Converting from Old Sorcery

In old-style RQ sorcery, spell skills were harder to achieve, and so was mastery of the Arts. To make an old-style sorcerer compatible with the new rules, use the following process.

Arts -the player is assumed to possess the Arts of Intensity, Multispell, and Range if he had any percentage at all in those skills. For each full 50 percentiles he had in the old Arts, he receives one secondary Art (thus, if he had 40 percentiles in each of the four old Arts, for a total of 160 pts, he would get 3 secondary Arts.)

Presence & Vows -the player is assumed to have taken the High Vow, the Vessel, and Lore Mastery. He may take an additional Vow of his choice for each spell, old Art, or magic skill (i.e., Ceremony, etc.) he knew at 50+.

Spells -trade obsolete spells for the nearest equivalents.

Spell Skills - since spell skill is easier to improve under the new rules, increase each spell's percentage by 1/5. Thus, a skill of 60 would rise to 72. Round fractions up.

Miscellaneous - if you think the character behaved like a Specialist, make him one. If he already adhered to a certain Vow (more or less), give him that Vow. Example: if he has never tapped, let him have Shun Tap. If he had a familiar, give him Tend Familiar.

Otherworld Creatures and Sorcery

A number of entities rely largely or solely on sorcery, yet do not take Vows or otherwise train in the Arts. In general, sorcery is "natural" to these entities. It is their flesh and blood, inherent to them.
Incomplete creatures lacking normal INT cannot normally use sorcery. Those few that express sorcery–like effects do so because of metabolism or innate gifts, not because they intelligently manipulate their environment.

Arts typically otherworld creatures learn Arts by study, since they cannot access St. Malkion and Art vows are difficult.

Vows –all otherworld creatures can have a High Vow if they know an Art, and Vessel once they know all three basic Arts. The creature’s very existence constitutes a High Vow of sorts. Incomplete creatures with free will (i.e., not bound into an enchantment, reasonably intelligent, and not a familiar), are occasionally able to learn other vows. These vows are often very peculiar, and sometimes beyond human comprehension.

Former Sorcerers – The revenant of a sorcerer (i.e., a ghost, mummy, vampire, etc.) retains his former Presence and Vows; however, an evil revenant often has his vows inverted. For instance, if he formerly had Shun Tap, it might be replaced by Tap Daily.

Sorcery Access for selected unusual entities

·          CHONCHON: these entities are created of spirit magic, and can never learn or use Sorcery.

·          GOBBLER: can be taught spells, but has only those Arts and Presence which has been enchanted into its hide.

·          GREMLIN: can be taught spells, but has only those Arts and Presence enchanted into it or provided in an enchanted item.

·          HELLION: a Hellion's Presence is equal to its HP, like most of its characteristics.

·          NYMPH: Auloniads, Dryads, Limoniads, Naiads, and Oreads do not learn sorcery.

·          MAGIC SPIRIT: only special sorcery-using magic spirits can gain Presence and learn Arts, though all can learn and cast sorcery spells.

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