1-2 0 0 0
19 Detect Malice 3 2 1-2 0 0 0
20 Detect Metal 2 2 1-2 0 0 0
21 Detect Plant 1 1 1-2 0 0 0
22 Detect Spell 1 1 1-4 0 0 0
23 Detect Spirit 1 1 1-2 0 0 0
24 Detect Unlife 1 1 0-2 0 0 0
25 Detect Weapon 2 * 2 1 0 0 0
26 Disguise Intent 2 * 1-4 0-1 * 1 1
27 Disguise Magic 1 * 1-8 0-1 1-2 1 1
28 Disguise Sight 1 * 3-4 1-2 1-4 2 1
29 Disguise Sound 1 * 3-4 1-2 1-4 2 1
30 Farsee 1 2-8 0-1 6-10 1 1
31 Guide Missile 2 1-4 2-3 1 1 1
32 Invisibility 3 * 3 1 1-2 0 0
33 Invoke Cold 2 1-4 1-2 1-2 1 0
34 Invoke Dark 2 * 2-4 1 1-2 1 0
35 Invoke Earth 2 1-8 1-2 * 1 0
36 Invoke Warmth 2 1-4 1-2 1-6 1 0
37 Invoke Light 1 1-4 1-2 1-2 1 0
38 Invoke Water 2 1-4 1-2 2 1 0
39 Invoke Wind 2 1-4 1-2 1 1 0
40 Lower Accuracy 1 1-8 0-1 1-4 0 0
41 Lower Damage 1 1-4 1-2 1-4 1 1
42 Lower Magic 1 1-8 1-2 0 2 0
43 Magesight 1 1 0-1 0-5 1 0
44 Mind Speech 1 1-4 0-1 1-4 1 0
45 Multiblade 3 1-4 0-1 1(0) 1 1
46 Multimissile 1 1-4 0-1 1(0) 1 1
# Name Power Rare Inten Range Dur Type Multi
47 Remove Beauty 1 * 1-8 0-1 1-4 1 0
48 Remove Health 1 1-8 0-1 1-4 1 0
49 Remove Mobility 1 1-8 0-1 1-4 1 0
50 Remove Life 1 1-5 1 0 0 0
51 Remove Strength 1 1-8 0-1 1-4 1 0
52 Remove Quickness 1 1-8 0-1 1-4 1 0
53 Restore Bone 3 3 0 * 2 1
54 Restore Fabric 1 1-8 0-1 * 1 1
55 Restore Flesh 1 1-8 0 * 1 0
56 Restore Matrix 3 1-6 0 * 0 0
57 Restore Stone/Metal 3 1-8 0 * 0 0
58 Spirit Binding 1 1 0 * 0 0
59 Suppress Fire 2 1-4 1-2 * 1 1
60 Slow Poison 4 3 0-1 1-10 2 1
61 Wall of Dark 2 2-4 1-2 1 2 0
62 Wall of Fire 4 1-8 1-2 1 2 0
63 Wall of Light 4 2-4 1-2 1 1 0
64 Ward Damage 1 1-4 1-2 1-4 1 1
65 Ward Detection 1 * 1-8 1-2 1-4 1 1
66 Ward Magic 1 1-12 1-2 1-4 1 1
67 Ward Mind Spells 1 1-12 1-2 1-4 1 1
68 Ward Pest 3 1 1-2 1-4 1 0
69 Ward Spirit 1 1-12 0-1 1-4 1 0
70 Ward Weapons 1 1-4 1-2 1-4 1 1
2.7.3 Cantrip Descriptions
In the following description below, ITN refers to Intensity.
Aid Beauty Spell adds ITN to CHA/APP to Species Max for duration.
Aid Health Spell adds ITN to CON to Species Max for duration.
Aid Mobility As RQ3 Mobilize spell.
Aid Strength As Aid Beauty for STR.
Aid Quickness As Aid Beauty for DEX.
Alarm Area affected emits a loud noise if touched (dispelable).
Attach As RQ2 Glue
Boost Accuracy ITN adds +5% to weapons or missile launchers (bows)
Boost Damage ITN adds +1 damage to weapons or missile launchers (bows)
Boost Magic Gives ITN MPs to another magician, for spell casting.
Cast Bravery As Fanaticism spell. ITN adds extra targets.
Cast Confusion As Befuddle spell, but target gets additional INTx1 roll.
Cast Fear As Demoralize spell.
Cast Desire Target desires visible object as if is worth 1000
silvers, or caster as if very sexy; shakes off on INTx1.
Detect Animal Detects "beasts"; animals, beastmen
Detect Chaotic Detects active chaotic magic (not internal features)
Detect Gems As RQ2 Battlemagic spell
Detect Life As RQ2 Battlemagic spell
Detect Malice As combined RQ2 Detect Enemy, and Detect Traps
Detect Man Detects "men"; humans, elves, trolls, dwarves, centaurs
Detect Metal As RQ2 Detect Gold/Silver; also detects Copper; gives type
Detect Plant As Detect Life for plants only
Detect Spirit As RQ2 Detect Spirit
Detect Unlife As RQ2 Detect Undead
Detect Weapon Detects intent for item to be used in combat
Disguise Intent Makes ITN meters of trap unnoticeable to Detect Malice
Disguise Magic Subtracts ITN from spell POW in Magesight formula
Disguise Sight Adds ITN x 25% to Hide In Cover skill
Disguise Sound Adds ITN x 25% to Move Silently skill
Farsee Each ITN gives x2 Magnification
Guide Missile Each ITN adds +10% to one missile, or adds 20m to range
Invisibility Each round, others must roll POW vs POW, or they "overlook"
the recipient. POW checks are not generated.
Invoke Cold Each ITN lowers temp 10F in 10 meter radius
Invoke Dark Each 2 ITN is like 1 point of Create Shadow (10 meter rad)
Invoke Earth Each ITN moves 1 cubic meter of earth; not in stone.
Invoke Warmth Each ITN raises temp 10F in 10 meter radius
Invoke Light ITN x 10 meter radius RQ2 Light spell
Invoke Water Each ITN draws 1 cubic meter water from ground if present;
or 1 cup water from air if present. Needs time to work.
Invoke Wind Each ITN causes +5 Kilometer wind in 10 meter radius
Lower Accuracy Inverse of Boost Accuracy
Lower Damage Inverse of Boost Damage; no visible dweomer
Lower Magic Dispel Magic
Magesight See Journeyman description. Also called See Magic.
Mindspeech As RQ2 mindspeech
Multiblade One strike multimissile for a blade. Defender gets full
parry vs all attacks. Incompatible w/other weapon spells
Multimissile As RQ2 multimisile. Only real missile can impale.
Remove Beauty Inverse of Aid Beauty; target made unaware
Remove Health Inverse of Aid Health
Remove Mobility As RQ3 Binding spell.
Remove Life Disrupt 1/pt per ITN
Remove Strength Inverse of Aid Strength
Remv. Quickness Inverse of Aid Quickness
Detect Beast Detects animals, ducks, minotaurs; stopped by 3m stone
Restore Bone Replaces limb like Healing 6; does no other healing.
Restore Matrix Gives one ITN*5 percent chance to fix broken matrix
Restore Fabric Restores ITN square meters of fabric; good for sails.
Restore Flesh As RQ Healing/Xenohealing, but can't replace limb
Restore Stone Restores ITN ENC of Stone or Metal
Spirit Binding Binds defeated or willing spirit into an enchanted
object (not a familiar), and sets up a Mindlink with
the spirit (as RQ2 spell).
Suppress Fire Extinguishes ITN cubic meters of fire
Slow Poison CON Poison doesn't take effect until duration wears off
Wall of Dark Makes ITN * 5 meter wide RQ2 Darkwall; 3 meters high
Wall of Fire Makes immobile 10x3m opaque wall. Does ITN/2 pts damage.
Wall of Light Makes ITN * 5 meter wide RQ2 Lightwall; 3 meters high
Ward Damage As RQ2 Protection spell
Ward Detection As RQ2 Detection Blank spell
Ward Magic As RQ2 Countermagic spell
Ward Mind Spells Countermagic only vs mind affecting spells
Ward Pest Does 1/5 pt damage to all who touch recipient
Ward Spirit As RQ2 Spirit Shield spell
Ward Weapons As RQ2 Shimmer spell
3 APPRENTICES
3.1 Apprentice - General Statement
The apprentice rank is the lowest of the true Sorcerors. They
are students, usually young, who spend nearly all their time learning
Sorcerous knowledge, techniques, and (after much consideration) spells.
At such a level, their magic is often less powerful, less controlled,
and less useful than Cantrip magic.
Apprentices typically spend all of their time with their masters -
who must be at least Magus level to teach. They leave behind their
family and friends, boarding with their master, until such as time
has passed that they die, no longer show promise, have disobeyed,
or are promoted to Journeyman.
Magi traditionally give drudgework to their apprentices in "trade"
for their gift of knowledge. However, despite childish grumblings
about existing only to be used in place of maids, this practice is
chiefly done as a safe method of teaching perseverance, and to weed
out the uncommitted, immature, and helplessly arrogant, before the
rigors of spell casting do it in a more permanent fashion. Magi
are typically very well off - enough to obtain better and more
committed domestic staff if they so wished.
Magi typically have a number of Apprentices, but only teach them
one at a time. For this reason, Apprenticehood is lengthy affair,
and young students are preferred.
3.2 Becoming an Apprentice
How one becomes an Apprentice depends highly on local laws and
custom. All Magi look for the same general things in Apprentices,
however the weighting of each criteria varies by culture. Magi
desire: Intelligence, Magical Power, Emotional Maturity, Youth
(11 year olds ideal), Noble Birth or High Social Class, Nationality,
Favor (the Magus likes the applicant), Appearance, Believer (in
the Invisible God, and the non-divinity of other "gods"), Wealth
(fee/bribe paid), and Gender (males preferred).
How capricious the Magus is allowed to be in rearranging traditional
acceptance criteria is also cultural. In some lands, a Sorceror has
no choice but to accept some lordling's dunce - and in others, the
Magus may choose at a whim. But the vast majority of nations prefer
a middle ground, where the Magus is allowed his choice between a
moderate number of socially acceptable candidates.
This may be abstracted to a die roll. For starting a PC Sorceror,
the character must be a native of a western land, satisfy minimum
cultural values (can be any of Invisible God Believer, Noble, or Male),
and roll: INT + POW/3 + Favor or less on d100. Favor is how favorable
the Sorceror feels towards the applicant, a GM determined quantity
weighting other criteria. If this roll is made, the PC has completed
Apprenticeship, and starts the game as a beginning Journeyman.
3.2.1 Unusual Apprentices
Rarely, so rarely that it is considered news worthy, a Magus may
accept an "unusual" Apprentice who manifestly flunks some important
cultural criteria. A brilliant farmer's son in a caste society,
or a cultist in most any western area. This almost always causes
some discomfort for the offending Magus, as there are the inevitable
questions from the local government as to why this Apprentice was
chosen over some other - more reasonable - candidate. A Magus will
not take such an unusual apprentice unless he has a very good answer.
Being accepted as an unusual apprentice is very unlikely. It may
be abstracted to Traditional Acceptance (above) minus 20% for each
"flunking" value; anything less than 1% means no chance. For example,
if a 32 yr old Orlanthi Barbarian Kahn wants to be accepted as an
Apprentice, the base roll is: INT + POW/3 + Favor - 60% ( for being
infidel, too old, and a foreigner ). Obviously, the Sorceror's
Favor must be very high for the resulting value to be positive.
Favor may be increased via bribery - +1 for each 200 silver, service -
+20 for a successful "adventure" for the Magus, magic - +1 for every
100 silver worth of magic, or great service - +100 to +150 for saving
the Magus' life. Favor may also be transferred to another, more
acceptable candidate. For example, the above Orlanthi Kahn might
donate a magic item and gifts so that his 12-year old son might be
instructed in Sorcery.
Unusual Apprentices who are PCs, start as Apprentices, not Journeymen.
3.3 Remaining an Apprentice
There is only one rule to staying an Apprentice: obey your master.
Not doing so warrants immediate dismissal. Even in cultures which
severly limit Magi on who can be accepted as candidates, this rule
is accepted. There are good reasons for this, because an unruly,
uncontrolled Apprentice is a danger to himself and everyone around
him. Magi have few limitations of what they can ask of their
Apprentices, but a few exist: asking for sexual favors, use as spell
research guinea pigs, is illegal in nearly all cultures.
As mentioned in the General Statement above, Apprentices are
traditionally given drudgery to instill perseverance, and as a
weeding mechanism. However, unusual apprentices may do other
(occasionally actually useful) services for their masters. These
may include political services, providing magic, or even going on
special missions. The latter are very rare, and never have the
holy zeal most cults attach to them. Neither are they intentionally
very dangerous, for most Magi do not enjoy wasting their time
teaching students, only to have them killed.
While in training, Apprentices may not learn any other skills than
Sorcery. They still get experience checks from any rare outing.
3.4 Apprentice Spells and Techniques
Apprentices learn the rudiments of the three major skill categories
of Sorcery: Spell, Manipulation, and Profession. The Spell category
allows casting of particular spells. Manipulations vary the effects
of Spells. Profession skills are associated with the Sorcerous
profession; they involve knowledge of magic, rather than its direct
use (e.g. Teach Cantrip, Identify Spell, etc).
As Manipulation skills are the foundation of Sorcery, Apprentices
concentrate on mastering them first.
3.5 General Mechanics
The following rules apply to all magics at Apprentice level or higher:
3.5.1 Sorcery Skills
All true Sorcery, even spells, have a skill percentage associated
with them, and can be thought of as skills.
3.5.2 Learning Sorcery
All Sorcerous Spell and Manipulation skills are taught via the
"Teach Sorcery" Sorcery Profession skill, outlined in the Magus
Mechanics section. Sorcery Profession skills may be taught via
the appropriate Sorcery Profession by a master.
3.5.3 Initial Percentage
All Sorcery defaults to: 0%, and attributes vary between categories.
Attribute bonuses for Spells are: INT-major, POW-minor, DEX-minor.
The bonus for Manipulations are: INT-minor, POW-minor, DEX-minor.
The bonus for Professions is the Knowledge bonus; some Profession
skills have defaults of 5%.
3.5.4 Manipulation Types
The Spell Manipulation category is further sub-divided into External
and Internal Manipulation skills. Internal Manipulations are used
with a Spell to alter its effect. External Manipulations are used
either before or after the actual casting of the spell, to alter
some other aspect of it; Advanced Ritual, and Abort are examples.
3.5.5 Maximum Power
The maximum Power of a spell is Spell %/5. This must be allocated
between Internal Manipulations attempted. The maximum Power that
can be applied to one manipulation is the Manipulation %/10.
For example, if a Sorceror knows Invoke Fire at 65%, he may apply at
most 13 levels of Power. If he has an Intensity at 61%, Range at 93%,
and Volume at 27%, he may apply at most 6 levels of Intensity, a Range
of 9, and an Volume of 2 - all of which must add up to 13 or less.
3.5.6 Success Chance and Miscasts
Professions and External Manipulation skills are used like normal RQ
skills; difficulty modifiers often apply. Spell and Internal
Manipulation skills are combined into one roll, and no difficulty
modifiers apply (except for special circumstances, like being injured).
To completely succeed in a Spell roll, the die must be less than
the lowest skill applied to that Spell.
If the die roll is above any skill used with the spell, refer to that
skill's Miscast chart (see below). If any skill applied to a spell
is missed, the spell is considered "Miscast".
Example: the Sorceror above tries to cast Invoke Fire with 1 extra
level of Range, no extra Intensity, and extra Volume of 2. He rolls
63, beneath his Invoke Fire of 65%, and Range of 93%, but above his
Volume of 27%; while it is also above his Intensity of 61%, this does
not matter because he did not try to intensify the spell. While he
did successfully cast the spell, he Miscast his Volume Manipulation,
and must must roll on the Spell Volume Miscast table. The Spell is
considered Miscast, and he may try to abort it (see Abort below).
3.5.6.1 Spell Prerequisites
Some Internal manipulations have their spell as a prerequisite.
This simply means that the effective internal manipulation
percentage cannot exceed the base spell percentage (before
complexity, or difficulty modifiers). In the example above, the
Sorceror's effective Intensity cannot exceed his 65% chance to
Invoke Fire. Even if it was 90%, the maximum intensity he could
use with Invoke Fire would be (65% / 10 =) 6.
3.5.7 Mana Expenditure
Unless stated otherwise, a spell costs 1 Mana plus 1 for every level
of any Internal Manipulation applied to it. So for example, the
Sorceror above who is trying to make a lab bonfire spent: 1 + 1 (for
one range level) + 0 (no "extra intensity") + 1*2 (Volume costs
2 times spell Intensity) = 4 Mana. The Internal Manipulation: Reduce
Mana can reduce this.
3.5.8 Skill Increase
Sorcery may increase through Training, Research, and Experience,
but NOT from Simple Use. Note that all three mechanisms use the
RQ2+ rules for these (my variant), not the RQ3 rules, which leave
much to be desired.
3.5.8.1 Spell Price
Apprentices get their spells for free; Journeymen must pay for
additional training. For determining time to learn, spell prices
are listed here. Sorcery spells have a value of: 1000/2000/4000/X,
Manipulations have a value of: 1500/3000/X/X, Profession skills
have a value of 500/1000/2000/4000. Apprentices usually take
twice the time to learn, since their study schedules are at the
mercy of their master's whims (and their training is free).
3.5.8.2 Experience
Experience "checks" in Sorcery is gained in one of two ways. First,
any use of any Sorcery skill in a stressful situation gives a check;
as with all RQ skills, a "stressful situation" is GM interpreted -
hunting, long range slaughter, and fighting laughably weak opponents
usually doesn't qualify. Second, any Spell or Internal Manipulation
cast at its maximum Power gives a check - for that skill only.
Example: the Sorceror above with Invoke Fire at 65%, tries to light
a bonfire. Using his Spell with Intensity 6, Volume 2, and Range 5,
he rolls a 13, and succeeds. Since Intensity, Area, and the Invoke
Fire spells were all used at their maximum Power, they all get a
check. His Range was not used at maximum, it so doesn't.
3.5.8.3 Long Term Experience
Rolling the learning sessions of a Sorceror can be tedious, so this
shortcut is provided. Roll sorceror's INT d6+2 skill points per
year, these are applied randomly to skills the sorceror is
attempting to practice over the year. If he practices less than
his INT in sorcery skills, roll (# practiced skills) d6+2 skill points
per year instead of INT d6+2. Roll 2d10, subtract the sorceror's
Abort %/10 (or 15, whichever is less). If this number is positive,
this is the number of "serious" miscasts the sorceror suffered during
the year. For each serious miscast, roll on the following table:
Roll Effect
01-05 Beneficial effect (GM determined)
06-50 No long term effect; makes a funny story
51-75 Had to be rescued; owes a lord or another sorceror a favor
76-80 Caused a local disturbance; now watched by local govt.
81-86 Caused a bad disturbance; unwelcome in the area, has bad rep
87-89 Sorceror seriously wounded, took 1d6 months to recover;
account for the lost time by reducing the skill increase
90-91 Caused local damage; must pay restitution 1d100% of all cash
92-93 Sorceror was temporarily killed, loose all bound spirits
94-95 As above, and loose 10% of all skills
96 Caused severe damage; must pay magic item or be indentured
97 Incredible damage; pay all magic items or be indentured
98 Incredibly severe damage; now a hunted outlaw
99 Now has bizarre (permanent) magic-caused problem
00 Sorceror died, wasn't resurrected
Note: Apprentices cannot use this method, as they are being taught,
not experimenting on their own.
3.5.9 Spell Miscast Chart
Improperly cast Sorcery spells do not simply fail to work. They
result in a Miscast (unless controlled by Abort, or some more advanced
skill). A Miscast is different from a fumble in that the spell has a
different effect than what was intended. Depending on the situation,
this may or may not be bad for the caster.
Each Sorcery spell tends to go wrong in a distinct manner. For instance,
miscast fire spells tend to cause explosions, while miscast weapon
spells tend to shatter the weapon. So each spell really should have
its own Miscast chart. While unfeasible in this rules set, GMs who
really want a chart for every spell should feel free to design them.
As an alternative, use the the chart below and tailor the effect to the
specific spell.
The GM should show maturity, and not make every miscast spell a
supposedly humorous or deadly side show. The majority of miscasts
simply result in a burst of MP, so if a chart effect has no real
applicability to the spell in question, an Abortive Spell Failure
(i.e. caster simply wastes MP) is the result.
In the chart below, MP is Mana Points or temp-POW, "Power" is spell
power (minimum MP required to run the spell and all manipulations),
and "ITN" is intensity.
ROLL EFFECT
01-05 Simple spell failure: caster retains MP
06-10 Abortive failure: caster looses MP used with spell
11-15 Spell delay; takes effect 1d6 rounds later
16-20 MP drawn from wrong source (ex: caster instead of crystal)
21-25 Spell fails; burst of MP acts like POW Dispel vs caster
26-30 Spell succeeds but all spell manipulations fail
31-35 If target overcome, spell affects caster equally
36-40 Spell affects caster whether or not target overcome
41-45 Spell underpowered; costs 1D(MP); reduce effect accordingly
46-50 Spell mispowered; works, but costs twice Intensity MP (if
caster's MP drops to 0, caster looses consciousness )
51-55 Spell overpowered; as above, and double spell Intensity
56-60 Spell works, but caster can't resist Spirits next round
61-63 As above; also, can't resist spells next round
64-67 Spirit (3d6+6 POW) appears D6 meters away to feed off spell
MP; it attacks nearest being for ITN rounds, then leaves
68-70 As above, but Special spirit comes (Disease/Hag/Elemental/etc)
71-72 Spell partially effective (ex: "Shapechange" only changes head)
73-74 Target type shift (ex: "Draw horse" becomes "Draw mosquito")
75-78 Effect reverse ( ex: "Shrink" to "Grow", "Freeze" to "Heat" )
79-82 Effect shift ( ex: "Freeze Target" becomes "Drench Target" )
83-86 Cast different spell of same class (e.g. fire spell/charm/etc)
87-89 Cast of entirely different spell
90-91 Minor overeffectiveness (ex: "Flame Blade" also ignites hilt)
92 Major overeffectiveness (ex: "Flame Blade" also ignites wielder)
93-95 Minor side effect (ex: "Restore Flesh" adds warts )
96-97 Major side effect (ex: "Restore Flesh" adds extra body part)
98 Major destructive side effect; GM determined, very bad
99 Blow it; roll twice on this table and apply both results
00+ Blow it badly; roll thrice on this table, apply all three.
Miscast spells must still overcome POW on resisting targets. However,
recipients of Sorcery spells must decide whether or not to resist before
the casting roll (and potential Miscast) is made.
3.6 Apprentice Mechanics
The techniques listed below are taught at the Apprentice level.
3.6.1 Abort
Abort is the most basic External Manipulation. Before a Miscast
spell takes effect, the Sorceror may use this skill to detect it,
and abort it. On successful use, the spell power is correctly
channeled, no Miscast takes place, and MP used with the spell is
not lost. The Abort skill percentage is at -5% for each level of
Power of the spell being aborted. As a safety precaution, Magi
do not teach any spells until an apprentice achieves at least 30%
competency in Abort.
3.6.2 Simple Ritual
This External Manipulation trades time for increased percentage.
For each hour invested, Simple Ritual adds +1d6% to the success
chance of any one Spell or Internal Manipulation for a single
cast; maximum attainable is +4d6. This only affects success chance,
so it does not increase thresholds which work off base skill.
This bonus is often combined with the Concentration sorcery
bonus, but when it is, it requires Concentration the whole time.
3.6.3 Identify Spell
This Professional Skill allows a Sorceror to identify spells by
examining its magical composition. The Sorceror must be familiar
with the spell in question, or he has no chance with this skill,
and can only identify the most obvious runes of the spell (many
spells have no obvious runes). Identify Spell requires Magesight
or some other means of seeing magic to be useful; however, on a
special, a sorceror will be able to recognize a spell by simply
seeing and hearing the gestures of the caster. Unlike nearly all
other sorcery skills, Identify Spell has a 05% default.
3.6.4 Duration
This Internal Manipulation increases the time a spell with a
duration remains in effect. Base Duration is 5 minutes. Each
level of Duration costs one MP, and doubles this time.
3.6.4.1 Duration Miscast
The following table applies to a miscast Duration:
ROLL EFFECT
01-05 Duration underpowered: Spell lasts D10-1 x 10% of requested
06-25 Spell Power divided by Duration
26-50 Duration ineffective; spell lasts for spell default
51-55 Duration mispowered; works, but costs twice normal MP (if
caster's MP drops to 0, caster looses consciousness)
56-60 Duration overpowered; as above but Spell lasts twice as long
61-63 Spell has 20% chance per round of expiring
64-67 Spell looses 1 Power effectiveness per round
68-70 Spell takes effect at the end of the duration
71-72 Only portion of spell extended (see Spell Fumble roll 71-72)
73-74 Seems to work fine, but spell stops working when most needed.
75-78 Spell active every other round (if POW vs POW, must reroll)
79-82 Spell rendered ineffective AND caster takes 2x SRs to cast
83-86 Duration failure interferes with spell; use Spell Miscast Table
87-89 Caster bound while spell in effect (Mobilize acts like dispel)
90-91 As above; but caster Slowed; Strike Ranks per action doubled
92 As above; but caster frozen (can't move/see/think) for duration
93-95 Lingering MP causes automatic miscast of next spell (or until
duration of Miscast spell expires)
96-97 As above; but causes miscast of every spell until expiration
98 Duration permanent; but spell costs caster POW instead of MP
99 Blow it; roll twice on this table and apply both results
00+ Blow it badly; roll thrice on this table, apply all three.
3.6.5 Range
This Internal Manipulation increases a spell's range. Default range
of spells are 40 meters, each level of Range doubles this. The caster
must still have direct Line Of Sight to affect his target, and spells
with Touch range cannot be extended.
3.6.5.1 Range Miscast
The following table applies to a miscast Range manipulation:
ROLL EFFECT
01-25 Range underpowered: Max range is D10-1 x 10%
26-50 Range ineffective; Max range is spell default
51-55 Range mispowered; works, but costs twice normal MP (if
caster's MP drops to 0, caster looses consciousness)
56-60 Range overpowered; as above but Spell has twice normal range
61-63 Spell falls short D10-1 x 10% of where caster placed effect
64-67 Spell looses 1 Power effectiveness per 10 meters distance
68-70 Misanchored; if cast on area-follows caster/on target-hits area
71-72 Mistargeted; spell targeted on nearest person next to caster
73-74 As above; targets nearest friend next to caster
75-78 As above; targets nearest person next to target
79-82 As above; targets nearest friend next to target
83-86 As above; hits those Mindlinked to caster; if none, hits caster
87-89 As above; targets caster
90-91 Spell attacks all targets in line from caster to target
92 Range levels become equivalent zero-range Volume levels
93-95 Caster extends awareness instead of spell; if target overcome,
caster&target learn each others abilities/thoughts/plans.
96-97 As above, but spirit sent instead; as involuntary Attack Soul
98 As above; but successful strikes reduce POW instead of MP
99 Blow it; roll twice on this table and apply both results
00+ Blow it badly; roll thrice on this table, apply all three.
3.6.6 Increase Volume
Each level of this internal manipulation doubles the volume of spells
with an area of effect (illusions, walls, fields, invocations, etc).
Note: this IS NOT the same as doubling the radius; one level of
Increase Volume makes a 3x3x3 spell cover 3x3x6, NOT 6x6x6. Each
level of Increase Volume requires double the Intensity in mana points.
3.6.6.1 Volume Miscast
The following table applies to a miscast Volume manipulation:
ROLL EFFECT
01-25 Volume underpowered: reduce to (d10-1)% of normal spell area
26-50 Volume ineffective; spell hits single point
51-55 Volume mispowered; works, but costs twice normal MP (if
caster's MP drops to 0, caster looses consciousness)
56-60 Volume overpowered; as above, twice normal area
61-63 Volume misshaped; random area sections are not affected
64-67 Volume underpowers spell, divide ITN by area mod
68-70 Misanchored; if cast on area-follows caster/on target-hits area
71-72 Volume is misranged; both caster and target in area
73-74 As above; neither caster nor target in area
75-78 As above; only caster, not target in area
79-82 As above; hits caster's friends around target, not target
83-86 As above; hits all around target, but not target
87-89 As above; hits all around caster, but not caster
90-91 Spell attacks all targets in line from caster to target
92 Volume acts as portal for being/spirit to enter (as Summon)
93-95 Caster's spirit expanded with area, as an involuntary
Discorporation spell, lasts for spell duration.
96-97 As above, but spirit confused, unable to take any action
98 As above; spirit gets lost (i.e. caster dies)
99 Blow it; roll twice on this table and apply both results
00+ Blow it badly; roll thrice on this table, apply all three.
3.6.7 Intensity
This Internal Manipulation adds extra spell intensity, increasing a
spell's striking power. Intensity has the Spell as Prerequisite,
and gives the spell a difficulty modifier of -5% per extra level of
intensity. Fumbles for Intensity are the same as the Spell Miscast
table; the extra intensity levels intensify the miscast.
As it is the most dangerous of all Apprentice manipulations, this
skill is taught last. Note that while the "Intensity" of some
Cantrips add extra targets, for true Sorcery, both Intensity and
Multitarget must be used.
3.7 Apprentice Spells (Complexity 0)
The chart below contains spells available to Apprentices. They are, of
course, available to Sorcerors of higher rank also. Apprentices rarely
have complete freedom on what they may study. They are limited by their
master's opinion, and his knowledge, on what spells they can learn.
This is determined by the GM.
3.7.1 Spell Categories
Spell skills fall into categories just like weapon skills do, and
the RQ2 skill crossover rule applies to them. A Sorceror's maximum
ability in all category spells he is aware of, is at least half that
of his best current skill in the category. New spells a Sorceror
learns about, start being entirely Out of Practice (0%).
Example: A Sorceror has an 80% Detect Magic, which means his ability
in all other Detect spells (he is aware of) is at least 40%. On
vacation, he visits his old master in Manria, who introduces him to
the spell Detect Dragonnewt. The Sorceror now has 40% maximum ability
in this new spell, currently at 0% because he is "out of practice"
with the spell. He can learn up to his INT % per week in the new spell,
by spending one hour per percent (See Practice, Section 2.5.7).
3.7.2 Spell Chart
The chart below lists spell categories.
Aid < Beauty, Health, Life, Mobility, Strength, Quickness >
These spells add their Intensity to the affected target's
characteristic value up to Species Max; they aid APP, CON, Hit
Points, Running Speed, STR, and DEX respectively. Aid Hit Points
does not "heal" (restore flesh does that), it increases the
character's maximum hit points.
Attach
This spell is the same as the RQ Glue spell. Unlike restore,
its effect is not permanent. It does not work on living, moving,
or resisting targets.
Blade of <Ice, Earth, Fire, Shadow, Water>
These spells add elemental power to existing weapons, they are
incompatible with each other, and other weapon boosting spells. They
work best on weapons made of the corresponding runic metal (free +1
ITN). Unless otherwise stated, the elemental effect substitutes
for normal weapon damage.
Ice - 1d6 base damage, +1d3 per ITN; metal armor ineffective
Shadow - 1 pt critical base, +1 pt ITN; protection stops
Fire - 3d6 base damage, +1d3 per ITN; all armor effective
Earth - Double weapon HP, +1d3 damage/+1d6 HP per ITN
Water - Normal weapon damage underwater, +1d3 per ITN
Boost <Accuracy, Damage, Spirit, Magic>
Adds Intensity to the named effect: Accuracy +5% on Weapon Attack,
Damage +1 on weapon damage, Spirit +1 MP to the recipient's MP (one
use per hour on a single spirit), Magic +1 MP to another magician
casting a spell (not an already existing spell, See spell Extend Magic
under the Magus section for that). Boost Spirit and Boost Magic are
permanent spells; they are not affected by Reduce Mana. Boost Spirit
does not work on recipients engaged in spirit combat.
Cast < Bravery, Confusion, Desire, Fear >
These mind affecting spells overwhelm the target with a specific
emotion. Like all mind affecting spells, the target is made unaware
that a spell has been cast upon him. Each ITN of spell adds to the
severity of the emotion, eventually resulting in runespell-equivalent
effects. Cast Emotion spells are incompatible with each other; e.g.
when two or more Cast Emotion spells affect the same target, only the
highest ITN is effective. Ties go to the newest spell. After a
Cast spell is ended, the target must roll (INT - ITN) * 5 each round
to "snap out" of the emotion, with a minimum 5% chance.
Spell ITN: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Bravery Fanaticize Face-Enemy Berzerk
Confusion Befuddle Stupor
Desire Fast Talked Seduction
Fear Demoralize Flee Fearshock
Detect < Beast, Chaos, Detection, Dragonnewt, Gems >
< Life, Malice, Man, Magic, Metal, Plant >
< (Specific Species), Spirit, Unlife, Weapon >
These spells tell the caster the direction and distance of all
matching object types within range of the spell; Detect Chaos only
detects active Chaotic magic. They are stopped by greater than
3m x ITN of stone, or Ward Detection. Show and Detect are
considered part of the same category.
Disguise < Intent, Magic, Sight, Smell, Sound, Spirit, Taste, Touch >
These spells make the recipient less visible to the target sense,
by magical camouflage. Most add 25% per ITN to the appropriate skill;
resulting skills over 100% do not subtract from the opponent's skill
chance, rather a "Special" always defeats a "Normal Success", etc (as
per Heroquest rules). The skills covered are: Sight - Hide, Smell -
Odor Wash, Sound - Move Silently, Taste - Disguise Poison, Touch -
Forge Material/Coinage. Disguise Intent acts as ITN pts "permanent"
Detection Blank vs Detect Traps. Disguise Magic and Disguise Spirit
subtract ITN from spell or spirit POW in the Magesight formula.
Enhance < Hearing, Smell, Tactile Sense, Taste, Vision >
These spells magnify the recipient's sense. They do not increase
related Sense skills, but rather allow use of the skills at a greater
distance, or higher sensitivity. For ranged senses, each point of
intensity doubles the effective sense range. Enhance Tactile Sense
has an unwholesome reputation for being heavily used in houses of
ill repute.
Guide Missile
Each ITN adds +10% to one missile, adds 20m to range, or increases
the ENC limit of the missile affected (starts at ENC "0"). Missile
accuracy can be boosted to a maximum of +40%.
Illusion of < Weapon, Missile >
These spells mimic a weapon attack. For each ITN, the illusion
weapon(s) attack in succession on the SRs following the real weapon
attack. They expend on that attack. Like all Illusion spells, each
ENC of illusion uses ITN. Therefore, an Illusion Weapon must have a
3 ITN to support a 3 ENC weapon (Greatsword, etc). The attacker must
roll an attack for each strike, and the defender gets full parry (or
dodge) against each. Illusion weapons can only do base weapon damage
(no boosting, damage bonus, or specials).
Image of < Intent, Magic, Light, Smell, Sound, Spirit, Flavor, Texture >
These spells create a insubstantial illusion to the specified target
sense. They do not prevent detection of other objects, but can be used
to cloak true nature (for example, while Image of Light won't make
the caster invisible, it could make him look like a Troll). The Image
can be detected as "suspicious" or "somehow wrong" by skill vs skill
for senses; Magesight is the sense skill roll for Intent, Magic and
Spirit. All Images are incapable of inflicting damage; when jostled,
or damaged, the image will disappear.
Invoke < Cold, Dark, Earth, Fire, Heat, Light, Water, Wind >
These spells invoke a specific element. This may have several
effects: does damage to targets with the element in the area, adds
ITN hit points to corresponding elemental type (to max rollable),
and/or brings ITN cubic meters of the element into the surrounding
area, if it is common there. If it is uncommon (e.g. water in the
desert, air underwater), this spell brings only a small quantity of
the element. If it is normally impossible (fire underwater), the
spell does not function. The damage form depends on the element
type; see below.
Spell Effect when cast on target/location
Cold ITN Damage to location, Metal Armor protects at 1/2 value
Dark ITN Damage Salamanders and Unnatural Fire Creatures (loc)
Earth ITN Damage to each of target's leg loc. (armor protects)
Heat ITN Damage to location, metal armor protects at 1/2 value
Fire ITN Damage to target, can ignite flammable targets
Light ITN Damage to Shades and Unnatural Dark Creatures (loc)
Water ITN Damage only underwater, plus air-breather suffocation
Wind ITNx2 in STR vs STR+SIZ for knockback (location spell)
Invoke spells can also be used partially mitigate natural effects
of the opposite direction. Invoke Fire can raise temperatures by 10
degrees (if it is cold), Invoke Cold can lower temperates by 10, etc.
Lower <Accuracy, Damage, Magic>
The inverse of Boost spells. Lower Magic (often called Dispel
Magic) attacks spells, so does not require Mana va Mana. Lower
Accuracy and Lower Damage are duration spells; they emit no visible
dweomer, but can be seen with magesight.
Magesight
Recipient sees free spirits at a range of ITN*20 meters, and
embodied spirits and spells which have a POW greater than
( 20 - ITN*5 ); it is blocked by more than ITN*3 meters of
stone, earth, or metal.
Mindspeech
As RQ2 Mindspeech spell.
Remove < Beauty, Health, Life, Mana, Mobility, Strength, Quickness >
The inverse of Aid. Requires MP vs MP to work. These are not
mind affecting spells, and as such, the target is aware of his
condition. A target whose Mana (temp-POW) has been removed to 0
falls unconscious. Except for Remove Mana and Remove Life, which are
permanent (until regenerated or healed), the target immediately
regains his characteristic after the spell effect ends.
Restore < Bone, Matrix, Fabric, Flesh, Stone, Wood, Writing >
These spells permanently restore their intensity in ENC of the
specified material, by making it conform to its original "spiritual
image". If the image has been damaged along with the object (for
instance, as happens with Chaos wounds), the spell does not work. If
the Intensity is not enough to affect all the object, only a partial
restore occurs. A recast cannot restore the remainder of the same
object, except for Restore Flesh which will work after 5 minutes have
past. If a higher Intensity spell is cast on an object already
restored, only the difference is added.
Restore bone reattaches limbs, and can restore cracked skulls, but
does no other healing. Typically, a bone has 1/3 the hitpoints of
a location. Restore Flesh is often simply called "Healing".
Show < Beast, Chaos, Detection, Dragonnewt, Gems >
< Life, Malice, Man, Magic, Metal, Plant >
< (Specific Species), Spirit, Unlife, Weapon >
These spells act like their equivalent Detects, except that targets
within range of the spell visibly glow with a soft dweomer visible to
all (including the targets).
Slow < Bleeding, Death, Disease, Poison >
Various uses of the Life and Stasis rune to delay physical damage
or death. While under the spell duration, the recipient avoids either:
blood loss, death (the spirit remains in the body), disease rolls, or
poison effects. The instant the spell wears off, the effect resumes.
These spells are incompatible with each other, and cannot overlap.
It is not possible to perfectly coordinate the casting of one spell
with the ending of a previous spell. These are not attack spells.
Suppress < Air, Dark, Earth, Fire, Light, Water >
These spells attack a specific element. This may have several
effects: Acts as ITN Dispel vs all magic based on target element, does
ITN damage to target elemental type ( no POW-vs-POW necessary ), and
if element is not "natural" in present area, destroys ITN cubic meters
of it. Dark is natural to Night, Light is natural to day, Water is
natural to Ocean, Earth is natural to ground, etc; Fire is never
natural in the mundane plane. Suppress Air/Water causes suffocation
to air/water breathers, Suppress Air also acts like ITN/2 Suppress
Fire on unmagical fires.
Ward < Damage, Detection, Magic, Mind Spells, Spirit, Weapons >
These spells lower the effect of specific attacks against the
recipient. They respectively stop physical damage, detection,
magic, mind-affecting magic, spirit attacks, and weapon hit chance
(ala Shimmer). Each ITN lowers the attack effect by 1 (or 5%).
Ward spells are incompatible with each other. Their effect is
extremely visible.
Wall of < Dark, Detection(Truth), Fire, Light, Moon >
These spells create an insubstantial wall of the specified element
or rune. They are ITN*15 square meters, and may be moved a rate of 1
meter/round by concentration. They do not form physical barriers
(see Barriers for this in the Journeyman section). Their chief
property is to interfere with ranged senses or detections, though
each does this in a different way. Each has another special property
listed below.
Element Stops: Property
Dark Vision, Sound; Stops all normal light
Detection Nothing; Generates sound when passed through
Fire Vision, Smell; Ignites flammable objects
Light Vision, Sound; Generates light as Lightwall
Moon Vision, Sound; Translucent: kaleidoscope effect
4 JOURNEYMEN
4.1 Journeymen - General Statement
When an apprentice finally convinces his master that he has skill
in the basic arts of magic, he is released to prove it to everyone
else. For most, this is a transitory period where the sorceror
wanders the world in search of fame, knowledge, skill, and fortune.
Fame is by far the most valued of these, for with sufficient notoriety
come fat offers of employment for positions in the courts of various
local barons, counts, dukes, and even kings.
To achieve such fame requires sophisticated use of the magical arts,
acts of bravery, not a little political astuteness, and often a
considerable amount of luck. About half of all Journeymen never
make it. Most of the rest live by their wits until an offer -any
offer- comes in.
At risk of offending a local lord, the bravest, most powerful, and
most arrogant of Journeymen may refuse an initial offer, in hopes of
obtaining a better one from a higher court. But doing so usually
makes the Journeyman sorceror unwelcome in the lands of the offended
lord. A journeyman who offends too many lords this way is at risk
of being declared a rogue and outlaw. Few sorcerors actually do
this, though the western lands are filled with legends of great Adepts
who, having grown weary of courtly restrictions, now live in distant
towers making pacts with the demon gods of the infidels, and
performing other unwholesome and dangerous magical experiments.
4.2 Becoming a Journeyman
Apprentices become Journeymen when their master allows them to.
The Apprentice must have at least 50% in all Apprentice Manipulation
skills, 3 Apprentice spells, and the Identify Spell skill; they
start at 50 + 2d6 in each of the above. In addition, they start
at 15% + bonus at all Journeyman internal manipulations. For a
typical 11 year old, this typically happens after approximately 5
to 6 years of study. Some Apprentices stay on for longer than this,
especially if they are slow learners, but eventually the Magus will
tire of providing free training, and kick them out.
4.3 Remaining a Journeyman
Sorcerors remain Journeymen while they are alive, not accepted a
Magus teaching position, and not been declared an outlaw. Journeymen
are free to learn any skills, though because of practice limitations,
are somewhat limited in the speed at which they can do so.
While it does not change their status in any way, most Journeymen try
to maintain good relations with their former master. A Journeyman
can often get a discount for training from his mentor, especially if
he is proving successful. This is because the fame of a successful
Journeyman rubs off on the Magus who first taught him.
4.4 Journeyman Spells and Techniques
Journeymen can purchase sorcery skill training from any Magus willing
to teach them. Standard prices are listed in section 3.5.8.1. Magi
are willing to teach more advanced skills to Journeymen than they
are to Apprentices. Also apprentices are often simply not capable
of learning more advanced techniques. Journeymen may even learn
Magus techniques, though this is rare (see section 5.4).
4.5 General Mechanics
The following rules apply to all magics at Journeyman level or higher:
4.5.1 Complexity
Advanced sorcery skills are far more complex and difficult to perform
than Apprentice spells. To simulate this, all Journeyman skills have
a Complexity modifier of -15%. To succeed, you must roll under the
Journeyman skill or spell minus 15; otherwise the spell or skill is
a failure, and/or miscast. Complexity does NOT affect rolling checks,
nor does it affect spell manipulation thresholds. It DOES affect
independent skill thresholds. Any roll of 01 to 05 is still a success,
no matter what the modified skill is.
4.5.2 Skill Prerequisites
Journeyman sorcery skills can have skill prerequisite. The effective
skill (before complexity, or difficulty modifiers) cannot exceed the
prerequisite skill. Any percentage increase in an advanced skill which
would exceed the prerequisite skill, is given to the prerequisite
instead. Any roll over a reduced Skill Prerequisite internal
manipulation results in a miscast.
Example: a Journeyman has 85% in Identify Spell, and 84% in Analyze
Spell. Due to the Complexity of Analyze Spell, the Journeyman must
actually roll (84 - 25 =) 59% to analyze spells he is unfamiliar with.
On successfully using Analyze Spell, he gains 5 skill points. He
ends up with 87% in both skills.
4.5.2.1 Prerequisite Incompatibility
Except for Spell Prerequisites, Sorcerous skills are incompatible
with their prerequisite. If a Sorceror fails one, he cannot use the
other for the same purpose. For example, if above Sorceror fails
on his Identify Spell, he cannot use his Analyze Spell to try again
on the same spell or object (and vice versa). It automatically
tests against the appropriate skill as the situation warrants.
4.5.3 Sheet Simplification
Though it has no effect on the rules, players may find it easier
to list Journeyman skills at their success value (skill minus
complexity), rather than true skill. If you do this, remember
to still use the true skill percentage when rolling checks.
4.5.4 Functional Intensity
Certain spells require a minimum "intensity" before they become
functional.
4.5.5 Advanced Techniques
There is no restriction which prevents Journeymen from learning
Magus techniques, if they are deemed ready for them, and can
pay for the training. "Ready for them" means that all prerequisite
skills have reached a high enough value so that the Journeyman can
have a positive skill value in the Magus Spell or Technique, despite
their Complexity.
4.6 Journeyman Mechanics
The techniques listed below are taught to Journeyman. Except as
otherwise noted, they all have a -25% Complexity. Journeymen just
promoted from Apprentices start with 15% + bonus in these skills;
with complexity, this can reduce them to less than 0%.
4.6.1 Analyze Spell
This Professional skill allows the Sorceror to identify what a
spell, or operating magical object, does even if he is not
familiar with the type of object. Identify Spell is a prerequisite.
4.6.2 Teach Cantrip
This Profession skill allows a Journeyman to teach a cantrip.
The Journeyman must know the cantrip to teach it. It does not
suffice to know the advanced sorcery spell the cantrip is based
on. A miss on this skill means that the Journeyman has failed
to impart the proper knowledge to his student. The (non-magical)
skill Teach is a prerequisite for Teach Cantrip.
Journeymen who learn this skill to 90% (65% success chance), can
apply for a "teaching credential", which brings them a middle class
income. In most areas, credentialed sorcerors who fail to impart
spell knowledge, must by law continue to teach until they do so.
A 10% refund is also customary as an apology.
4.6.3 Reduce Mana
This internal manipulation lowers the Mana necessary to power a spell,
by making it more efficient. The minimum Mana cost is 1/2 base
cost, or 1 MP, whichever greater; Reduce Mana does not lower the spell
"power" for spell fumbles. Reduce Mana has the Spell as Prerequisite,
and gives the spell a difficulty modifier of -5% per point of Mana
reduced. Reduce Mana miscast is duration Miscast-50. Any result
less than zero is an abortive spell failure.
4.6.4 Disperse
This external manipulation allows a Sorceror to Abort the effects
of spells miscast by anyone he is within 5 meters of; each extra
5 meters distance subtracts 5% from the Disperse skill. The other
spell caster must allow this to happen. Disperse has Abort as
a prerequisite. Disperse is heavily used when teaching novices.
4.6.5 Speed
Each level of this internal manipulation allows the Sorceror to
lower the SR needed to cast the spell, down to his DEX SR (-1 SR per
10%). Speed has the spell as Prerequisite, and gives the spell a
difficulty modifier of -5% per SR. A speed miscast results in
a Spell Miscast.
4.6.6 Multitarget
This internal manipulation allows the Sorceror to target a single
spell at several targets. Each level adds an extra target. The
intensity is divided among the targets, and the spell must have a
minimum Functional Intensity to affect a target. Both the spell,
and Intensity are prerequisite for this skill. Miscasts result
in spell failure.
4.6.7 Enchant
This internal manipulation causes the spell effect to be permanent.
There is a price: it costs permanent POW. Except as otherwise
noted, no Active (POW vs POW) spell can be enchanted. It takes
one hour per point of POW to enchant. Miscast spells which are
not aborted, will also work with the enchant effect. An abortive
spell failure means that permanent POW is lost. The prerequisite
for enchant is Duration. Enchant is often used with the Grant
Spell, and Bind spells.
4.6.8 Remote Targeting
This external manipulation allows the caster to use the vision or
senses of a clairsense spell, or person or creature he is in mindlink
with (see Mindlink, and Clairsense spells). The spell must still
have the range to cover the attack. Range is a prerequisite skill.
4.6.9 Advanced Ritual
This External Manipulation trades time and concentration for increased
percentage. It applies to all Sorcery Skills used with one cast of a
spell. One day gives +1d6%, and each doubling thereafter adds another
+1d6. Each d6 subtracts 5% from the success chance for Advanced Ritual,
skills cannot be increased past half-again (1 1/2 times) their modified
value. It applies after all other manipulations and modifiers, and
cannot be combined with Concentration or Simple Ritual (since these
are assumed to be already in use).
Advanced Ritual increases the base value of sorcery skills used in
conjunction with it. This increases base Threshold values, so for
example, it enables casting higher intensity spells than would otherwise
be possible. It requires completely free movement; ENC limits start
from 0, not STR+CON/4 as is normal (see section 2.5.8.2). If the
skill roll is missed, SUBTRACT the amount rolled from all percentile
rolls, including any Abort/Disperse attempt. During long term
rituals, all skills not used with the spell lack practice time.
4.6.10 Realm Mastery
This Professional skill is the "general knowledge" of Sorcery. There
is a Realm Mastery for each rune (e.g. Fire Mastery, Life Mastery,
Death Mastery, etc), though training availability is often a problem.
No matter what practice limits would normally apply, the base skill of
spells in a Sorceror's Realm, is never less than his (modified) Realm
Mastery. For example, a Sorceror with a 75% Fire Mastery, can cast any
fire spell he knows about at a minimum base percentage of (75 - 25 =) 50%
whether he has practiced the spell or not.
There is a drawback. The "magical intuition" of realm masters outside
their realms is limited. The default "spell crossover" drops 1% per 5%
in base Realm Mastery (see section 3.7.1). For this reason, some
Sorcerors choose not to learn a Realm Mastery. Each Realm Mastery
after the first is at an additional -25% complexity, -50% if the
sorceror has Realm Mastery of an opposing rune; for purposes of this
comparison, all Elements are considered "opposite" each other.
Some Realms are not taught, and may not exist (Fate, Luck, Dragon,
Infinity). Others are available, but outlawed (Chaos). A few have
higher base complexity modifiers (Illusion -25%). Here is a partial
list of Realms, and the spells they cover;
REALM SPELL TYPES
Element Summon Elemental Type, invoke/suppress element
Death Disruption, Slay, Damage boost
Life Healings, Fertility Spells
Spirit Bind Spirit, Ward Spirit
Beast Shapeshift, Transforms, Adapt Environment
Man Awaken, Aid Characteristics
Chaos Consume(Tap), Summon Demons, Corrupt
Magic Reflection, Dispel, Countermagic, Grant Spell
Mastery Guide Missile, Boost Accuracy, Aid Skill
4.7 Journeyman Spells (Complexity 25)
Adapt Environment < Air, Cold, Dark(Vaccum), Earth (Pressure), Fire, Water>
These spells make the recipient immune to a hostile environment (Air
is hostile to water breathers). Each ITN prevents 1 pt of ITN/round
damage which would otherwise be taken by being in the hostile environment.
Since Suffocation does a maximum of 1d8/round, to avoid this the minimum
Intensity is 8. Each Adapt spell has its corresponding Invoke spell
(element) as a prerequisite.
Aid Nature <Fertility, Healing, Plant Growth, Recovery(Con), Rot >
These spells help natural processes along in a target; each
spell's effects are specific to the natural process it aids. Aid
Fertility increases the length of time a creature is fertile. Aid
Rot speeds decomposition of dead matter. For most Aid Nature spells,
the natural process is speeded to an ITN*ITN to 1 ratio. Thus an
Aid Plant Growth 5 speeds growth to a 25 to 1 ratio for the spell
duration. A target does reponds to this spell at half effective ITN
for twice the duration of the spell. Aid Nature spells do not affect
aging.
Awaken < Specific Animal >
The target animal gains Free INT equivalent to the ITN of the
spell, but no more than its natural Fixed INT (typically 3d6). This
spell does not give the animal the ability to communicate other than
what it originally could, but it can learn skills, and otherwise act
in a completely intelligent manner. Awaken can can be combined with
Enchant. Awakened Animals do not automatically act like Familiars
(i.e. no Mindlink, spell support, etc), however they do recognize
their condition, typically enjoy it, and often feel grateful to the
Sorceror who has given them this knowledge.
Banish <Demon, Elemental Type, Ghost, Special Spirit, Spirit, Undead Type>
The opposite of Summon, this spell destroys the physical body of
the named unnatural creature. "Unnatural" is defined as requiring
magic to maintain its existence on the mundane plane, and has nothing
to do with "missing" or "fixed" characteristics; a demon has all
characteristics, but is still "unnatural". To be successful, the
spell must overcome either the Power of the Summon spell, or the target's
POW, whichever is greater. Banish has a Functional Intensity requirement
of 1 ITN per 5 pts of (max) characteristic. Banish Elemental Type
has Suppress as a prerequisite, the remainder have Lower (Dispel) Magic
as a prerequisite. Banish Vampire has a Complexity of -50 (a Magus
spell). Banish Demon has a Complexity of -100 (an Adept spell).
Barrier of < Earth, Magic, Water, Wind >
These spells create physical barriers of the specified element,
which must be already present in substantial quantities. The base
spell gives 15 cubic meters, with a structural integrity of ITN d6.
To pass these walls requires STR vs STR (of the wall). Simply
Passing through a wall does not disrupt it. Normally the wall
doesn't move, but Walls of Water and Wind may be set to move at
10 meters/round if desired.
Earth Immobile wall; ITN Armor points, forms 1m/phase
Magic ITN "protection" vs everything; ITNx1 STR
Water ITNx5 STR vs boats, ITNx3 Water Wall STR
Wind ITNx2 STR wind wall
Bind < Animated Species, Demon, Elemental, Ghost,
Special Spirit, Spirit, Undead Type >
Bind spells allow the caster to dominate (completely control
the actions) of an unnatural creature (see Banish for definition),
it requires overcoming the POW of the creature. Bind may be
enchanted, but like all enchantments, this takes time to do. So
typically, a spirit must be bound once (to keep it from attacking,
and then bound for enchantment). Bind has a Functional Intensity
requirement of 1 ITN per 3 POW of creature. Unless the Bind has
been enchanted to permanency, an unnatural creature always becomes
unbound after it exits the normal plane, no matter what the normal
duration of the spell. When a Sorceror dies, even if this is
temporary, he looses all Bindings.
Clair < Audience(Sound), Gustance(Taste/Smell), Voyance(Sight) >
These spells give a viewpoint for senses up to the spell range
away. They are stopped by more than ITN*3 meters of solid material,
but the magical pathway need not be straight; as long as there is
a way to trace from the caster to the target location which is
less than the length of the spell, it can be sensed through. The
sense location of a Clairsense spell may be moved at a rate 3m/round.
Clair senses have their corresponding Enhance sense as a prerequisite.
Commune <Specific Animal, Unawakened Spirit>
These spells communicate via raw emotion to a specific type of
unintelligent creature. It requires a POW vs POW roll, unless the
creature is particularly trusting. Once communication is
established the Sorceror may use his emotional persuasion (equivalent
to a "Fast Talk" roll), to persuade the animal to do what he wants.
Even if persuaded, the animal may change its mind at any time.
Consume < Beauty, Health, Life, Power, Strength, Quickness, Youth >
These spells transfer attributes from the target to the caster;
Consume Youth transfers 1 Season of lifespan per level. Unlike Aid,
with Consume a Sorceror can raise his characteristics beyond species
maximum. The caster gains the attribute only for the spell duration,
but the target looses his characteristic permanently. However like
Aid, it is possible to enchant a Consume spell to make the benefit
permanent. Consume is also called "Tap", and is subject to strong
cultural restrictions (spell training is extremely hard to get).
Consume requires 3 ITN per level, so its minimal Functional Intensity
is 3. A 51-00 miscast of any Consume spell reverses the effect.
Consume has Remove (same characteristic) as a prerequisite.
Defeat < Spell >
These spells prevent ITN worth of effect of a magical spell
from working on the target, for as long as the duration is in effect;
it cannot prevent magical detection or illusions (since these spells
are not directly working on the target). They are active spells, if
the target resists. The use of Defeat Spells vary widely. Defeat
Healing (restore flesh) is cast on enemies, Defeat Disruption is cast
as a protective measure on oneself (and friends). Defeat Dispel
(Lower Magic) is a favorite of many Sorcerors, and may be used to
protect valuable long-duration spells. Defeat <Spell> can not stop
the miscast effects. Defeat spells are not incompatible with each
other, or Ward spells. Each Defeat spell, has the spell that it
defeats as a prerequisite.
Element Attack < Air, Dark, Earth, Fire, Light, Water >
These spells invoke the powers of elementals, without using
elementals themselves. They grant Lightning, Fearshock, Crevice,
Firebolt, Sunbright, and Soak, respectively; this is as a normal
(single) elemental attack. Reasonable quantities of the element
must be present for the attack to work. Moon Attack (Madness) has
not yet been developed, but some Magi are reportedly working on
it. Each Element Attack has its corresponding Invoke as a
prerequisite. The Functioncal Intensity is 2 ITN; each ITN after
this adds 1d3 to the damage.
Element Movement < Air, Earth, Water >
These spells give the recipient special elemental movement.
They respectively grant: Flight, Dig, and Swimming, of ITN m/round.
The recipient can penetrate ITN worth of Barrier Element, without
being affected by it.
Form < Earth, Fabric, Metal, Stone, Wood >
These spells change the shape of the specified object material
to whatever the caster desires. The effect is permanent. Each
ITN allows the Form to reshape denser material (ITN HP/Armor). Form
matter has no effect if the ITN doesn't at least match the element
density. Form has Restore as a prerequisite.
Grant < Spell >
These spells allow the Sorceror to give the ability to cast a
spell to the recipient. To successfully Grant a spell, the Sorceror
must successfully cast the spell (with all manipulations the spell
is to have), then successfully cast the appropriate Grant Spell for
that spell. While the duration of Grant Spell lasts, the recipient
or object is a rune of the spell, and may direct Mana to automatically
get the spell effect. Of course, 96-00 still fails, and POW vs POW
is still necessary for active spells. A Granted spell cannot be
further manipulated (except with the Adept skill Control Spell). All
Grant Spells have a Functional Intensity requirement of 1 ITN per power
point of the spell they grant. They also have their spell as a
prerequisite. Grant Spell can be Enchanted. This can creates spell
matrices, or ingrained sorcerous abilities to others.
Harmonize < Form Type >
These spells allow the Sorceror to take physical control of the
target's body. There is one spell per body type, humanoid form being
the most commonly taught spell. To succeed, the sorceror must win
a POW vs POW. To stop the target from moving, the Sorceror must
win his POW+ITN vs target STR. To move the target requires winning a
second POW+ITN vs target STR. The POW vs STR takes place each round;
Harmonize is an active spell, requiring an attack action every round.
Illusion of < Intent, Light, Smell, Sound, Spirit, Flavor, Texture >
These spells make substantial illusions, which can interact
with the world. This includes hurting people. Each ITN is one
"point" of characteristic, in the chart below:
Illusion Characteristic/Value At ITN 10
Intent Fixed INT
Light Light illuminates (ITN * 30/m) Sunbright
Smell Odor smellable at (ITN * 30/m) Poison Gas
Sound Sound hearable Deafen
Spirit Spirit POW
Flavor ITN Acid, Poison, or Venom
Texture ITN HP/Armor
Due to a certain about of "illusionary crossover", an illusion
in one sense, will be detectable (though have no effect) to other
senses. In addition, when used to give substance to a single
creation, Illusion spells can be simultaneously cast without using
Multispell. Illusions are immobile, unless they have Texture. They
are totally inanimate unless they have POW. They will perform no
independent action unless they have Intent.
Illusions are set on spell casting, and then are totally
independent of their caster. Each Illusion spell has its Image
as a prerequisite.
Inhibit <Fertility, Healing, Plant Growth, Recovery(Con), Rot >
These spells slow, or prevent natural processes on a target. The
Natural event is slowed to a 1 to ITN*ITN speed ratio (thus, a ITN 5
Inhibit Rot slows natural decomposition to a 1/25 ratio for the
duration of the spell). Inhibit Nature spells do not affect aging.
Mindlink
This spell sets up a mental link to another intelligent recipient.
Each may view from the senses of the other. Runemagic, battlemagic,
and granted runes (if any) may also be accessed, but not skills or
sorcery spells. Mindlink has a Functional Intensity requirement of
2 ITN (per creature). It has Mindspeech as a prerequisite.
Reflect <Spell>
These spells cause their corresponding spell to automatically
reflect back at any target which casts it on the recipient, if the
spell ITN less than or equal to the Reflect Spell ITN. All Reflect
spells have the spell that they reflect as a prerequisite.
Shapeshift < Animal Type / Bodypart >
These spells change the recipient's specified bodypart into an
animal form; it is a touch only spell. Shapeshift is not a well liked
spell among western lands, so it is often difficult to obtain. All
crossover percentages only apply to parts of the same animal (Transform
to Bat Head crosses over to Transform to Bat Wing, but not Transform
to Scorpion Stinger). Each of these gives benefits depending on the
animal type. Typically, what is gained is as follows:
Transformed Part Benefit
Arm Arm Attack: (DEXx5)// Damage: 1d8+1 + Damage Bonus
Body 2 pts Armor per ITN
Legs/Wings +1 Unique Movement per ITN (flight, swim, jump, climb)
Head Bite Attack: (DEXx5)// Damage: 2d6 + Damage Bonus
(or) Animal Sense
(or) Environmental Ability (breathe water)
SoulPact < Familiar >
This spell forges an extremely deep link between the Sorceror
and a willing intelligent creature; once correctly cast, the effects
are permanent. After such a pact is made, both mentalities have full
access to the other's abilities, are in Mindlink, and decisions are
made mutually. This changes the Sorceror's behavior; SoulPacting with
a Salamander makes a Sorceror a pyromaniac, SoulPacting with another
human, or more than one creature, causes schizophrenia. For this
reason, Sorceror's typically SoulPact with animals who initially have
no particular drive or ambition (low WILL). They awaken animals for
just this purpose.
Sorcerous Familiars (SoulPacted awakened animals), learn their
master's skills at an incredible rate, and soon become full fledged
sorcerors it their own right. From then on, the animal learns spells
and skills independently of its master (though each can access the
other's skills). Checks made by one, do not get given to the other.
The natural lifespan of a familiar becomes that of the sorceror.
Death of either member of a SoulPact causes the other being to
become uninterested in life. Assuming that the death is permanent,
the living partner goes into a state of permanent psychic shock,
and is unable to take any normal action. After a few years, death
is usually the result.
Summon < Demon, Elemental, Ghost, Special Spirit, Spirit, Undead (Types) >
Summon spells allow an unnatural creature to enter the normal
plane of existence and act. It does not control the actions of the
creature (see Bind). Unbound summoned beings aren't always hostile
to the summoner; they will simply follow their nature. The Various
Summon Undead spells are permanent, all other summonings last for
the spell duration.
A summoned being must have a link to its normal plane from which
to manifest (a body of Water for an Undine, a Chaos pit for a Demon,
a dead body for a Zombie, etc), or else the spell fails automatically.
The manifestation is also limited by the size and power link (e.g. if
you Summon a Fire Elemental out of a candle, you get a candle-flame
sized salamander). Creatures summoned for long periods of time must
"rest" in such areas, or they will dissipate; the more hostile the
environment to the summoned being, the more quickly this occurs.
If a Sorceror has already bound a creature, he may always summon
that being. Otherwise, a random creature is summoned. A being whose
form was "killed", "banished", or "dissipates" is in shock. While it
can be summoned, it can take no action for about an hour - even if bound.
Summon has a Functional Intensity requirement of 1 ITN per 5 Pts Max
Summoned Being Characteristic; a Summon ITN 1 can summon a being with
no more than 5 pts in any characteristic. Summons can be combined with
Enchant, giving the creature permanent existence on the normal plane.
However, if the creature is "killed", the enchantment POW is wasted,
so this is not often done. Elemental Summons have their corresponding
Invoke as a prerequisite.
5 MAGUS
5.1 Magus - General Statement
When a Journeyman reaches a certain level of competence, he is
invited to join a court. Most leap at the chance, for it means
wealth, prestige, political power, consultation with one's peers,
and even free use royal magic items on loan. All this in exchange
for the trifling duties of court: practicing courtly graces,
flirting with damsels, counciling nobles, aiding the army in battle,
and (of course) using and teaching Sorcery.
Magi have to do a lot of the latter, for otherwise sorcerous
arts would be lost. In general, a Magus spends slightly more time
teaching than he once did surviving. However, since teaching is
steady, considerably less physically risky, and can be done closer
to home, most Magi consider it less onerous. A Magus typically
trains a year in the art of teaching Sorcery, before he is given
his first apprentices to teach. Some courts separate court
magicians from the rank of Magus, the higher rank denotes that the
Magus has successfully taught at least one apprentice to the rank
of Journeyman; since "Magus" means teacher, this is understandable.
5.2 Becoming a Magus
Magi are offered court positions based almost entirely on
reputation. This cannot be quantified, and is campaign dependent.
But even the greatest reputation will not make a court offer a
Magus position, to someone who has not at least 5 years as a
Journeymen. Often the wait is much longer. Lengths of 12-15 years
are not unheard of. Journeymen who are "unusual" in some way
often must wait much longer before being offered a position.
5.3 Remaining a Magus
A Magus retains his position as long as he follows the rules
of court, obeys the lord who employs him, and seeks approval for
magical experiments with a council of his peers. Few Magi consider
these conditions to be particularly restrictive. Those that do
end up leaving court, and (if they have broken the law) are legally
barred from using magic.
The stricture against using illegal magic applies to all Sorcerors,
not just Magi. Magi are a bit more restricted only because they are
more famous and live in court, whereas a Journeyman who wants to
try dangerous spell research is less likely to be noticed. Officially,
Magi are actually less restricted, because they can often special
license to pursue research. This is especially true for the pursuit
of new military magic, which nearly all rulers are interested in.
5.4 Magus Spells and Techniques
There is no internal limit which prevents Magus spells and
skills from being taught to Journeymen. However, in practice
Journeymen almost never have them. Most Magi will not teach
skills they consider too dangerous, and beyond that, many kings
outlaw the most militarily useful spells for fear of being
overthrown. But even beyond this, Magus skills are simply more
difficult, and often not as useful to Journeymen.
5.5 General Mechanics
The following rules apply to all magics at Magus level or higher:
5.5.1 Concordances
Some very complex spells require not only material components, but
have magical concordances -- times when the spell works best. Most
of these are seasonally based, though some work on the patterns of
the stars, etc.
5.5.2 Regimental Magic
Many Sorcery spells can be expanded to work on a regimental scale.
This requires a large number of coordinated magicians, all of whom
have knowledge of the spell, and a daemon (great spirit) to work.
While it is beyond the scope of this rules set, Magi are the general
class of Sorcerors who use regimental magic most effectively.
5.6 Magus Mechanics
The techniques listed below can be most easily accessed and practiced
by Magi. Except as otherwise noted, they all have a -50% Complexity.
5.6.1 Anticipate Spell
This Professional skill allows the Sorceror to anticipate the magical
effects of a matrix or magical item, simply by examining it. It is
not necessary to actually invoke the item (as with Analyze spell). The
cult of Arkat the Sorceror teaches a variant of Anticipate Spell which
allows its members to determine runespells possessed by others.
Analyze Spell is a prerequisite for this skill.
5.6.2 Teach Sorcery
This Professional skill allows the teaching of Sorcerous magic. It
is a jealously guarded secret. A magus must know a Sorcery spell
or skill at at least 90% to teach it. A miss on this skill means
that the Magus has failed to impart the proper knowledge to his
student, and must spend more time teaching. Teach Cantrip is a
prerequisite for this skill.
All Magi are instructed in this skill, and it raises by practice.
A Magus must spend 100 minus his modified Teach Sorcery percentage
teaching students (down to 10%). Thus, a Magus with 90% Teach
Sorcery, spends (100 - (90-50) =) 60% of his time teaching students.
5.6.3 Delay
This internal manipulation causes a spell to take effect after a
period of time has passed (Time Delay) or a condition met (Trigger).
The spell effect must take place within its normal duration, or
else it dissipates harmlessly. Base Delay is a Time delay or an
extremely simple condition (e.g. presence of a body). Each level
allows the condition to be more complex (e.g. presence of a humanoid,
presence of a troll, presence of a troll holding a weapon, presence
of a troll holding a weapon who doesn't say 'knock knock'). Delay
can only activate on things the sorceror has senses to see, or a
spell he could use to determine. You can't Delay an effect to
trigger for the presence of Illuminates or Spies, you wouldn't
otherwise be able to detect. Delay has Enchant as a prerequisite.
5.6.4 Remembered Target
This external manipulation allows the caster to cast spells on target
areas that he studies for approximately one minute. The spell must
still have the range to cover the attack. Remote Target is a
prerequisite for this skill.
5.6.5 Multispell
This internal manipulation allows the caster to combine spells.
For every level of Multispell, the user may add the runes of an
additional spell effect to a single cast. Only one set of External
and Internal manipulations are be applied to the combined spells,
only one roll is made to see if the spell succeeds, and (if
applicable) only one combined POW vs POW roll is made. Intensity
must be divided among the spell effects, and the minimum Functional
Intensity of each must be satisfied. If the spells are unrelated,
an additional difficulty modifier of 5% per level is applied to
all skills and spells. Multitarget is a prerequisite for this skill.
5.6.6 Ease
This external manipulation makes an Active (POW vs POW) spell take
only a passive action; the spell still requires the POW vs POW roll.
A miss on this skill means that the spell wasn't cast at all (not
a miscast). Ease has both Speed and the spell percentage as a
prerequisite.
5.6.7 Potion Brewing
This professional skill allows a Sorceror to bind a spell into a
potion. The skill includes knowledge of brewing methods, which
potion ingredients are appropriate to which spells, and the
techniques for placing the spell in the potion. If the potion is
to affect the imbiber, the spell is placed in the potion; if the
potion is to give the imbiber the ability to cast the spell, the
Grant <Spell> spell must be used. The caster must place twice the
MP into the potion to give it power, he is at -5% to his Potion
Brewing per extra Intensity of the spell. A miss on this skill
means the binding failed, and the ingredients were spoiled in the
missed attempt. A potion will remain unspoiled as long as its
seal is unbroken, and it is kept in a cool unlit place. Potions
are (off course) subject to the time limit requirements in RQ2.
5.6.8 Research Sorcery
This professional skill enables a Sorceror to create new Sorcery
spells (possibly even skills). It has a complexity of 50, and a
difficulty modifier of the complexity of the new spell being
researched (a value assigned by the GM). The spell's complexity
cannot be known to the Sorceror (or player) until the Sorceror
has a modified skill in the new spell of greater than 0%. If the
spell is unfeasible, the spell's complexity is effectively infinite.
Researched spells may only be raised through practice, successfully
casting the spell by rolling 01-05. Until its modified value
is higher than 00%, a miscast of a researched spell cannot be
detected and aborted (dispersed, etc), unless a modified Research
Sorcery skill is made. (While is is technically possible to abort
spell research, this is done before the new spell skill is cast, so
the Sorceror looses his chance to learn anything). Typically, this
means that in researching a new spell, a sorceror must suffer through
hundreds of uncontrolled miscasts, often with very strange and/or
deadly effects. Because of this, and the danger it presents,
unapproved sorcery research is illegal in most civilized areas.
Disperse and Anticipate Spell is a prerequisite for Research Sorcery.
5.6.9 Combine Magic
This external manipulation allows a group of Sorcerors to combine the
effects of their spells together. One Magus must act as the focus,
and it is his Combine Magic skill that is used. Once he casts his
spell, and makes his Combine Magic roll, a total of (CM Skill - Roll)/5
sorcerors may add their spell casts to his spell. Combine Magic has
Advanced Ritual as a prerequisite, and cannot be combined with any
ritual or concentration bonuses. If the central sorceror misses, the
spell is miscast. Each spell or skill which has a greater effect than
the central Magus adds 2/3 its power to the Central Magus's spell.
Each spell of equal effect down to half effect, adds 1/3 its power.
Each spell less than half effect adds 1 point. Spells which are not
boosted at all, add 0 to that effect. Miscast spells which are not
Aborted cause the combined spell to be threatened miscast. The
intensity of a threatened miscast is the combined intensity. Disperse
cannot be used on a spell miscast while the Sorceror was attempting
to add his spell to the pool.
Example:
Dagas, a Magus of Lord Norrin's Court, has decided to please his lord
by growing a Cherry Tree in the dead of winter. Unfortunately, his
skill in Aid Plant Growth is lacking, since he has always been bored
with helping farmers. Luckily, two Journeymen who owe him debts for
teaching, are considerably better, and by combining their skills with
his, he feels he can achieve the desired result.
Dagas has Aid Recovery of 94%, and thus (with a few weeks preparatory
practice) his Aid Plant Growth becomes 47%. He adds the maximum
allowed 4 levels of Intensity, 5 levels of Duration. This brings
his skill chance to (47 - 25 - 20 =) 2% (a minimum of 5% chance).
With this miserable ability, he ends up Aborting the spell half a
dozen times before he finally gets it right. Then he uses his
Combine Magic (at 97 base). Rolling an 11, he could include up to
a total of ((97-50 - 11) / 5 =) 5 other sorcerors to help his spell.
The first Journeyman has an Aid Plant Growth of 85%. Fearing a
miscast, he boosts with a minimum extra Intensity of 1, but adds
in 10 levels of duration (he is 102% with duration). He has a
(85 - 25 - 5 =) 55% chance of making it. Rolling a 39, he does.
His spell adds 1 ITN ( his spell is 2 ITN, Dagas's is 5 ITN), and
(10 * 2/3 =) 6 Duration (his spell has more duration than Dagas's).
The second Journeyman decides to add 5 ITN to his spell. He rolls
a 78, miscasting. The second Journeyman has one chance to abort
this miscast before it unbalances the whole spell; rolling less
than his Abort (98% - 25%), he succeeds. Sweating through the
effort, Dagas glares at him.
The spell is finished: it has an Intensity of 1 (base) + 5 (Dagas)
+ 1 (Journeyman) or 7, and a Duration of 1 (base) + 5 (Dagas) + 6
(Journeyman) or 12. The spell speeds the cherry tree's growth
by a ratio of 49 to 1, for a length of 14.2 days. Over the 2 week
period, it will gain about 2 1/3 Gloranthan years of growth. This
makes a small tree, unable to produce berries. Dagas is not
pleased with the second Journeyman's effort.
5.7 Magus Spells (Complexity 50)
Aid < Memory, Power, Size, Skill Type >
These spells increase various values, up to species maximum.
Every 3 ITN adds one level of characteristic. Every ITN adds
5% to the skill type. Aid Memory increases the target's effective
intelligence for INT based skills (for the spell duration), up
to species max. It does not affect learning.
Amnesia
The target forgets whatever the caster desires for the spell
duration. Levels of Intensity provide more discrimination in memory
deletion. Thus, an ITN 1 Amnesia may may the target forget
everything. An ITN 5 may may the target forget that when the target
saw the party approach, they were carrying weapons. Amnesia has
Mindlink as a prerequisite.
Animate <Plant, Statue>
These spells cause the named inanimate object to become animate
for the duration of the spell. These spells are subject to the same
effects and limitations as Summon spells. Functional Intensity is
one ITN per 5 pts of maximum characteristic of the creature, and
requires a Bind spell of the same type of creature.
Discorporation
This spell allows caster to temporarily separate his spirit. Each
2 ITN acts like 1 pt of the Discorporation runespell, but also subtracts
1 POW point from the sorceror's effective POW. Each 2 ITN also allows
the Sorceror to search back 1 "day" to find a recently killed spirit
(see Resurrect). The sorceror must Bind the spirit to bring it back
for resurrection.
Disrupt Magic
This spell creates a field in which the correct invocation of
spells is much harder to do. Base area is 3x3x3 meters. Within
this field, each ITN of Disrupt Magic subtracts 5% from the chance
for any spell to succeed. This includes runemagic and spirit magic.
Ensorcel <Species>
This spell is also called Command. It allows the caster to control
the actions of the specified species target. It is a mind affecting
spell, and as such, the target is not aware that he is being controlled.
Requests to perform obviously suicidal actions cause the target to roll
INT as a percentile to come out of the spell. FI is 2 Intensity.
Extend < Spell >
This spell allows the Sorceror to extend the duration of an already
existing spell (keeping it going, so to speak). The spell does not
have to be his own. To be effective, the Extend must have the same
Intensity as the original. The Extend's Duration replaces the original
duration if it is longer, otherwise it has no effect. Extend Spell has
the spell it extends as a prerequisite.
Immunity <Acid, Cold, Confusion, Physical Damage,
Fear, Fire, Lightning, Poison Type >
These spells give the recipient (partial) immunity to the specified
attack. They are incompatible with each other. At base ITN, the
recipient takes 1/2 damage (or the effect lasts 1/2 as long), after all
other protections have been applied. At ITN 5, this lowers to x1/3
damage or 1/3 duration. At ITN 10, this is full protection against
normal attack; special supernatural attacks by extremely powerful
beings may still penetrate even these defenses. Immunity has its
corresponding Adapt Environment as a prerequisite.
Inhibit Aging
This spell causes the recipient to age more slowly for its duration.
Aging is reduced to a 1 to ITN*ITN speed ratio (thus, an ITN 5 Inhibit
Aging slows the recipient's aging to 1/25th normal for the duration).
The recipient is also almost completely unable to learn from experiences
while under the effect of the spell; all skill increase is subject to
the same ratio (thus from the example above, if the recipient would have
gained 50% in a skill, she gains only 1/25th, or 2% instead). Each
subsequent Inhibit Aging spell cast on the same recipient subtracts 1
ITN from the recipient's effective age. Inhibit Aging is often
called False Immortality.
Resurrect
This spell brings a dead character back to life. The sorceror
must have already gathered the spirit from the spirit plane (see
Discorporation), and the body must be healed of whatever caused the
death. It has a minimum intensity requirement of 1 ITN per day the
character has been deceased, and 1 ITN per 10 years (or fraction)
over 30 the body is. Thus a 55 year old, dead 1 day, requires a
minimum 4 ITN spell. If the spell fails, the spirit escapes back to
its original place. Resurrect has a Functional Intensity of 3.
Store Mana
This spell allows the sorceror to store Mana in an object, it
does not fill the object with Mana, the sorceror must do that himself.
Once the duration expires, any Mana still in the container disappears.
Telekenisis
This spell allows moving objects at a distance. Its Functional
Intensity is 2, and has 5 STR per ITN put in the spell.
Telepathy
As the Lhankhor Mhy spell. Has Mindlink as a prerequisite, and a
FI requirement of 4. Extra ITN reaches further into the subconscious.
Teleport
This spell teleports the recipient to any location within range
that the sorceror can target. It requires a functional intensity of
1 Intensity per 5 SIZ teleported.
Portal
This spell creates a 3m x 3m portal. Base distance is 10 meters.
Anything (friend or enemy) can pass through this portal, though it
can pass only ITN*5 SIZ pts per round. At ITN 10, a Portal can be
retrouted into the heroplane. Used in this fashion, this spell is
often called "Reverse Summoning".
Transform to <Species>
These spells transform the target's physical shape into another
physical shape, changing physical species characteristic. Usually
the species has to already exist, though Transform to Giant <Species>
is an exception. Unlike Aid, Transform can increase characteristics
beyond "species max", since the species is changed. It often lowers
characteristics as well. The exact characteristics of the new
creature can't be precisely set by the sorceror. Transforms have a
minimum Functional Intensity of 1 ITN per 5 max characteristic points
of the victim. All Transforms have Shapeshift as a prerequisite.
Sacrifice
This spell allows a sorceror to use other sources of permanent
POW than his own - those of unwilling victims. When successfully
cast, each 10 points of POW is turned into one POW point for use
with Enchantment. If the spell is unsuccessful, the Sorceror must
use his own POW in the enchantment (Abort/Disperse cannot prevent
the enchanted spell from being cast). Sacrifice requires 2 minutes
to complete, overcoming the POW of the victim, and the killing of
the victim (actually destruction of the victim's spirit). It is
outlawed in most areas. Consume Power is a prerequisite.
Transmute to <Substance>
Each ITN changes one ENC of a substance to another substance;
the effect is not permanent. Transmute does not change magical
substances, or to magical substances; substances with living and/or
bound spirits in them are considered magical for this purpose.
Each Transmute has its Form as a prerequisite.
6 ADEPT
6.1 Adept - General Statement
Adepts are the heros of the Sorcerous worlds. Like heros, their
magic is to ordinary Sorcerors, like the magic of Sorcerors is to
commoners. Though not much is known about Adepts, their spells are
legendary in both power and effect.
What is also known about Adepts, is that they are a very reclusive
group. Their passion is magic, so rarely do they consider the intrusion
of worldly affairs anything more than a hindrance. Neither do the
courts of nobles and kings particularly like Adepts, for they do not so
much defy monarchical authority, as simply act as if it does not exist.
Never the less, in times of greatest troubles, Adepts will appear
in great battles, using their enormous and deadly powers to alter the
course of history. The most legendary Adepts have even been deified,
and cults have sprung up among them (Zzabur, Arkat, etc), though the
powers these cults have are unknown to most.
6.2 Becoming an Adept
The title "Adept" is not one which can be claimed or applied for.
Nor is it necessary to have become a Magus first to attain the ranking
of Adept. Rather, the appellation of Adept is one which is granted by
the consensus of sorcerors, kings, and the populace at large. The
simplest and most effective definition of Adept, is a Sorceror who is
too powerful to be stopped by anyone but another Adept.
Never the less, there are certain general standards for the "rank"
of Adept. The general traits of a "weak" Adept are as follows: sorcerous
skills around 500%, one or more useful heroic abilities (which usually
pertain to the casting of spells), and their own set of self-developed
spells and/or skills.
6.3 Remaining an Adept
The appellation of "Adept" remains for life. Sometimes even beyond
the end of life.
6.4 Adept Spells and Techniques
Occasionally, preserved in dusty archives, or found in distant
abandoned towers surrounded by monster and plague filled wilderness,
are research notes on Adept spells or skills. These are hoarded by
their finders as treasures more valuable than any magic crystals, for
they always have enormously powerful or valuable effects. Also, these
are usually kept secret, for fear of loosing the notes, or possibly
even having the Adept come back and reclaim them.
6.5 General Mechanics
The following rules apply to all magics at Adept level or higher:
6.5.1 Runic Associations
Sorcerors gain Heroquest runic associations based on spells (or
Realm Mastery) they know. For every 10% of a spell Tied to a rune,
the Sorceror has a minimum 1% relationship. These are NOT cumulative.
If the Sorceror has Invoke Fire and Summon Fire Elemental at 170% and
130%, he has a 17% (Fractional) relationship with Fire. The maximum
Runic Association gainable in this fashion is 30%.
6.5.2 Runic Association Limitations
A Sorceror cannot go beyond 10 x his Runic Mastery in any Realm Mastery
or Spell which uses that Rune in a major aspect. This means all
sorcerors are normally limited to 10 x 30 = 300% in most spells until
they gain more runic mastery from somewhere (on the Heroplane). All
sorcery spells have an association with the Magic rune.
6.5.3 True Names
To increase one's association with the Magic or Infinity rune above 50%,
increase one's POW above species MAX, or increase one's WILL above 100,
it is necessary to take on a True Name. A True Name is a manifestation
of a being's Soul (WILL), as separate from their Spirit (POW), or their
physical body. Knowledge of a beings True Name has enormous magical
consequences.
6.6 Adept Mechanics
The techniques listed below are legendary sorcerous abilities of Adepts.
Occasionally, the knowledge of how to cast one or more of these spells
may fall into the hands of a less experienced sorceror, usually via a
scroll or book of spell notes. Except as otherwise noted, they all
have a -100% Complexity.
6.6.1 Anticipate Research
This professional skill allows an Adept to figure out the most likely
complexity, requirements, and limitations, of a new spell without
actually creating it. It is not absolutely exact. Anticipate
Research has Spell Research and Anticipate Spell as a prerequisite.
6.6.2 Learn Potential
This professional skill allows an Adept to learn the sorcerous
potential of a person. Successful use gives the Adept knowledge of
the potential apprentice's INT, POW, DEX, WILL, interest in sorcery,
maturity, and host of intangibles which relate to the applicant's
ability to be a sorceror. For those who have not gained a True Name,
it gives the most appropriate choices. Adepts rarely take on
apprentices, but those that do usually do so because they see the
potential of another Adept in a young child. Learn Potential
has Anticipate Spell and Teach Sorcery as a prerequisite.
6.6.3 Curse
This external manipulation allows the caster to cast a spell, without
the target being present, or even knowing where the target is. The
target must still be within range. Targets on the heroplane are immune.
A curse takes years to work, as the spell locates the target. An Adept
foregoes any POW gain roll using this skill, in fact, there is no way
to know whether a curse has succeeded, unless the Sorceror learns the
fate of the person he cursed. Remembered Target is a prerequisite.
6.6.4 Penetrate
This internal manipulation adds one effective POW to the sorceror's
attacking roll on the spell's POW vs POW roll. Each level of
Penetrate subtracts 5% from the spell skill roll. A miscast penetrate
results in a spell miscast. Penetrate has both the Spell and Intensity
as a prerequisite.
6.6.5 Use Name
This external manipulation causes the spell to ignore all resistance
in the target. Spells which can only affect recipients can affect
targets with use of this skill. As its appellation implies, Use Name
requires the True Name of the target to work.
6.6.6 Projected Touch
This external manipulation causes spells which are "touch only", or
against a single target, to be projectable at range and all targets
within a volume. It has Increase Volume as a prerequisite.
6.6.7 Form Spell < Realm >
This external manipulation allows an Adept to create spells "on the fly",
in a specific realm of magic. The base new spell percentage is half
the modified Form Spell percentage. It has the same limitations as
Realm Mastery. Form Spell <Infinity> allows the formation of any
spell, but has a -200% modifier, and is hard to find as well. Each
Form Spell skill has its corresponding Realm Mastery as a prerequisite.
6.6.8 Tailor Spell
This Professional Skill allows an Adept to tailor the effects of an
existing spell, to effectively create a new one. Unlike Form Spell,
the new spell is not immediately available for use, it simply is now
known to the Adept. The Adept must "practice" the new spell, as if
it is a new one he has just become familiar with. The base percentage
of the new spell is half (1/2) the modified Tailor Spell percentage,
or 1/2 the spell being tailored, whichever is less. Research Sorcery
is a prerequisite. Impossible spells still have an effectively
infinite Complexity.
6.6.9 Control Spell
This external manipulation allows the Adept to control the casting
of spells by others in his vicinity. The Adept may control the
spell target, abort the spell, and/or add or subtract internal
manipulations, of anyone casting within 5 meters. If the target
resists, the Adept must roll his modified Control percentage vs the
target's Spell percentage on skill vs skill; ties are broken by POW
vs POW. The Adept is -5% and -1 effective POW for each 5 meters
outside the 5 meter radius. Control Spell has both Disperse and
Combine Magic as prerequisite. Control Spell takes an active action.
6.7 Adept Spells (Complexity 100)
Many spells of these type exist, this is just a sampling of the
most renowned spells attributed to Adepts.
Aid Intelligence
The recipient's INT is increased 1 for every 3 ITN, for the spell
duration, but no higher than the caster's INT. It has Aid Memory
as a prerequisite.
Alter Memory
The target's memories are changed to whatever the caster desires.
The effect is permanent. Levels of Intensity allow for more detailed
memories to be put in place. If the target is unaware that his
memories have been altered, the spell's ITN*5 is pitted vs the target's
INT for him to learn this; if he is aware, he must pit INT vs ITN to
identify false memories. Alter Memory has both Amnesia and Telepathy
as a prerequisite.
Banish < Demon >
This spell banishes demons. Often Adepts make spells tailored to
a specific demon or demon type, which up to doubles the effective POW
of the caster. It is one of the most common spell types left by
Adepts, often given to court magicians or magical colleges for use
during potential emergencies.
Bind < Adept, Demon, Dragon, God >
These spells allow an Adept to bind the named supernatural
creature. It does not work unless the recipient agrees to the
spell, the Use Name manipulation is used, or (in the case of
Demons) it is manifest on the mortal plane and its POW is overcome.
(Demons may be bound anywhere within Time, since the power of Time
weakens them.)
Create Life
This spell allows the Adept to create a new species, effectively
a new race of creature. It is a legendary spell which, to the
knowledge of historians has never been cast since the dawn of time.
There are, no doubt, numerous limits to the spell.
Damp Magic
This spell makes magic impossible in the specified 3x3x3 area.
It has a Functional Intensity requirement of ITN*5 the POW of the
highest POW spirit or spell in the area. Damp Magic has Disrupt
Magic as a prerequisite.
Defend
Each ITN of this spell increases the recipient's effective POW
against all defensive magics and spirit attacks. This is unbound
by species maximum.
Immortality
This spell gives the caster immortality for the duration of the
spell. Unlike Inhibit Aging, it has no bad side effects. Little
else is known about it.
Inhibit Time
Within the 3x3x3 meter square, the passage of Time is stopped.
Nothing can enter the area or exit it. The light level is exactly
what it was when the spell was cast. Anything caught within the
spell is automatically affected. Creatures which are partially
engulfed may try to resist. If they fail, the spell englobes
their body as well. This spell has Inhibit Aging as a prerequisite.
Spell Circle <Spell>
This spell creates a 3x3x3 meter area where casting a specific
type of spell is easier. Each ITN of Spell Circle increases the
ITN of the spell type being cast by one, for the duration of the
circle. While knowledge of how to cast this spell is hard to come
by, permanent spell circles exist in many major courts in the area,
left by Adepts. Spell Circle has Grant <Spell> as a prerequisite.
7 MAGIC ITEMS
Sorcery interacts with existing Gloranthan magic items in numerous
ways. This is outlined in this section.
Sorcery Matrices - Created via a Grant Spell Enchantment, these
allow the possessor to cast whatever sorcery spells they have
been carved with. Note that a Granted spell rune is already
formed, and so may not be further manipulated (intensified, etc).
Scrolls - Not really magic items, but when they contain secrets
of high sorcery, are considered as (or more) valuable than them.
Sorcery Enchantments - Created via the Enchant and virtually any
other sorcery spell, these objects perform their magic continuously.
Mana Storage - Created via the Store Mana Enchantment, these
allow a sorceror to store extra Mana.
Crystals - Are not common in western lands, and their powers are
often held in awe. Most crystals have the same effect that they
do in RQ 2, some interact differently with sorcery:
Power Enhancing - The crystal of choice for Magi, if they can
get them (which is rare). These double Intensity of "attack"
sorcery spells up to crystal POW. They do not affect defensive
sorcery or any healing or restore spells.
Healing Focusing - The next crystal of choice, these double
Intensity to "defense" sorcery spells, and all healing, restore,
or fertility related magic up to crystal POW.
Spell Storing - These crystals help sorcerors remember spell
knowledge, each crystal POW keeping one sorcery spell or skill
in "practice" without any need to practice it.
Sensitivity - Each crystal POW gives a free +1 intensity to
Magesight, and a free +5% (actually -5% difficulty) to all
"sensing" sorcery spells.
Potions - Created with the Potion Brewing Magus skill, these are
relatively common magic items in the western lands. This is
because potions both last longer, and contain more effective
spells, than in central Manria.
Truestone - Held very much in awe. Its lesser abilities are
holding Mana points, ability to hold spell knowledge much like
Spell Storing crystals. Truestone contains permanent POW which
can be used for enchantments though this colors the stone. Some
are already colored, and contain strange (though potent) magics.
Numerous Adept spells require Truestone as a component. Its
value in the western lands cannot be overemphasized.
8 CONDENSED RULES
This page holds a condensed page of sorcerous skill information.
Novice:
No skills. Spells limited to cantrips. See section 2.7.2.
Situation Sorcery Modifier
Casting while injured -5% per point off active magic/skills
Injured when casting Additional -5% per point off all magic
Helm/Arm armor -5% per thing over 1 ENC
Holding object -5% per STR used (hanging from a rope, etc)
Over "light ENC" -5% per thing over (STR+CON/4)
Arm disabled -50% if broken, grabbed, bound
(No more than -100% for combination of the above four items)
Unable to hear -50%, silenced, deafened, etc.
Gagged -100%
Demoralized 1/2 all active magic/skills
Unattuned Iron -5% all skills, +1 required Mana
Concentration +20%, 2x SRs; no defense; x1/2 spot/listen
Missing Components Subtract Complexity Modifier
Apprentice:
Skill Name Type Cplx Notes/Prerequisites
Abort Ext. 0 -5% Abort each spell Power>1
Simple Ritual Ext. 0 Adds 1d6 per hour to 4d6
Identify Spell Prof. 0 Identifies known spells; 05% default
Duration Int. 0 Doubles duration per level
Range Int. 0 Doubles range per level
Increase Volume Int. 0 Doubles volume (2x ITN Mana per level)
Intensity Int. 0 Preq: spell, -5% Spell % each level
Journeyman:
Analyze Spell Prof. -25 Preq: ID spell
Teach Cantrip Prof. -25 Preq: Teach
Reduce Mana Int. -25 Preq: Spell
Disperse Ext. -25 Preq: Abort
Speed Int. -25 Preq: Spell
Multitarget Int. -25 Preq: Spell, Intensity
Enchant Int. -25 Preq: Duration
Remote Target Ext. -25 Preq: Range
Advanced Ritual Ext. -25 +1d6/day, +1d6 per doubling, no limit
Realm Mastery Prof. -25/-25 Runic Spells always Mod. RM %
Magus:
Anticipate Spell Prof. -50 Preq: Analyze Spell
Teach Sorcery Prof. -50 Preq: Teach Cantrip
Delay Int. -50 Preq: Enchant
Remember Target Ext. -50 Preq: Remote Target
Multispell Int. -50 Preq: Multitarget
Ease Int. -50 Preq: Spell, Speed
Potion Brewing Prof. -50 -5% per Intensity of spell
Research Sorcery Prof. -50 Preq: Disperse, Anticipate Spell
Combine Magic Ext. -50 Preq: Advanced Ritual
Adept:
Anticipate Rsrh Prof. -100 Preq: Anticipate Spell
Learn Potential Prof. -100 Preq: Anticipate Spell, Teach Sorcery
Curse Ext. -100 Preq: Remembered Target
Penetrate Int. -100 Preq: Intensity, Spell
Use Name Int. -100 Requires true name
Projected Touch Int. -100 Preq: Increase Volume
Form Spell Ext. -100 Preq: Realm Mastery
Tailor Spell Prof. -100 Preq: Research Sorcery
Control Spell Ext. -100 Preq: Disperse, Combine Magic
Type Skills Basic 05-25 30-50 55-75 80-100
Sorcery Spells 0% 1000 2000 4000 EXP
Manipulation 0% 1500 3000 EXP EXP
Profession 0% 500 1000 2000 4000
9 CONVERTING RQ3 SORCERERS
This system is new, so obviously there aren't characters which work
with it. The rules in this chapter are intended to enable players
with pre-existing sorcerors to convert over to this system. It will
not necessarily enable the PC to do everything it could under the old
Sorcery system, nor will some of the stranger RQ3 limitations apply.
However, in addition to being more reasonable and not self-contradictory,
the character should be recognizable and playable after being converted.
Converting sorceror classes:
"Students" become Novices. All spells they know should be
converted to cantrip form. The highest percentage of Enchant,
Ceremony, or Summon becomes "Sorcery Lore". If these three add up
to more than 150%, then the "Student" may be considered a failed
Apprentice, in which case he follows Journeyman conversion.
"Apprentices" and "Adepts" become Journeymen. The sorceror
retains all sorcery percentages as base skills (before modifiers).
If the sorceror has a skill which requires a prerequisite, he gains
the prerequisite as well at the same base skill level. Spells with
duration longer than 1 week are shortened to a week, since it is
much harder in this system to get spells with enormous duration.
Ceremony becomes base Advanced Ritual. Sorcery matrices remain, but
players of RQ3 Sorcerors should remember that their characters cannot
manipulate Sorcery spells which come out of a matrix.
A "Magus" becomes a Magus, and gains his INTx4 in three (3) base
Magus sorcery manipulation skills, and his INTx2 in all others.
If he doesn't have the prerequisite, the magi skills are limited
to the prerequisite values.
Sorcerous familiars remain, however the special disadvantages of
having a "special" sorcerous familiar should be noted. RQ3 Sorcerors
have the option to "undo" their binding of a familiar, in which case
they get their sacrificed characteristic back. RQ3 sorcerors should
note that familiars no longer add directly to the sorceror's ability.