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Yet Another Sorcery System

Variant Rules for Sorcery


by David Cake

INTRODUCTION
This is my own very rough draft Colin Watsons Rune Sorcery sys- fereable (though they make for
of a sorcery system. It is based on tem as another system that basi- tough sorcerers!).
both the RQ4 draft, Burtons Cho- cally tries to achieve the same Apart from the addition of stu-
linskis system, previous unpub- thing, though I wrote this before dies, I differ from the draft in
lished ideas of my own. The basis reading his system. (Apart from many small ways. The main differ-
is separating out the effect of the this introduction). ence is that I retain much more of
spell and the intended target into I differ from Burtons system by the RQ3 Ritual magic system than
two separate skills. These target not trying to make the system the draft. I am also quite happy to
skills are called studies, the name cover all the existing spells, by be a bit more lenient than the
taken directly from Burtons sys- making much more of an attempt draft was on the amount of mani-
tem (I contemplated other names - to maintain RQ3 compatibility, pulation, and I am actually in
forms, domains, realms - but stuck and by wanting to retain the exist- favour of logarithmic rather than
with study because people seemed ing RQ3 ritual magic system. I linear Duration and Range, as the
to like it. I am not attached to the value RQ3 compatibility a great amount of manipulation possible
terminology myself, and would deal, certainly more than Burton is generally rather reduced so it
probably prefer domain). or some of the supporters of his rather unlikely that anyone is
Note that this is very far from system do. I also felt that many of going to be casting week or month
a finished draft, as will become the combinations that made up long spells (at least not in most
obvious. There are a number of spells were somewhat forced. I campaigns). It also makes the true
places where there is further work particularly value maintaining the Magus, who has the skills well
to be done, or where I have made basics of the RQ3 Enchant system, over 100% that enable him to
a decision but I think that the rather than Burtons all purpose make his spells last for months
matter is still very open to debate. Permanent. and have a range of kilometres,
Scattered through the text are a The main way I differ in philo- the object of fear he should be.
number of places where there are sophy from Colin Watsons Rune Another change is that I am very
authors annotations delimited by Sorcery system is in the nature of much in favour of Multispell as a
three asterisks at the start and the generalised skills, and in that I generally available skill, rather
end. (***) do not try to apply the generalised than unique to the Carmanians,
Note: These paragraphs have been skills to everything. I also have partly for RQ3 compatibility, and
reset in italics -- ed. consciously avoided Gloranthan partly because it is too useful and
Runes for most things. This is important be restricted to a com-
These are places for me to paritively minor school of sorcery.
explain my reasoning, and are put partly because I wanted to have
in to encourage people who wish more specificity (I wanted skills I really like what I have seen of
to debate my decisions to under- for emotions, senses, very specific the Paul Reilly et al Second soul
stand my perspective. substances like bone and iron) and system, and if people like this sys-
partly because it appears that tem, then I would like the two
The two main thrusts of my Greg Stafford is moving away systems to be integrated into one.
ideas are to give RQ sorcerers a from the concept of the Runes as
broader range of abilities (if still The most obvious criticism of
an integral part of Gloranthan this system is that it makes sor-
often specialised) and to maintain magic, particularly sorcery. I have
compatibility with the RQ3 sor- cery more complex. Unfortunately
more or less retained them for the I cant see any way of simplifying
cery rules. elements (which appear to be a it without losing the basic concept
I (obviously) acknowledge both concept established in the West) or introducing inconsistencies. I
Burtons system, and the RQ4 draft but not much else. Some of the actually dont think it is a real
as the source of many of the ideas rune combinations assigned to problem, even with these rules
and specifics. I would also men- spells came across as very forced, playing a RQ sorcerer is no more
tion the Chivalry and Sorcery IMHO, and certainly not wildly complicated than playing a Sha-
Basic Magick system as an intuitive. Generally though, I dowrun magician or an Ars Mag-
influence, and particularly Ars rather like Colins system, and his ica mage, both sucessful magic
Magica (though I came up with actual mechanics are certainly a systems.
the basics before I read Ars Mag- viable alternative to mine, as far as
ica). I would also like to mention I can see, and in some ways pre-
SORCERY other spells and manipulations upper classes learn it.
Sorcery is the third major form of known to the school), and teach Only those of apprentice rank
RuneQuest magic. Sorcery acts by High magic only to those with the and above may learn manipulation
manipulating the natural laws and status of Wizard or Noble. Many skills other than Intensity. The
forms of the Universe. The basic skills are not known by all most common manipulation skills
arts of sorcery consists of a large schools. The only major school are Range and Duration.
number of skills of various types. that does not really have the
These skills are generally divided High/Low distinction is the APPRENTICES
into sorcery spells, general magical Vadeli (who talk about Sailors
magic, captains magic, fishers To become an apprentice, an
skills, sorcerous manipulations, applicant must have a magic skill
studies, and miscellaneous skills. magic, etc. and have no specific
sorcerer class). Other schools may bonus of at least +10 percent and
Miscellaneous skills are those think of things differently. Among Read Own Language at 25% or
skills that have no direct magical Carmanians, for example, the term better. (The +10 magic bonus is
effect, but that are often learnt by Low Magic generally refers to the needed to learn advanced manipu-
sorcerers as part of their training spirit and divine magic used by lation skills.) Some schools or mas-
(such as lores and some crafts). It the peasantry, and the term High ters have other requirements as
is the responsibility of the sorcerer magic may also include non sor- well, such as social class, kinship,
not only to know how to manipu- cerous magic that is restricted to or gender. The applicant must find
late the laws of the world, but to the nobility (such as some Lunar a sorcerer interested in taking on
know the worlds natural laws as divine magic). an apprentice, and convince the
well. It is also common for sorcer- sorcerer to take him or her on as a
ers to study the various inhabi- LEARNING SORCERY student. The GM can abstract this
tants of the otherworld, to study as a POWx3 roll made once a year
history and legend (and theology This is highly culture depen- if searching in a civilized culture.
for Malkioni), and to study craft dent, but here are some guide- (Sorcerers in a primitive, nomad
skills that aid in enchanting. lines. or barbarian culture will rarely
General magical skills are those stay there long enough to take on
LOW MAGIC apprentices.) If accepted, the appli-
skills that are common to all types
of magic, and are necessary for The most common form of sorcery cant must donate a point of POW
certain magical operations. They is Low Magic, the simplest and in an apprentice bonding ritual to
are Ceremony, Summon, and easiest of sorcery spells. These the master or the masters familiar
Enchant. Spells are those skills spells are also known as cantrips. to establish a bond. An apprentice-
that are necessary to cast magic In regions where sorcery is the ship traditionally lasts at least 7
directly. Studies are those skills dominant form of magic, almost years, at the end of which the
that are necessary to cast a spell everyone learns some Low Magic. apprentice learns how to create a
on a particular type of thing. Note Many people also learn the skills familiar for him or herself.
that the term studies is a rules of Intensity and Ceremony. Some-
term, not in common use in one who knows only Low Magic ADEPTS
Glorantha. Sorcerous manipula- is called a student or novice. An An apprentice who has completed
tions are skills that enable proper- acolythist is an apprentice in train- an apprenticeship and created a
ties of spells other than what is ing. familiar is an adept, although
affected to be changed. The most If a foreigner or stranger wants some cultures have different
common (known by almost all to learn low magic, he or she terms.
schools of sorcery) include Range, needs to find a sorcerer willing to
Duration, Intensity and Multispell. teach it and make a traditional gift SORCERY SPELLS
Other rarer skills include Speed, worth at least 100 L. If the GM Skill in a sorcery spell determines
Ease, and Combine, for example. wishes a method to quickly two things:
Again, these are not necessarily abstract finding a willing teacher,
the names by which they are a character who spends a season 1) It is the maximum percentage
known in Glorantha. searching in a civilized culture chance of successfully casting a
succeeds on a roll of POWx5. A spell.
What skills are available for
teaching varies wildly by what character who spends an entire 2) It sets the total amount of
school of sorcery the sorcerer is a year searching in a primitive, manipulation which the caster
member of, and his status accord- nomadic, or barbarian culture can put into the spell (to be
ing to that school. The bulk of succeeds on a roll of POWx1. split among Intensity, Dura-
schools in Glorantha divide their tion, Range, and so on). Divide
magic into Low magic (including HIGH MAGIC the sorcery spell skill by five,
easy spells and the Intensify mani- In theory, anyone can study High rounding to the nearest whole
pulation) and High magic (all Magic spells. In practice, only the number. This is the total
amount of manipulation which
the sorcerer can add to the amount of manipulation (Intensity, it probably doesnt make that much
spell. For example, someone Range, Duration) he or she will difference, as a little Multispell goes a
with 2% in a spell can not put use, and then decides how much long way (30% skill allows you to
any manipulation into it, and Multispell to use. All spells must combine 4 spells in one), so maybe
can only cast the basic 1 point have the same manipulations. Very Hard is OK. ***
spell. (All spells automatically However, Touch spells gain no
have one point of intensity.) range this way, and Instant spells CASTING TIME IN STRIKE RANKS
With 5%, the sorcerer can add gain no duration, even when com- (SR)
one level of manipulation bined with ranged or temporal In melee, a sorcery spell cast goes
(round up). Someone with spells. The time needed to cast the off at: 3 SR (preparation time) +
100% in a spell can add twenty spells is calculated as if a single the sorcerers DEX SR + the total
levels of manipulation. spell were cast: 3 SR + DEX SR + MP used in SR. At that time, the
*** Note the change from spell/10 Total manipulation used in SR player or gamemaster rolls to see
to spell/5. I put this is because I (including Multispell). All the if the spell succeeds. A spell that
thought that the TOTAL manipula- spells go off at the same time. takes more than 10 SR to cast
tion in a spell was not a play balance Roll once for all the spells to see if takes 1 melee round for every 10
problem in RQ3, and I thought that they succeed. Depending on the SR, and then goes off in the next
spell/10 was unnecessarily restrictive. spell skills involved, the caster melee round at the SR remaining.
Note that the amount of any single may succeed with some and fail (For example, a 21 SR spell takes
manipulation remains manipula- with others. The magic point cost two full melee rounds and then
tion/10, so this change does not actu- of the casting is equal to the nor- goes off on SR 1 of the third
ally increase the amount of any single mal cost for each spell multiplied round.)
manipulation available, unless spell by the total number of spells cast, ________________________________
skill is less than half the amount the regardless of the success or failure
A 16 DEX sorcerer adds 2 levels of Intensity, 1
manipulation in question. *** of individual spells. level of Duration, and 1 level of Range to a
The caster can direct each spell Smother spell. This costs him 1 (base) +2
(added Intensity) +1 (added Duration) +1
SORCERY MANIPULATIONS at a different target if all targets
(added Range) = 5 MP. It results in a 3 Inten-
Skill in a sorcery manipulation are within range and sight of the sity Smother spell with a duration of 20
(such as Intensity, Range, Dura- caster. The caster can also cast minutes and a range of 50 meters. The player
tion) sets the maximum amount of them all at the same target. A cas- rolls on SR 3 (preparation) + 2 (DEX) + 5
ter can also use Multispell to cast (total MP used) = SR 10.
the manipulation that the sorcerer ________________________________________
can use. Divide the manipulation spells on each other, such as cast-
skill by ten (rounding to the ing Ward Magic on a spell to
make it difficult to detect with STUDIES
nearest whole number). That
number is the maximum amount Detect Magic or Mystic Vision. If Studies are divided into various
of that manipulation which the Neutralise Magic and another groups of equivalent things. Spells
sorcerer can use with any spell. spell are combined using Mul- which require a study will typi-
________________________________ tispell, the Neutralise Magic cally require studies from a
affects defensive spells after other specific group or groups. Studies
A sorcerer with Neutralize Magic 76%, Inten-
sity 64%, Duration 38%, and Range 51% can Instant spells are resolved, but are generally Easy or Medium
cast Neutralize Magic and add up to 8 total before other Temporal spells are skills.
levels of manipulation (7.6 rounded), using up resolved.
to a maximum of 6 levels of Intensity (6.4 Substances.
rounded), 4 levels of Duration (3.8 rounded), *** That last point needs to be
and 5 levels of Range (5.1 rounded). A typical resolved one way or another, and I Easy
high-powered spell might be Intensity 7 and thought I would make it a useful tech- Wood, Cloth, Bone, Bronze,
Range 2. (Remember that a base spell is Inten- nique, but I decided that allowing it
sity 1.) The chance to successfully cast the spell
Medium
to clear the way for other instant Fire, Water, most Rune Metals,
is 75%, regardless of the amount of manipula-
tion used. spells makes it too good (there is very Darkness, Earth, Air, Lunar,
________________________________________ little reason not too, if you have a Flesh
high Neutralise magic). ***
Hard
MULTISPELL Multispell is a Hard Magic skill, Iron
*** I thought that I would include and can only be learned by a char-
it here for completeness *** acter with a +10 or greater Magic Characteristics
bonus.
This manipulation lets a caster cast Medium
more than one spell at a time. It *** I made it Hard where the draft STR, CON, SIZ, APP, INT,
works faster than casting them had it as Very Hard, because I con- DEX
one at a time. Each level of Mul- ceive as Multispell as being a very
tispell lets a caster cast one addi- common spell among experienced
tional spell. The sorcerer sets the sorcerers, an essential tool. However,
Senses Creates a 10 cm x 10 cm patch Bless Blacksmiths Hammer respec-
Easy (for humans) which glues two objects together tively), which has the effect of making
Sight with a STR of 5. Each additional skill VERY important. Another option
Intensity adds either another 10 is just to leave this spell with multi-
Medium (for humans) cm x 10 cm to the area (which the ple version, or use the appropriate
Smell, Touch, Taste, Hearing caster can shape as desired) or <substance>. ***
Hard (for humans) another 5 STR to the spell. Once
Darksense, Elfsense, Earthsense someone or something overcomes Detect <Species>
the spells STR, it is broken. The Dowsing, Sense, Unmask, Witchs
Species spell cannot affect living tissue or Eye
Easy living vegetable matter. Ranged, Temporal, Active
Humans, your own species, If the caster concentrates, he or
common domestic animals, Bless [Tool or Weapon]
she sees a glow around each spell
common spirits Saints Touch, <Tool or Weapon> target that is within spell range.
Medium Secret No one else can see this glow. The
Wild animals, other intelligent Touch, Temporal, Passive spell penetrates 1 meter of dense
species, uncommon spirits Makes a specific weapon or tool substance (such as earth, wood, or
Hard 5% more effective for the duration metal) per point of Intensity. It
Demons, very unusual species. of the spell. Each additional Inten- can be cast without any species
sity adds another 5%. study, in which case it acts as
*** How easy these should be is
With a weapon, the spell adds Detect Life.
really a question for play balance. The
real question is where humans and to either the attack or the parry
percentage with that weapon for Enhance <Sense>
other intelligent species go. It may
well be that intelligent beings should that melee round, at the wielders Dogs Nose, Long Ear, Saints
be Hard (to make Dominate and option. With a tool, it adds to Sight, Secret of <Sense>
Shapechange difficult spells), but then skills that use that tool, but only Ranged, Temporal, Active
Detect Human and various other for the duration of the spell. Long If the target of the spell concen-
similar spells would be probably too jobs take many castings of the trates, the specific sense that the
difficult. Personally I do not think spell or long duration. spell affects (Sight, Hearing, Smell)
that it is a problem, because it will be The spell has no effect on a dif- becomes more effective. Multiply
unusual to cast Dominate at any high ferent weapon or tool. Thus, Bless the effective range at which the
level (because of Intensity/10 limit). Spear has no effect on a broads- sense functions by the Intensity
Perhaps Dominate could be rewritten word or a hoe. plus one. For example, a character
if it is seen as a problem? Rarity of The spell does not increase the with an Intensity 3 Enhance Sight
spells is a related issue - Dominate knowledge of the tool user in any can see 3 + 1 = 4 times as far as
Human, formerly rare and exotic, way, it simply makes the tools normal.
becomes common -but usually less use more effective. Bless Plume Senses that are 0 range become
powerful. *** lets you Write better in the sense more sensitive as well, but the
of better-formed characters, not in effects are not as precisely defined.
SPELLS the sense of better choice of Taste allows you to taste things at
words. lower concentrations, touch allows
NOTATION you to feel finer details of the sur-
The spell affects a tool or
Some spells have two part names, weapon with an ENC of 6 or less. face, etc. A bonus of +5% to
and often the subject will be gen- It takes twice as many Intensities appropriate skills may be
eric rather than specific. There are to affect a tool or weapon with an appropriate, but often the effects
two forms. If the generic is in ENC from 6 to 12, three times as of these unusual spells will be left
angle brackets (<>) then this indi- many to affect a tool or weapon to the GM.
cates the spell requires a study to with an ENC from 12 to 18, and
provide a subject. If the subject is so on. Increase <characterisic>
in square brackets ([]) then this Banish Frailty, Enchance <Charac-
indicates that several variants of *** I do not really know how to fit
this into the Studies system. Sugges- teristic>, Secret of <Characteristic>,
the spells exist. Taste of Solace
tions are welcome (I like the spells - a
nice low power bladesharp style spell, Touch, Temporal, Passive
SPELL LIST
with mundane uses as well). One This spell adds 1 point per Inten-
Bind suggestion is that skill in using the sity to the appropriate characteris-
implement counts as the study (so tic (STR, CON, DEX, APP), to a
Attach, Glue, Holdfast, Lock, Sword attack or Craft:Blacksmithing limit of double the current charac-
Patch counts as study for Bless Sword or teristic. Such increases do not
Ranged, Temporal, Passive
affect experience or research rolls. meter per round to the movement Cast Confusion
rate. The animated object has a Cause Confusion, Perplex, Flabber-
Restore <Substance> chance to do any action equal to gast, Stupefacation
Crafters Secret, Shortcut the casters DEX x 3 or skill (such Ranged, Temporal, Passive
Touch, Instant as Climb or Jump), whichever is
greater. As a rule of thumb, an When cast upon a target with nor-
Repairs 1 point of damage per animated solid substance (includ- mal INT, every time they attempt
Intensity. A shattered or severely ing earth) does damage equal to to use a skill or cast a spell there
damaged item needs a successful 1d2 per 3 SIZ if it lands a blow, is a 10% chance per Intensity of
Craft [as appropriate] roll as well, animated air and water causes 1d4 spell that they forget what they
to make it functional again. If the points of knockback damage per know of the skill or spell. If a skill
caster fails the Craft roll, the cubic meter, and animated fire has a base chance of greater than
amount by which the roll is causes fire damage based on its 0%, it can be used at its base
missed shows how badly put size (as per the Fire and Heat table chance of success (base plus
together the object is. on page ??). bonus) only. If the target of the
*** an excellent example of a spell spell succeeds in an INTx1 roll
that integrates very nicely with both Boost Damage when he or she is first affected by
the Studies system, and the normal the spell, he or she realizes that
Cleave Iron, Damage Boosting, they have been affected by the
skill system *** Talors Sword spell, and can attempt to dispel or
Ranged, Passive, Temporal otherwise magically counter the
Treat Wounds
Affects any tool or anything that effects of the spell.
Xemelas Touch, Balm can be used as a weapon (such as
Touch, Instant a fist or sword). Each level of Cast Courage
The base spell stops bleeding from Intensity adds 1 point to the dam- Enrage, Make Peasant Fight,
a wound. Each two points of age that object does when it Vision of Rage
Intensity heal 1 point of damage strikes. (Simply touching someone Ranged, Passive, Temporal
in a location. For example, a Inten- or something with the object does
sity 4 spell heals 2 points of dam- not cause damage.) The base spell Increases the chance to hit in
age in a location and stops the affects a weapon of up to 6 ENC, melee by half again, when cast on
bleeding from that wound. An and the caster can use additional a being with normal INT. The tar-
Intensity 3 spell stops bleeding levels of Intensity to affect bulkier get cannot parry or cast magic
from one wound and heals one weapons at the rate of one level of other than attack spells. He or she
point of damage. The caster must Intensity per 6 additional ENC. can still Dodge, but at half skill.
touch the part of the body he or Characters outside of melee (such
she is healing. The spell cannot Boost Range as missile users) attack and Dodge
restore severed limbs. normally. Each additional level of
Bless Bow, Boost Missile, Bulls Intensity adds 5% to the chance to
Eye hit and subtracts another 5% from
HIGH MAGIC SPELLS Ranged, Passive, Temporal Dodge. If the target of the spell
High Magic spells are Medium Allows a missile weapon to fire succeeds in an INT x 1 roll when
skills, unless otherwise stated. The missiles out to the maximum first affected by the spell, he or
format lists the name by which the range of the spell with no range she realizes that the spell is in
spell appears in Zzaburs Blue penalties (that is, a base range of effect, and can attempt to dispel or
Book first, then several other com- 25 meters, plus 25 meters for each otherwise magically counter the
mon names for the spell. level of Range). effects of the spell. Each Intensity
of Cast Fear cancels one Intensity
Animate <Substance> Cast <emotion> of Cast Courage.
Man of <Element or Substance>, Ranged, Passive, Temporal
Walking (Thing), Zombie Cast Desire
Ranged, Active, Temporal Causes the target to be affected by
the appropriate emotion. The pre- Cause Love, Love Hex, Vision of
Hard Beauty, Wandering Eye
cise effects depend on the emo-
Animates 3 SIZ per Intensity of a tion. In all cases, an INT x 1 roll Ranged, Passive, Temporal
solid substance, or 1 cubic meter allows the target to realise that This spell causes its victim to see a
per Intensity of a non-solid ele- they are affected by the spell target of the casters choice as sex-
ment (fire, water, air). The (higher if they are expecting it), ually attractive, adding 1 to the
animated thing has a base move- and they can attempt to dispel or targets effective APP for each
ment rate of 1 meter per round. otherwise counter it. Opposite Intensity of the spell. Both victim
The caster can increase this with emotions cancel out. The next few and target must be within range of
additional Intensity: each level of spells are examples of particular the spell. If the victim fails a roll
Intensity used for this adds 1 emotions. of his or her POW vs. the effective
APP of the target, the target can effect, and can attempt to dispel or for every two Intensities of the
seduce him or her. If the victim of otherwise magically counter the spell used (for every 10 points or
the spell succeeds in an INT x 1 effects of the spell. Each Intensity fraction thereof over 20 SIZ,
roll when first affected by the of Cast Courage cancels one Inten- reduce the effective Intensity by
spell, he or she realizes that a spell sity of Cast Fear. one).
is in effect, and can attempt to *** If move is on the RQ3 scale
dispel or otherwise magically Conceal <substance, species> where human Move is 3, should only
counter the effects of the spell. Of Hide, No Sign, Shield, Veil subtract intensity/3 from Move ***
course, a victim is seduced more Touch, Temporal, Passive
easily by someone he or she Hard Dominate <Species>
would be attracted to without the
spell, and it is very hard to make Each level of Intensity of this spell Beguile, Charm, Fascination, Pup-
the victim go to bed with someone blocks one Intensity of the Detect pet
who would ordinarly be repulsive or Show spell it is specific for. In Ranged, Temporal, Active (until
to that person. Each Intensity of other words, an Intensity 3 Detect commanded, then Passive)
Cast Desire cancels one Intensity Malice spell (or a spirit magic Hard
of Cast Malice. Detect Enemies or Divine Find Spell description as per RQ III.
Enemies) will not detect an enemy
who is shielded by an Intensity 3 *** As noted, Intensity/10 limit
Cast Malice makes this much less useful (it is
Conceal Malice spell.
Curse of Hate, Traitors Heart, difficult to even Dominate a Pow 10
Cause hatred, Create Enemy Cloak <Sense> simple spirit). However, the study
Ranged, Passive, Temporal system probably means spells like
Silence, No Smell, Hide Dominate Human are far more com-
This spell causes its victim to see a Touch, temporal, Passive
target as an enemy. It does not mon. ***
create blind fury, or make them Each level of Intensity makes you
attack them immediately, but it more difficult to detect with that Illusion of <Sense>
does cause unreasoning resent- sense, adding +15% to appropriate Fantasy, Phanom <Sense>, Reify
ment. Both Victim and target must skill rolls, though only if that Thought
be in range of the spell. The effects sense is used to detect you. Ranged, Temporal, Active
of this spell are highly roleplaying *** This replaces Conceal [Object, As per RQ III, but maximum effect
dependent. It is difficult to over- Self, etc.] which I thought seemed to at 10 Intensities (as per the Chao-
come strong friendships and love obviously designed as a skill enhancer sium errata).
with this spell, though it can make spell. This spell fulfills a similar pur-
things difficult temporarily. Each pose with more style, and fits in Invoke <Air, Dark, Earth, Fire,
Intensity of Cast Malice cancels better with studies. An option would Light, Stone, Water>
one Intensity of Cast Desire. be instead of +15% on stealth skills,
-10% on Perception rolls to detect. *** Berm, Brighten, Flare, Fountain,
*** I stuck this one in for com- Shroud, Summon <Element>, Wall
pleteness really, but I rather like it. of <Element>, Wind
*** Conceal Soul
Ranged, Instant/Temporal
Belittle, Inconspicuousness
Touch, Temporal, Passive Causes some of a specific element
Cast Fear
Hard to appear where there was none
Cause Fear, Evil Eye, Frighten, before, depending on how com-
Turn Foe, Vision of Fear This spell decreases its targets mon the element is to the sur-
Ranged, Passive, Temporal apparent POW and MP by 2 roundings. If it is common, 1 cubic
Lowers morale of a being with points per level of Intensity. This meter per Intensity appears; if it is
normal INT. If the target believes increases Stealth skills as if the uncommon, 1/2 cubic meter per
the situation is bad, he or she targets POW were actually lower. Intensity appears; if it is rare, 1/5
attacks at only half percentage, cubic meter per Intensity appears;
and can cast only defensive and Decrease <Characteristic> if it is normally impossible, none
healing spells. An Intensity 2 spell Make Frail, Neutralize <Charac- appears. The caster can distribute
causes this effect regardless of teristic>, Reduce <Characteristic>, the amount that appears as he or
whether or not the target believes Weaken she likes, but it can not be less
he or she is outclassed. Every level Ranged, Temporal, Passive than 1/10 of a meter in any
of Intensity beyond the first 2 sub- This spell subtracts 1 point per dimension. Invoke Light and
tracts 5% from the targets chance Intensity to the appropriate Invoke Dark can create barriers
to attack. If the target of the spell characteristic (STR, CON, DEX, that one cannot see through. Ele-
succeeds in an INT x 1 roll when APP or Move). Decrease Vigor is ments that are not normally native
first affected by the spell, he or Instant, and causes the target to to the surroundings (tyically Dark,
she realizes that the spell is in lose 1 level of short term fatigue Light and Fire) will only remain
for the duration of the spell, then Form <Substance> dispel it, but other magical spells
vanish (Fire however, can spread Craft, Mold, Shape, Transform or physical attacks have no effect
naturally if summoned onto or Ranged, Temporal, Passive on it. When focusing on the pro-
adjacent to flammable material). jected sense, the caster cannot
Elements normally found in the Forms 1 SIZ per Intensity of 3 AP make normal use of the sense. For
surroundings (typically Air, Water of the appropriate substance into a example, a sorcerer using Project
and Earth) remain even after the temporary rough form. When the Sight cannot see what is in front
spell expires. spell ends, the laws of nature hold of his body, only what is in front
sway again, and the substance of the projected viewpoint. Project
attempts to revert to its original Touch only causes the caster to
Some guidelines: form, often with only partial suc- lose the sense of touch from his or
Common cess. Each additional level of her hands.
Air from air. Intensity can affect another point
Water from water of SIZ or an additional 3 AP of the Mystic <Sense>
Earth from earth substance. Affecting 6 kg (1 SIZ)
Fire from fire. of 6 AP bronze takes a total of 2 Analyze Aura, Eye of Truth, Magesight,
Dark from water. Intensities. The spell must affect Wizards Sight, Mystic Vision, Smell Magic,
Light from fire. the entire object for it to work. Smell Soul, Hear Power, Song of the Soul
Ranged, Temporal, Active (when using,
*** Probably embodies the study otherwise Passive)
Uncommon system, this spell is the most basic
Air from water. representation of the concept. *** Augments the targets sense so
Water from earth. that they can sense the aura of
Earth from fire. Palsy Magic Points of a creature or
Fire from air. spirit, and can tell whether the
Dark from earth. Cripple, Enfeeble, Paralyze Magic Points are within 5 of his or
Light from air. Ranged, Passive, Temporal her Magic Points, less than that, or
Strikes at a random hit location. If more than that.
Rare the caster succeeds in a MP vs. In addition, the caster can
Air from earth. MP roll, and the spell has an sense magic, with greater detail at
Water from air. Intensity equal to or greater than higher levels of Intensity. The
Earth from water. half the HP in the location, the tar- basic spell gives only a rough idea
Fire from earth. get cannot use the location. Tar- as to the strength of the magic. At
Dark from air. gets struck in the head, chest or 5 intensities, the target begins to
Light from water. abdomen suffer the same result as sense something of the basic pur-
if the location had fallen to 0 HP, pose of the magic, and at 10 Inten-
Impossible even though no actual damage or sities, the target may get ideas as
Air from fire. bleeding occurs. to the nature of the magic. Lore
Water from fire. skills, such as Magic Lore, or Sor-
Earth from air. Project <Sense> cery Lore, can greatly enhance
Fire from water. Clairvoyance, Clairaudience, Float- ones ability to understand the
Dark from fire. ing (Eye, Ear, Nose), <Sense> Pro- magic (see skills).
Light from earth jection, Spy Any layer of dense substance
Ranged, Temporal, Active (if mov- blocks the ability of the caster to
Invoke <other substance> ing or sensing, otherwise Passive) see Magic Points, and each meter
Lets the caster project the specified of dense substance blocks 1 Inten-
Ranged, Instant
sense out to the maximum range sity of magic detection. Barriers
This spell brings some of the sub- of the spell. If the caster moves
stance within range to the caster. and the surounding aura affect
out of the maximum range, the other sense differently. For exam-
Thus if cast were none of the sub- spell ends. The caster can move
stance is within range, it does ple smell is not necessarily
the viewpoint at a base speed of 1 blocked by barriers, but is easily
nothing. It does not usually effect meter per melee round. Each addi-
the substance if held by someone drowned out by powerful auras
tional level of Intensity adds 1 nearby.
(Intensity matched vs. MP). Thus meter per melee round to the base
Invoke Iron is generally only use- speed. The spell cannot penetrate An appropriate sense roll may
ful if in an area with a lot of more than 1 meter of dense sub- be necessary to discover details or
unworked Iron (but it makes a stance (not necessarily contiguous) other hard to sense things, usually
nifty mining technique). per Intensity (movement slows by scan for sight. This severely res-
*** I am a bit iffy about this spell. 1 meter per round for every meter tricts the usefulness of this spell
Comments welcome. I decided to gen- of dense substance, until it reaches for some senses for most humans.
eralise Invoke Element. *** 0). The viewpoint is immaterial -
one can detect it magically and
Neutralize Magic magic do not resume bleeding SIZ of the target, and must
Dispel, Reduce Magic, Remove once the spell duration expires. succeed in a Intensity vs. MP roll
Blessing, Remove Curse, Unhex, One can cast the spell before or if the target is unwilling. For
Valkaros Glance after the wounds occur. example, to affect an unwilling
Ranged, Instant SIZ 13 target takes a minimum 5
Resist Death Intensity spell (that overcomes the
As per RQ III. targets MP with its Intensity). The
Bar the Gate, Preserve Breath
Touch, Temporal, Passive targets SIZ remains constant,
Regenerate regardless of the new form.
Regrow, Restore Wholeness, The target of the spell does not die
Xemelas Tears after taking twice his or her total Show <Life, Emotion, Species,
Touch, Temporal, Passive HP. Each Intensity lets the target Substance>
Hard go one HP below his or her HP as
a negative number before dying Light of Truth, Revelation
The base spell allows the caster to (though the target is still uncons- Ranged, Temporal, Active
reattach a newly severed organ cious if at 0 HP or below). For These spells act like their
(within the normal time limits). example, a character with 11 HP, equivalent Detects, except that tar-
The spell will otherwise cause a who normally dies at -11 HP, only gets within range of the spell visi-
maimed or severed organ to dies at -14 HP or beyond if he or bly glow with a soft light visible
regrow at 10% per season per she has a 3 Intensity Resist Death to all (including the targets).
Intensity (if this was not done so spell. cast on him or her. In addi- Without an appropriate Study it
already, roll 1d100 to determine tion, the spell adds its Intensity to acts as Show Life.
the percentage of the limb that the targets MP for the purposes of
was maimed or severed). Note *** I removed Show Magic
resisting death magic (Remove because it created a special case that I
that the spell needs to be recast Life, Disruption, and Sever Spirit
often unless the caster greatly didnt like much, and because I didnt
are all examples of death magic). like it much (stick with Mystic
extends the duration.
Vision) but if other people like it,
May be able to Regenerate Resist Disease make it an option for casting without
damage to senses (blindness, deaf- Cure Malady, Ward Disease, a Study, or separate into two separate
ness, etc.) if combined with Xemelas Holy Kiss spells (Show [Life, <species>, <emop-
<sense> study. To heal unusual Touch, Instant tion>], and Show [Magic, <Sub-
ailments requires <Human>, and stance>]. ***
to heal injuries to other races may Each Intensity gives +5% to the
require <race>. characters next roll to resist the
effects of a disease. Skin of Life
Regain Life Breathe Underwater, Miners
Resist Poison Blessing
Miracle of Healing, Wizard Balm, Touch, Temporal, Passive
Xemelas Salve Antidote, Antivenin, Neutralize
Touch, Instant Venom, Ward Snakebite As per RQ III, except requires 1
Hard Touch, Temporal, Passive Intensity/3 SIZ to function.
Each Intensity heals 1 of location Each Intensity of the spell negates
3 HP of poison damage. The spell Smother
hit point damage or 1/3 HP of
general HP damage (that is, each decreases by one Intensity for Choke, Strangulation, Wear Down
point of general HP damage every 3 HP of poison damage so Ranged, Passive, Temporal
requires 3 Intensities). negated. The spell has no effect on Divide the number of melee
poison damage suffered before rounds between Fatigue rolls
Remove Life casting the spell. One can cast it made by an affected character by
before exposure to the poison, or the Intensity of the spell plus one
Venom, Neutralize Life, Reduce after exposure but before the dam-
Life, Swift Curse (rounding up). Thus a Smother
age has occurred. Intensity 1 would require a roll
Ranged, Instant
every three melee rounds (5/(1+1),
Does 1d2 per Intensity in general Shapechange <Species> to a Smother Intensity 4 every round
HP damage to its target. <Species> (5/4+1), and a Smother Intensity 9
Alter Shape, Shapeshift, Transform two rolls per round (5/9+1).
Resist Bleeding <Species> to <Species>, Twist
Armor of Paslac, Knights Bandage Form Tap <attribute>
Touch, Temporal, Passive Ranged, Passive, Temporal Consume, Ruin, Sorcerers Touch,
Each Intensity keeps a single Hard Steal Life, Zzaburs Curse
wound from bleeding. Wounds The spell must have a an Intensity Touch, Temporal, Passive
treated with First Aid or a healing of at least 1 for every 3 points of Hard
Each Intensity permanently drains travel through Iron walls, or wood- (such as +50% to a Hard spell)
a point of the specified attribute land magicians who can walk through requires the caster to be 100% in
and adds it to the casters attribute the walls of huts or hide in trees. If the spell and 100% in Enchant.
for the duration of the spell. Since anyone really doesnt like it, just However, this is the limit on
temporary POW is MP, each point specify that Travel in <substance> any single enchantment, and
of POW drained adds 1 MP to the only affects substances with AP 0. *** manipulation counted as a
caster for the duration of the spell. separate enchantment for this pur-
As per the normal stacking rules, Ward Blow pose. The total POW on all
only the highest Intensity spell Damage Resistance, Resist Dam- Enchantments is Enchant divided
will have effect - a a Tap STR 7 age, Wizard Armor, Turn Blow by 5. So with 100% enchant, you
and a Tap STR 5 add only 7 STR Ranged, Temporal, Passive could make an item that was
to the caster. +50% to a Hard spell and also +3
Each Intensity of the spell adds
*** I dont really like this version one point of armor protection to to Intensity and +2 to range.
of Tap that much, but maybe it will the whole body or object, which *** I will have to think about
be improved when integrated with the acts as normal armor. exactly Multispell works in with this
Paul reilly et al. Second Soul system. ***
*** Ward Magic
Restrictions and extensions to
Teleport Avert, Resist Magic, Spell Resis- the enchantment (such as res-
tance, Turn Hex tricted use, enchanting an area,
Escape, Gate, Return, Wizard Gate Ranged, Temporal, Passive
Ranged, Instant and triggering actions add to the
As per RQ III Resist Magic. POW cost of enchanting the item,
Each level of Intensity teleports 3 but do not count against the
SIZ that the caster touches (or him Ward Spirit Enchant/5 limit.
or herself) to a specific previously
enchanted area within range of the Ghost Armor, Spirit Resistance, *** This is just my feeling, and
spell. If the caster has several Turn Demon Ranged, fits in with my general philosophy
areas within range, he or she can Temporal, Passive that you should not restrict people to
choose the one to which to As per RQ IV Spirit Screen. much if they want to do something
teleport. that is about as powerful but more
interesting. I think that it is actually
Telepathy RITUAL SORCERY a moot point most of the time, as
Enchant/5 is probably far more than
Silent Speech, Wizard Tongue *** In contrast to the Sorcery draft most people are interested in spending
Ranged, Temporal, Passive (and Burtons ideas), which had very on an item. ***
As per RQ III. little use for the standard Enchant
and Summon skills, I make extensive COMMON RITUAL LOW MAGIC
Travel in <substance> use of them, even more than the RQ3
rules. This is partly because I really Banishment (funeral ritual)
Fly, Swim, Valkaros Wings, like the idea of a unified ritual magic Blessing (blessing ritual)
Valkaros Fins system, and partly because it seemed Open Seas (as per GoG--Dormal)
Ranged, Temporal, Active to work really well. In fact, I think Worship Invisible God (as per GoG)
This spell moves 3 SIZ per Inten- that Enchant/Summon skills + studies
sity through or on the appropriate works better than Enchant/Summon *** All are Ceremonies. I would
medium at a base speed of 1 skill + Enchanting/Summoning spells. probably only classify Open Seas as
meter per round. Additional levels *** true usually presided over by someone
of Intensity can be used to add 1 with some ecclesiastical status. ***
Some ritual spells involve special
meter per round of movement per skills for that spell, but many use
Intensity. Travel in Water can add COMMON RITUAL HIGH MAGIC
spells or studies whose usefulness
to the targets natural movement is not confined to Ritual magic.
rate if he or she is swimming or Virtually all Ritual magic involves
running along the surface of the Apprentice Bonding
one of the common Ritual skills,
water. If the substance moved Enchant, Summon, and Ceremony. As per RQ III.
through is solid, an additional There are other Ritual skills, but *** Probably a separate Easy spell.
Intensity of AP/3 is required. they are less useful. Or integrated with the Paul Reilly, et
*** While obviously this spell is All Enchanting skills are lim- al. system ***
mostly used as Fly or Swim, I rather ited to a maximum POW expendi-
liked the other option that are opened ture of the minimum of Enchant Create Familiar
up with this new definition. I like and any required skills, divided As per RQ III, but use POW to
some of the true oddities that are pos- by 10 to any one enchantment. So create familiar stats (1 for 1)
sible (sorcerous smiths who can also to Enchant a 10 POW point item instead.
Definately uses the Paul Reilly Limit of Enchanting is lowest of to enchant the stick with +50% to POW.
system. spell ability and Enchant skill. To
She also wants to expend the extra POW point
make items that work in response to make it triggered, which does not count
Divination [Various] to a trigger condition without against her 13 point (67/5) on maximum
Various divination spells, of vary- requiring a casting action gets enchantment. This would give her a stick that
only this %age, so needs the instantly casts a Decrease STR when the
ing effectiveness. Some rely on trigger condition is met (striking someone hard)
saints, and others rely on natural chance to be raised to 100% to
at 50%. This is not very reliable, but as she
laws. work all the time. However, items does not want her item to be able to cast the
should not get Fumbles or spell at range, and Decrease STR is a ranged
I am not sure whether this should automatic failures or criticals usu- spell, she gets to double the chance to 100%, so
be a Ceremony spell, with a supple- ally. There may be some ways to her item works every time (no automatic
mentary skill, or a new Ritual skill of modify this chance for such items failures for triggered items, so even on a 96-00,
its own. (doubling the %age for spells that
so no point rolling). She also thinks that
Decrease STR Intensity 1 is a bit of a waste of
are normally ranged where the time, so the decides to add some intensity. The
Enchant <Substance> item works only by touch is one minimum of her intensity and spell skills is her
Enchant Iron, Silver, etc. option, that makes such items not Study of STR at 54%, so she can add up to 5
points of intensity. That is pretty good, and she
Rune Metals are enchanted with prohibitively expensive). For spells
does so. She has now accounted for 10 of her
the effects described in Elder involving studies, as usual the possible 13 points of enchantment (5 for cast
Secrets. Substances other than spell chance is the lower of the chance, and 5 for intensity), plus 1 more. She
Rune Metals generally gain few two skills, assuming that items has three remaining, and contemplates making
must have the spell in them com- the item power itself by adding a 3d10 points of
advantages above the unenchanted
magic point storage for another three points of
material, but that is only a gen- pletely specified before creation. It
POW (she knows how to make MP matrixes),
eralisation. The one universal is possible that there might be but she decides that 11 points of POW is more
advantage is that creatures hit some way to create an item where than enough to spend at one time, and decides
only by magic weapons may be the spell is not specified - such as that the item will draw mp from the user.
affected by the enchanted material, a Shapechange <species> to Gorp
She creates her stick. She has a chance to create
though this is not relevant for all item, where the user must supply
it of 67% (her Enchant skill) but she wisely
substances. the first study, for example. Items decides that a bit of Ceemony is a good idea,
that are activated by triggers and spends two weeks of fasting and meditating
There are many unusual sub-
rather than casting must have a before finalising the enchantment. Her item is
stances that gain special abilities created sucessfully, and she now owns a stick
well-defined source of magic
when enchanted this way. Some that casts Decrease STR 6 (1+5) on whoever
points (preferably either the user,
examples include certain elven she strikes with it. She finds that two hits gen-
or some source built into the erally reduces most barbarian warriors to near
plants, special crystals, and parts
item). helplessness, three always works, and one is
of certain rare animals.
*** I feel that the way triggered enough to convince the average thug that they
*** So rather than a special picked the wrong victim. The spell normally
items worked was a badly defined area must overcome the targets magic points, but
Enchant [substance] skill, your ability
in RQ3. On my reading of the rules, hers are higher than almost everyone she meets
to enchant rune metals, etc. relies
it seemed that you had the choice of (except when she expends a lot, such as when
upon knowledge of the appropriate she hits someone three times with her stick). It
creating an item that allowed you to
<substance> study, and Enchant skill. takes her a few years to recover from her mas-
cast the spell at you base %age, or
Suggests that studies of Rune metals sive POW expenditure, though. Her stick
that allowed you to cast it 100% of counts as a singlestick, so in addition it does
may be closely guarded secrets.
the time that a trigger condition was 1d6 (and may have damage boost cast on it),
Perhaps the major ability of the Third
met, and one was just so much more and is wielded with light club. It also makes a
Eye Blue is that they have Study of nice walking stick.
sensible that the other (especially as
Iron is well known among them, as ________________________________________
triggers could be code words etc.).
well as Enchant, and they can thus
This should be adressed in the new *** Perhaps there should be some
Enchant Iron? ***
rules (it was only a big problem with sort of more complete system that lets
sorcery anyway). *** you play around with the properties
Homing Circle
Spell Items created this way can of spells in items? Lets you swap
I would make this simply the around properties like ranged and
be manipulated normally, at the
combination of Teleport and passive/active, and triggered and
standard cost of 1 point of POW
Enchant skill. maybe even properties like requires a
per point of manipulation.
________________________________ mp vs. mp roll (eg items that do not
Enchant Spell require a resistance roll, but require
Jane the sorceress wishes to make a magic stick
+20% per point of POW to a that causes people to become weak when she hits you to physically strike them). Just a
specific Easy spell skill. them with it. She has the spell Decrease passing thought. It might make some
+10%/point to a specific Medium <characteristic> at 80% and the Study of STR logically reasonable things possible -
at 54%. She also has Enchant at 67%. The shackles that dominate whoever wears
spell skill
lowest of all these three skills is 54%, so that
(+5%/point if Hard, +3%/point if them, for example. ***
limits the amount of POW she can enchant the
Very Hard). stick with to 5 points, which would enable her
Summon <species>
Various summonings. All that is
necessary is Study of <species>
and Summon skill, not a special-
ised summon spell. Only oth-
erworld creatures can be sum-
moned.

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