Jim Pattullo and Philip Hibbs' Sorcery Rules Version 0.72 27/07/97 These rules constitute a set of suggested amendments to Sandy's sorcery rules, with the intention of allowing the various non-malkioni sorcerors of Glorantha, with most PCs still being from Dragon Pass or Pavis, to fit into a compatible framework with the Malkioni. These rules have not been playtested. There are also some additional Spells, Vows and Saints at the end. Please note that one of the primary reasons for these rules is to cope with existing sorceror characters, which the RQ4 rules and Sandy's rules do not do. They address the problem of sorcerors having too much power available, and if that is what you want, then ignore some of our suggested amendments. However, taking an existing sorceror and preventing him from performing spells which he has relied on and based his entire repertoire on in the past is not going to make any friends. In fact, these rules do not fully address all of these difficulties - there are too many fundamental differences in the system. Yes, these rules may make the sorceror more powerful in some respects than Sandy's, so take care what you let your players do! Take note, though, that the non-Malkioni sorceror does not have access to Saints, so this tends to level the balance. I reckon 4 points of POW beats 3,000 hours of training any day! Another problem with converting old characters to the Vows system is that the player suddenly has to come up with a list of stuff that his character could forego without fundamentally changing the character's whole lifestyle. With Journeys, it's not so difficult, you just have to think up some stuff that the character has done (or avoided doing) in the past. The male pronoun is used as default, except for when I refer to Trolls, where I use the female. I value my freedom of language over abstract impositions of 'political correctness'. I presume that the reader is familiar with Sandy's Rules If not, read them - they're great!. [Comments like this point out differences and explain pros and cons relative to Sandy's rules] 1. Vows The Pagan sorceror, called in the West (kindly) the 'Eastern Mystic', is an arrogant beast. He performs magic by bending the stuff of the universe to his will, and owes no allegiance to any deity. He may deal with spirits from time to time, and the existence and sometimes usefullness of deities cannot be denied. But he would never make a timeless vow to any entity - even himself, for even that would rob him of his free will, and thus his power. He thus embarks on a series of 'journeys of self-knowledge', during which he (typically) denies himself of something, goes out of his way to do something that he would not normally do, or just look at the world in a particular way for a time. 1.1 Journeys A Journey is, like a vow, normally only worth 1 point of Presence, but may not gain an Art instead. Journeys worth more than 1 Presence are much more unusual than are Vows. Presence gain from a Journey is invariably at the end of the Journey. Failure to complete a Journey ends in the loss of a point of Presence, but subsequent completion of the same Journey both counteracts this loss and gives the sorceror the normal Presence for the Journey. Journeys are normally started in the Sacred Time, and he may only undertake one Journey at this time. However, other magical events may give rise to the opportunity for a Journey, or a Journey could take more than a year, and these could lead to the sorceror being on more than one Journey at a time. Indeed, a sorceror may complete or fail a Journey without even knowing that he had embarked upon it. Abjure Ceremony: The sorceror must not use Ceremony to increase the chance of casting spells. He thus learns that he can do whatever he needs to do at any time, without the props and psychological tricks, if he needs to. They are useful, however, if only to maintain an air of mystique, and he may pretend to use them if the situation warrants a ceremonial display! Abjure Confrontation: For one year, the sorceror must never engage in a confrontation, but must always avoid or resolve disputes by discussion or non-combat magic. He may be beaten up, but must never fight back. Abjure Magic: For one year, the sorceror must never cast magical spells or perform magical rituals, and any spells maintained on the sorceror must be cancelled. He must not use items with spells cast on them (inadvertent use may or may not fail the Journey - I'm not sure on this one, it may reduce the value to 1). This Journey is traditionally taken by an Adept just prior to declaring himself to be a Magus. It is worth 2 presence. Journeymen who have not yet achieved the rank of Adept taking this Journey are frowned upon, and the Journey is only worth 1 presence to them (they have less to lose, therefore less to gain). Apprenticeship: This is the first Journey that a budding sorceror makes, after which he is considered a Student. Over the course of this Journey, he gradually accrues his natural Presence, equal to (INT+POW)-20, the same as the High Vow, at a rate of 1 point per 5% in his chosen primary Art. The Westerners claim that these cultural strictures must be followed in order to maintain one's Presence, but the Pagan Mystic knows that this is bull. As he learns the other two primary Arts, he gains access to his Free INT as Presence, at a rate of 1 point per 10% in either skill. Thus a sorceror with INT and POW of 18 must get all three Arts to 90% in order to utilise his full Presence. If you subscribe to the opinion that the Malkioni way is right, Pagan sorcerors could get their INT+POW-20+Free Int at a rate of one point per full 10% in any of the three major Arts as their price for not following the One True Way. That would mean achieving a skill of 110% in two and 120% in one, with the skill above 99% having no other benefit. Chastity: The sorceror must not engage in any form of sexual activity until the next Sacred Time. Diverse Mastery: The sorceror gains 1 Presence when he achieves 90% ability in a skill, but only one per category. Thus a sorceror could benefit for mastering Dodge, Orate, Spirit Combat, and Broadsword Attack, but would gain nothing for subsequently mastering Sing, as he already has a Communications skill. Spells and Arts do not count for this. Hedonism: The sorceror must devote a year to overindulgence, aesthetics, sex, time-wasting and general excess. During this year his skills will deteriorate as per the RQ rules. At the end of the Journey he must return to normal, and thus learn that he can overcome temptation. If he ever becomes addicted to intoxicating substances, or loses control to any similar uncontrolled urge, he loses 1 Presence and must first of all regain control of himself, and recovers the loss at the next Sacred Time. This Journey is a great reason for a stiff-necked Malkioni with a Vow of Chastity to hate the Pagan sorceror! Humility: The sorceror must strive to see his own place in the greater scheme of the universe, must act with deference toward his fellow creatures lest he disturb some part of the system which he does not understand, until the next Sacred Time then he truly recognises this charade for what it is, and carries on as he did before, but with 2 extra Presence. This is quite a difficult Journey, and the referee should take every opportunity to tempt the player to break it. Teaching: This is the Journey that the sorceror starts when taking on an apprentice, and completes when that apprentice becomes an Adept. During this Journey he must teach the apprentice what he needs to know, and protect his apprentices from harm from other sorcerors. This Journey does not carry a penalty (Optional: unless the sorceror abandons his responsibility to the apprentice without due cause; this penalty is non-recoverable.) A sorceror may take on this Journey several times simultaneously, once for each current apprentice. Other Journeys: Many Journeys are less general than these examples, for example a sorceror may decide to climb to the precipice on Kero Fin where the Orlanth priests climb and hurl themselves from as a test of faith, and throw himself off relying on his Damage Resistance, Fly and Dominate spells to protect him from the forces at large; thus he learns that they are no better than him. He may hear the story of Sheng Seleris and decide to get himself enrolled in a torture camp just to see what it is like. Or he may embark upon a sailing voyage around the ocean. There are as many Journeys as there are grains of sand on a beach, some are particular to an individual sorceror, others are circumstantial, only applicable under certain circumstances, and it it even possible for a Journey to last less than a combat round. For instance, if you use one of the more interesting spell fumble tables, you may wish to classify certain results on that table as a Journey. Many Journeys can be considered to be similar to heroquests, in that they have mostly been done before, are relatively well-charted, and have a predictable outcome. There are many other, darker, Journeys which bring greater reward. Journeys can be a great plot device - please send your suggestions to phibbs@compuserve.com! 2. Sorcery Arts and Manipulation Total manipulation should, under normal circumstances, be limited to Skill% / 10. Manipulation of a specific Art is limited to that Art% / 10. If the sorceror manipulates the spell beyond the limit that his spell skill imposes, his chance of casting the spell is reduced by 10 percentiles per point of spell over his normal limit. In addition, if the spell fails, he loses all of the magic points for the spell, as per a normal fumble. If the sorceror actually fumbles, he loses a number of general hit points equal to the number of points over his normal limit, in addition to the magic points in the spell. If using a spell fumble table, it is left solely to the referee's jugement as to when or whether the table should apply, as I cannot judge how severe it is! [A sorceror can thus learn a new spell and be able to cast it straight away, but at a risk.] Alternatively, this option may only be available to Magus level sorcerors. The Pagan sorceror does not have the luxury of being able to take a Vow for an Art, nor may he use Malkion's Blessing, and these must be raised as skills as normal. He does have access to all the same Arts as the Malkioni. Whether Arts must be learned to 90%, as the Brithini and Vadeli do in Sandy's, or just raised as skills as in RQ3 with chance of success being limited by the Arts used, is a matter of personal taste. The comment regarding 4 POW in the introduction highlights the advantage that the Malkioni have in this respect - 1 POW for Malkion's patronage, plus three invocations gets you all 3 basic Arts, where anyone else must spend in excess of 3000 hours of training (barring outstanding dice rolls). Art and Skill can be boosted by Ceremony, which applies to all skills that are being used simultaneously, thus a sorceror with a spell at 100% can spend 10 hours and cast a 20 point spell. 3. Presence 3.1. Stale Presence If a sorceror maintains a spell in his Presence, then that part of him will deteriorate through lack of exercise. He will not lose presence permanently, nor will the spell deteriorate or fail, but when that presence becomes free, it will only be available for reuse at a rate of one point per day, or one point each Godday if the spell was held past Holy Time. He may, however, re-cast the same spell at no penalty. This can be considered as the sorceror's Presence becoming moulded to the pattern of the spell, and taking time to 'limber up' again. [It has been suggested, and I agree, that keeping one's Presence full of spells and just dropping them when about to engage in frantic spell casting (such as for combat) is an abuse of the system. This encourages a sorceror to be careful about the spells he habitually maintains.] 4. Spells 4.1 Spell Components Having spell components 'destroyed' in spellcasting is so D&Dish - and makes this far too expensive for anything better than +5%. Delete this. On the other hand, why not just make the bonus a bit more reasonable for the expensive or magical components - I reckon a feather from Vrimak would give a bit more than an extra 5 points of spell! I'd give at least +100%, and the 'magically drained' feather would act as a 'focus' for the spell, reducing the Presence cost by 10 as well. In fact, why not allow the choice! 4.2 Spell Descriptions PALSY It seems odd that this one spell should be controllable by just throwing a point of POW at the problem. You can't do this with Dirsupt, or Lightning, or Thunderbolt. Spend "extra" Range to modify the d20 HLT die roll by 1 point per extra level. I'd apply this rule to Evoke as well, plus any other random-location spells. Thus you can have an Intensity 6 Range 5 Hold 6 Palsy ready and either fire it at long range with limited accuracy, or at short range with greater control. SHAPECHANGE [species] attack, ranged In order to shapechange to a particular species, the caster must have studied the species in question. If he makes an Animal Lore roll, he knows enough about any ordinary species anyway, otherwise he must study for a number of hours equal 100 minus his skill at Animal Lore. Exotic species, such as hags, dragons, merfolk, zephyrs etc. are based on Glorantha Lore instead Animal Lore. SPELL MATRIX ritual Enchant Suggested modification: Points put into the matrix should be manipulated at creation time, as per RQ3. Example : a farmer who knows no sorcery discovers a Call Light matrix, with 4 POW in it, giving it a +40% skill. The matrix was created to provide Intensity 3, Range 1. His own Magic bonus is +1, so he has a 41% chance to cast Call Light. He can add 1 level of Intensity to this, though he has learned no Arts. Another suggested modification: When the matrix is created, the creator may include in the design of the matrix the possibility of future expansion. This, however, costs an extra point of POW per additional Art manipulation that is possible. Thus it is possible to create a very powerful matrix over a period of time, at a cost. When a matrix is extended, this extra POW cost must be paid again for each Art added to it if expansion capability is to be maintained. In addition, the physical space available on an item may run out, but I've no clear idea how much space enchantments take! The chance of finding a matrix that can be extended is reduced by the fact that at some point, the owner may not wish to spend the extra POW to allow further expansion, and the chain is broken. It is, however, possible to Warp the enchantment into a configuration that allows extension, but the full POW in the enchantment must be overcome. Example : Cybex the sorceror creates an Evoke Fire matrix with Intensity 4, and spends two extra points of POW to allow for future expansion of Intensity and Range. Evil Nim steals it, and decides to add 3 points of Range to the matrix. No more Range may be added to this matrix, but its Intensity may still be increased. When he gets a few points of POW, he may add them to the Intensity but, being selfish, will probably not want to 'waste' any extra POW. YASM: Where does the Presence come from? An old comment of Sandy's suggests that someone with *no* Presence should be able to cast and maintain one spell. Thus a group of warriors could pass around a holy sword with a 10 pt Bless matrix on it. They could each cast an 11 point bless and maintain it forever. This would require the "An individual who has taken no Vows [or Journeys] is considered to have a Presence of 1" rule to be lost. Also, it could lead to the unusual situation of an untrained farmer being able to cast spells that a Magus could never dream of. He'd need a Spell Matrix made by Zzabbur, though, and some hefty MP storage! YASM: The spell description doesn't impose any upper limit on the size of the matrix. Perhaps this should be limited by (augmented) spell skill. If a theist wants to learn Sorcery, but hasn't got time to spend weeks learning Intensity, he could just learn a spell, learn Spell Matrix, and create a monster matrix. YASM: This leads to another question: Can a Spell Matrix be increased in size beyond the caster's limit? I'd say yes, but the caster needs *another* matrix, and to increase both in tandem, using one to increase his skill, thus allowing him to increase the other. Expensive, and still limited by Presence. ** NEW RITUAL ENCHANTMENT ** SCRYING DEVICE ritual Enchant This spell imbues an object with the ability to act as a focus for the Project [sense] spells. The advantage of having a scrying device is twofold: the spell is no longer Active unless the viewpoint is being moved or rotated, and the device can store a number of locations for the Project spell(s) to start from. Sufficient Range must be used in the Project spell to cover the distance from the caster's current location to the desired viewpoint. The caster must be in contact with the device, and is vulnerable to magical attacks through the spell. Each point of POW expended allows the device to act as a focus for one of the Project spells, or allows the device to 'store' a location for the spell(s) to start from. The more applicable the device is to a particular sense, the easier it is to use. The 'perfect' material for, say, Project Sight is a ball of polished crystal, or a good quality mirror. Less applicable substances carry a penalty on the use of the item, in the form of additional Intensity required for the Project spell to work. These additional points do not add to the speed of the viewpoint. Example : A small crystal ball or a glass ball would require +1 intensity. A dish filled with quicksilver adds +2. An unworked crystal adds +3. A piece of metal adds +5. A sea-shell would be a good focus for Project Hearing, adding only +1, and a finely-polished hearing horn would be perfect, but they would both make lousy Project Sight devices, needing +10 or more. I'm not too sure what a Troll would use for Project Darksense - maybe she would enchant a leather bag and stick her head in it, or maybe the entire inside surface of a small cave. Particularly unusual devices may even add a bonus to the caster's chance of success, for instance, a dragon's eye would add +10% to Project Sight, a Sky Bull's ear would add +10% to Project Hearing, and a face-mask woven from the silk of the giant Silkbats of Wonderhome would add +10% to Project Darksense. The crystal ball may be enchanted anywhere; knowledge of this spell allows the user to perform a ritual Ceremony to store the current location of the crystal ball. Old locations can be replaced. Additionally, changes to the location that is being scry'd impose an additional intensity requirement on the spell. The more the location differs by, the more Intensity required. Rearranged furniture, cropped grass, or the fallen leaves of Storm Season would add +1; complete refurbishment of a room, a nearby tree chopped down, or a market stall would add +2; a building burned down or a new road built over the site would add +3; filling the building with sand would add +5; building a Temple of the Reaching Moon on the site would add +10, in addition to the Warding spells that would go off even if the spell does not have enough Intensity to work properly. If there is not enough Intensity in the spell to overcome these factors, the spell still happens but nothing is seen. Example : Evil Nim wants to assassinate a merchant, so he takes his crystal ball underneath a window in his enemy's house, stores the location into the crystal ball, and sneaks off to the safety of the next village two miles away. The next day, the merchant has a work crew turn up to add a new door to where the window was. They fence off the area, knock the wall through, and the merchant posts a guard overnight. When Evil Nim tries to use his crystal ball that night, the crystal ball goes cloudy and nothing is seen. He needed to use Ceremony for four hours to raise his chance of success from 52% to 92%, as the distance required 9 points of Range. He is thus understandably peeved. He spends the next 5 hours in Ceremony, raising his chance to 102%, and decides to cast the spell with an extra 3 points of Intensity, which is 1 point more than he can comfortably manage. His chance of success is accordingly reduced to 92%. The spell works, and he can carry on with the night's dastardly deed. ** NEW RITUAL ENCHANTMENT ** POWER MATRIX ritual Enchant This enchantment is used to augment an existing Magic Point Matrix. It provides a 1d(POW) regenerating source, ie. a 6 pt matrix provides 1d6, 10 pts provides 1d10, etc. in the same fashion as Intensity for spells such as Boost Damage and Evoke [energy]. This POW will recharge the matrix at the normal rate. Only one Power Matrix enchantment can be linked to a matrix. If the Magic Point Matrix is linked to a Spell Matrix with an activation condition, this enchantment allows the spell to overcome a resisting target, using the regenerative value of the matrix. ie. a 10 point matrix which provides 7 points of regeneration per day would match 7 vs. the target's current MPs. [The 1d(POW) is because I think it would be too powerful, otherwise. I'm not too sure, really, so feel free (of course) to allow the full POW in the enchantment, or something more predictable, like 1 point per 2 POW.] 4. Additional Vows For the traditional Malkioni out there, here are some new Vows by Jean Durupt to take: Fasting one day each week (1 point): The wizard swears that he won't eat anything one day of each week in the year. Fasting one week each season (2 points): The wizard swears that he won't eat anything one week of each season in the year. Fasting one season(3 points): The wizard swears that he will be at subsistance level one season of the year. (not eating for 56 days means death) Never drink alcohol (1 point): The wizard swears that he will never again drink alcoholic beverage. POW gift (1 point): The wizard swears that each year, he will sacrifice 1 POW point in a ceremony to the Invisible God. Unavailable to the Vadeli, to the Brithini (they don't worship the Invisible God even if they acknowledge him) and to the independant sorcerors. 5. Additional Saints For the traditional Malkioni out there, here are some new Saints by Jean Durupt to follow: The four apostles of Saint Hrestol (one per caste) Saint Froalar (4 POW) (nobles only) When invoked, until next nightfall, the user sees lies spoken as a black cloud that comes from the liar's mouth. Unfortunately heretics believe in what they say, so they don't lie. Saint Goery (6 POW) (wizards only) When invoked, the user is able to engage a spirit in spirit combat. It allows exorcism if the user is victorious. Saint Mauritius (5 POW) (soldiers only) When invoked, until next nightfall, the user double his resistance against emotion affecting magic and spirits. It does not work against mindblast or dominate human, but it works against demoralize, madness or stupefy. Saint Martin (4 POW) (farmers only) When invoked the user has one better level of success than rolled in a craft. A fumble becomes a failure, a failure becomes a simple success, a success becomes a special, a special becomes a critical and if a critical was rolled, some minor magical properties are added to the result. A knight in the old Hrestoli heresy (in Castle coast) can sacrifice for the four apostles. Saint Dormal (6 POW) When invoked the user knows exactly where he is on the seas. It's useless to call St Dormal's blessing on land or on a river. It may work on an inland sea like Felster lake or the Sweet Sea. *** These Rules Are Not Complete And Have Not Been Playtested *** ------------------------------------------------------------------------------ Glorantha is a trademark of Chaosium, Inc. Gloranthan material is copyright 1997 by Philip Hibbs, Sandy Petersen and Greg Stafford. Glorantha is the creation of Greg Stafford, and is used with his permission. ------------------------------------------------------------------------------