Several different Gloranthan magic traditions are
all vulgarly termed "Sorcery". Kralori mysticism is restricted to
Kralorela, and is very difficult for outsiders to learn. The peculiar magic
native to the East Isles is sorcery–like, in that the effects are created by
manipulating magic energy. Dwarf magic is superficially much like standard
sorcery, and indeed the latter may have derived from it.
Sorcery in its best–known
form was originated by the Brithini and Vadeli. It has spread across much of the
world, and many, perhaps most, Third Age sorcerers are not Malkioni at all.
· a shaman can learn no sorcery unless his fetch has been permanently destroyed. A person who knows sorcery and becomes a shaman loses all his sorcerous lore.
·
most priests cannot learn sorcery, often because it
is considered sinful by their deity, but also because the nature of their
philosophy and devotion renders the priest unable to alter his mindset in the
necessary manner. An initiate of a non-sorcery-using deity may never become an
acolyte, priest, or rune lord while he retains his sorcery lore.
·
Normal dwarf magic is much like sorcery, and free
dwarfs take to sorcery like ducks to water.
·
Trolls also use sorcery in conjunction with their
native darkness cults.
·
Few elves can learn sorcery, as their minds and
souls are not keyed into seeing the universe as natural resources to be
manipulated by principles of immutable law. Their Weltanschaung is highly
personal –– Aldrya is immanent. Sorcery requires an impersonal view of the
universe and Aldrya is more than just a distraction -- she makes the
sorcerer’s viewpoint an impossibility. Only rootless elves, who have lost
their world view, can sometimes learn sorcery.
·
Most nonhumans can learn sorcery like anyone else,
always assuming that someone is willing to teach them. Krarshtkids and jelmre
cannot learn sorcery because the former never use any magic and the latter only
use their species–unique emotion magic.
·
From
an instructor –this takes 50 hours of training from someone with
skill of at least 90 in the spell. At the end of the training, the student
receives a skill equal to 1d6 plus his Magic Bonus in the spell. If this results
in a score of 0 or less, another 50 hours adds another 1d6 to his skill, and
this can continue until he is finally at a positive level. A teacher can train a
number of students equal to his INT.
·
From
a Scroll or Book
–a student who successfully Reads a written description of a spell, studying
it for 50 hours, learns the spell by rolling his INT or less on 1d100. If he
fails, he can study another 50 hours, then try his INTx2. Then INTx3, etc. A
special Read doubles the reader's chances on that and all subsequent attempts. A
critical Read is an automatic success.
·
Spell
Inscription –anyone who knows a spell at 90+ can inscribe it
via a successful Write. If a matrix of the spell is enchanted into the scroll or
book, the matrix's skill bonus is added to the student's chance of learning the
spell.
·
Experience
–as
per normal RQ rules.
·
Research
& Training –success in training or research provides a 1d6
increase, rather than 1d6-2.
·
Maintenance
–if a spell is continuously maintained for a week, and makes up at least a
tenth of the sorcerer's Presence, the sorcerer gets a skill check at the
week’s end. If the skill check results in an increase, the skill raises by
1d6-2. More than one of the same spell maintained only provides one skill check.
A sorcery spell takes up 1 INT. This INT can come from the sorcerer's own brain, a spell matrix, a bound spirit, or a familiar, but must be stored somewhere. A sorcerer can increase his skill in spells which he has not memorized (but has access to through a familiar, magic item, or whatever).
The chance of casting any sorcery spell is equal to the user's skill in that spell on 1d100 (possibly modified by Ceremony). In all cases, the caster may not place more Art levels into a spell than his skill in that spell/10. The caster's degree of success can be relevant:
| Success Level | Result |
| Critical | Spell goes off, costs only 1 MP, takes full effect. |
| Special | Spell goes off, costs 1 MP less than usual (minimum of 1), takes full effect |
| Normal | Spell goes off, normal MP cost |
| Failure | Spell fizzles, only 1 MP lost |
| Fumble |
Spell fizzles, all MPs lost (alternatively, spell goes off on wrong target or otherwise spectacularly misfires). |
Time needed to cast a sorcery spell is equal to the user's DEX SR plus 1 per MP.
The Arts of Ease and Speed and the Ceremony skill may modify this.
Commoners –most sorcery–users are not wizards, and do not
know any Arts. Such individuals can cast spells using the art of Intensity
(only), with a maximum level equal to their skill/10, rounded up. Such spells
have a maximum range of 10m, and if temporal last for 10 minutes. A commoner may
only have one (1) spell in effect at a time. He may drop a spell that is in
effect to cast another one. In any case, none of his spells last longer than ten
minutes.
Sorcerers
–those who know any Arcane Arts must determine how many levels of each Art are
used in each spellcasting. If a sorcerer has more total levels in effect than
his Presence, he cannot cast any spells, until enough of his spells have been
dropped to reduce the total levels below his Presence. A sorcerer can cease
maintaining a spell instantly.
A temporal spell cast by a sorcerer has no duration. It remains in effect
until the sorcerer voluntarily chooses to cease maintaining it, or he dies. He
never has to “renew” the spell, or re-cast it, unless it has been dispelled.
Ceremony
–increases the caster's chance to cast a spell, and hence also the total Art
levels he can use in it. Ceremony cannot more than double the user's skill. Each
round spent chanting, etc., permits the sorcerer to use up to 10 percentiles of
his Ceremony. Thus, a sorcerer with 85% Ceremony can spend up to 9 rounds
chanting for +85 to a spell’s chances (assuming the spell is at least 85
itself). When casting a ritual spell, an hour must be spent per 10% bonus
instead of a round.
Resisting/Dispelling
Sorcery
--with few exceptions, only Intensity is used to determine a sorcery’s power
vs. counterspells. An Intensity 1, Range 6 spell acts as a 1 point spell and is
stopped by Countermagic 1 (knocking down the Countermagic in the process).
Spell
Components
–if the sorcerer possesses an object or substance especially appropriate to a
spell, the GM can give him a 5 percentile boost to chances of success. Special
or rare components give higher boosts, depending on the GM's whim. An extra
round must be taken in spellcasting when a component is used.
Example:
Subadim casts Fly using an eagle feather. The GM rules this gives him a +5
bonus. If he'd used a griffin or sky bull feather, he'd’ve gotten a +10 bonus.
A phoenix feather or dragon wing scale would be +20, and a feather from Vrimak,
King of Birds, might be worth +50. A chicken or crow feather is worthless. The
tongue of a crow who'd been taught to speak might be worth +10 for a
communication spell.
Spell
Precedence
–spells are layered from the inside out in the order in which they were cast.
For instance, if you cast Resist Magic 6, Castback 6, and Resist Damage 6 in
that order, a foe casting Evoke Fire at you first needs to overcome Resist
Damage, the last spell cast. If Resist Damage failed to protect, the Evoke Fire
would strike the Castback. If it bypassed Castback, it would strike your Resist
Magic. Only if it then overcame the Resist Magic would it affect you. Evoke Fire
had to overcome Resist Damage because it directly causes damage. The Resist
Damage would not have interfered with a Stupefy.
Boosting
– a sorcerer can boost a
spell with additional MPs, unlimited by skill or Presence. It does take an extra SR per MP. The additional MPs serve no function
except to add to the spell's Intensity for purposes of overcoming counterspells.
Example: Subadim throws Evoke Fire 4 at a broo. He suspects the Broo has
Countermagic up, so he boosts his Evoke fire with 6 MPs. The Evoke hits the broo
with 10 MPs of force. If the broo's Countermagic is 8 or less, he’ll be
affected by the Evoke Fire 4.
Copyright © 1998, Sandy Petersen