From postmaster@hops.wharton.upenn.edu  Sat Feb 11 19:38:51 1995
Received: (from major@localhost) by hops.wharton.upenn.edu (8.6.9/8.6.9) id TAA29048; Sat, 11 Feb 1995 19:38:51 -0500
Date: Sat, 11 Feb 1995 19:38:51 -0500
Message-Id: <199502120038.TAA29048@hops.wharton.upenn.edu>
To: owner-rq-rules@hops.wharton.upenn.edu
From: owner-rq-rules@hops.wharton.upenn.edu
Subject: BOUNCE rq-rules@hops.wharton.upenn.edu: Message too long (>24000)
Status: RO

>From rq-rules-owner@hops.wharton.upenn.edu  Sat Feb 11 19:38:50 1995
Received: from netcom7.netcom.com (netcom7.netcom.com [192.100.81.115]) by hops.wharton.upenn.edu (8.6.9/8.6.9) with ESMTP id TAA29043 for <RQ-Rules@hops.wharton.upenn.edu>; Sat, 11 Feb 1995 19:38:47 -0500
Received: by netcom7.netcom.com (8.6.9/Netcom)
	id QAA07871; Sat, 11 Feb 1995 16:41:13 -0800
Date: Sat, 11 Feb 1995 16:41:13 -0800
From: akuma@netcom.com (Steven E Barnes)
Message-Id: <199502120041.QAA07871@netcom7.netcom.com>
To: RQ-Rules@hops.wharton.upenn.edu
Subject: Re:  RQR: Re: RQ Rules Digest: V1 #70


At Paul's request, here's the draft I have.  I liked it lot, and
I am stealing several ideas from it...

-steve

-----------------------------


  OK.  I will send you stuff from last summer, version 2.  I have
recently begun working on another version.  In September last year
I was told that RQ4 was basically dead in the water and became depressed
and stopped working on it.

  This system is due to me and Mike Holliday, not a net.person.

  If you read German, I have a Runic Sorcery article in Free INT 5 as well.



 NOTES 2 (C) Paul Reilly and Mike Holliday 1993

Second Release:

  This is a second experimental version of our sorcery rules, it's merged to some extent with the Gang of Four draft.

  Major changes:

  The concept of "Presence" is replaced with that of a "Vessel of
Power".  This is a bit of a God Learner term but unfortunately such
terms are the only ones which can cover several Gloranthan cultures.
In any case this is usually a better way to think of it.  A Rokari
sorcerer thinks of his Staff as an entity that aids him in sorcery,
with its own Power and mana (magic points.)  The total Power that has
been invested in a Vessel will be termed "Vested Power".

  Ritually cast long duration spells need 1 point of Power to maintain
them per point of intensity, rather than 1 per spell.  This Power is 
usually drawn from the sorcerer's Vessel but may be supplemented by other
sources through special Rituals.

  Major features cribbed from RQ4 draft:

  Spell manipulations are limited by skill as in the RQIV Draft and 
spell descriptions have been rebalanced to go with this lower Intensity
level.

Textual notes
  We offer options at a couple of points and will be looking for feedback.
Optional sections will begin and end with a double line  of '*'s:
***********
***********
Option 1 is described here.
***********
Option 2 goes here.
***********
Option 3, etc.
************ 
************ 

  A single line of ############'s will bracket sections that could get left
out entirely if there is no positive response on them.

Curly braces with *'s  {* like this *} will indicate our comments.

{*  GENERAL NOTE

  We're trying to reverse engineer much of the system from what we
know about Glorantha, filling in with general stuff from Earth magic
where our Glorantha knowledge falls short.  Anyone with knowledge
about sorcery using cultures in Glorantha that is not in the RQ 3
publications or Cults of Terror, please contact Paul.

  Also feel free to try to shoot down the system or suggest ideas. 

  Pronoun choice:  The majority of Gloranthan sorcerers seem to be male,
hence the use of "he" in this work. *}



We assume that there are laws of nature in Glorantha and that the
different magic systems (Divine, Spirit, Sorcery) have some underlying
similarities that reflect these laws. Of course the enormous cultural
differences often mask these.


(for the Introductory section of the Magic Book)
WHAT THE SHAMAN SAYS

  Sorcerers are men who might have been shamans had they been born in
a natural society instead of among the Termite people who live in dead
cities of stone.  Without the guidance of nature spirits they live in
an unnatural way and when their fetch awakens to help them they poison
it instead of listening and leave it a crippled and blinded slave.  By
doing so they have killed the best part of themselves and are doomed
to a fruitless and grey existence.  Instead of treating spirits with
respect they condemn them to heartless slavery and are deaf and blind
to the suffering they inflict.  Having killed the feeling part of
themselves they are callous to the feelings of all beings, whether
man, spirit, animal, plant, or stone.

  Sorcerers have not earned their power fairly but in a cowardly way.
  As all know, those who would walk the spirit worlds must prove their
worth by facing the Bad Man but instead of doing so and thus gaining
the freedom of the spirit world the cowardly sorcerer avoids this
confrontation by willingly crippling his fetch.  This evil deed scars
the wizard for life, and perhaps beyond.

 WHAT THE PRIESTESS SAYS

  Before the Great Darkness the Celestial Court ruled the world and set the
pattern for all existence.  Aether ruled the sky realm, and all his children
long to return to it.  This is why fires rise up; they seek the sphere of
their Ultimate Ancestor.  Similarly the other Celestial Deities set the
patterns for the foundations of our world: the shape of the Earth and Sky,
the qualities of the Elements, the Forms of creatures, and the Powers and
Conditions of our lives.  Lesser Deities followed in their footsteps and set 
their pattern for humbler things.  These deities gave freely of themselves
to build a world we might live in.  Most generous was Ernalda, who gave of
herself so that all might live.

  Sorcerers have learned to exploit these patterns, drawing on the gifts
of the gods but giving them nothing in return.  They fuel their tawdry
magics with their own souls, and when this fails to satisfy their 
appetite for power, they draw on the souls of others. 
#############
 (About Malkioni)
 They manage this by an evil trick, a false religion without true
piety.  Given a standard of comparison, anyone would see through the
lies of their sects, and so they suppress worship of Ernalda and other
deities who would protect the common people against their
exploitation.  
#################

WHAT THE SORCERER SAYS

  Shamans are typically superstitious primitives who are born with
magical talent but fail to learn to control their own impulses.  At
best they resemble children fixed in a world of imaginary friends, at
worst they are dangerous madmen.  When their magic awakens, usually
around the age of adulthood but sometimes earlier or later, they lack
the training to control it with their conscious minds.  Instead the
subconscious impulses of the shaman have free rein and the shaman,
unable to control his magic, attributes it to an external being, the
"fetch".  The fetch is not truly a separate being - it is the
uncontrolled magic of the shaman manifesting his underlying desires
and fears.  It often appears as an animal because these impulses are
bestial in nature.  The shaman also unconsciously and inefficiently
produces many other magical effects and attributes them to his "spirit
helpers".  While some of these are in fact due to demons or wild
spirits, in many cases the shaman is unconsciously producing the
effect himself.  This may even include imaginary "spirit enemies" who
"attack" the shaman.

  However, do not underestimate these primitives if you are forced to
deal with them.  They are untutored and their powers seem almost
random, but can be devastating.  They may have the strength of madness
in their magic.  Perhaps the greatest danger they present is actually
unintentional: through their clumsy rituals, they may inadvertently
open the way for a demon of true power to cross into our plane.


###########################

{* This will need to get rewritten as we get more info from Greg. *}
 
UNDERLYING PRINCIPLES  (Introductory section within Sorcery section)
  (What the Rokari sorcerer says in a quick lecture to Lords)
  
  Magic is performed by manipulation of mana through skill and the
authority of the Soul.  Such a manipulation is called a spell.  One
manipulates mana with Power.  Beings with Power tend to collect all
the mana that they can hold over the course of their natural cycle,
which is for humans a day.  The largest spell that can be shaped is
limited by one's total Power, and also by one's skill.

  Such a mana construction tends to wash away quickly in the tides of
mana which flow through Glorantha.  The spell structure slowly weakens.
When it starts to crumble it usually decays quickly.  This is a natural
function of the Universe; we call this principle of decay Entropy.  It
also applies in the mundane world.  

The skill of creating and maintaining spells that will withstand the 
ravages of Entropy is called Duration.  We use it to craft both spells that
stand up better in the short term and to maintain spells indefinitely.  In
both cases the skill is that of crafting mana so well that it will longer
retain its form and purpose.

    With constant attention an operating spell may be maintained indefinitely.
If a spell is not maintained with Power and skill the mana loses its form and
the spell will soon end.  Thus ordinary folk who are not taught Duration
can use only ephemeral magics. Apprentice Sorcerers learn Duration but
can usually maintain but one spell. 

*****
 Trained sorcerers learn to Awaken the Higher (or Deeper) Magic.  When
this happens our Apprentices will attempt to construct a Staff or Wand
to house their magic.  This allows us to bind and control the power
which otherwise might run dangerously wild.  Certain holy men seem to
need no Staff to perform the Higher Magic, instead they find that a
Holy Guardian Angel assists them.  In other lands sorcerers find other
ways to house their magic, even in low forms such as weapons or
animals.  These are heretical ways not worthy of true Wizards, yet in
their twisted practioners find them effective.  Beware the heretical
Hrestoli and their Swords of Power.

  Once the Staff has been made (Note: other cultures have their own
equivalents) the Apprentice may graduate to the status of Journeyman.
Many Journeymen stay with their masters for a few years.  Some choose
ordination in the Holy Church.  A few strike out on their own.  Many
will want to enter the service of a Lord, it is this class which is of
most interest to this audience.
 
  Power Invested in a Vessel such as a Staff or Wand will allow a
Wizard to maintain a certain amount of magic indefinitely; with more
Invested Power this amount will increase.  You should see to it that
Wizards in fealty to you have sufficient time for meditation and
worship.  They also must obey many strictures of the Church and you
should try to provide an austere and holy environment for them, free
of the temptations of this world.  This will aid them in their
spiritual growth but will also foster the growth of their magic,
allowing them to be of greater service to you.

  You may wish Wizards in your service to maintain useful magic for
you.  Remember that Wizards who are maintaining spells are not at
their full magical strength.  If you wish to employ them on the
battlefield you cannot expect them to maintain kitchen spells for you
as well.  This apportioning of magical energies is an important
decision that you should make in consultation with your court Wizard;
he knows intimately his own strength and that of his Apprentices and
can offer you good advice in this matter.

  To use one's powers properly one needs to develop one's magical skills
as well.  Those with much power but inadequate training will be able to
maintain many spells but unable to use their full potential to accomplish
the greater magics.  Thus as the Wizards in fealty to you grow in power
it behooves you to allow them time for further training and research.  In
this way they will serve you better in the long term.

#################


###############
  VESSELS IN VARIOUS CULTURES (may go in individual College sections):
In Seshnela this is typically a staff, in Safelster a staff or wand.
(Although splinter groups may use more exotic objects.)  Kralorelans
use various types of Mandala.
  In Fronela a staff is most often used but the Grand Knights
(Wizard-Knights) of Loskalm normally use a sword but a few may use a
shield or even armor (as for example the famous Knight of the
Pentacle, uses a Pentacle shield).
  East Isles sorcerers often use an animal, as do the Wizards of
Maniria.  The choice of Focus often reflects the nature of the
sorcerer or his school.
###############

A quick description of the basic system:

Learning Sorcery

FOREIGNERS
  Most sorcerers are reluctant to teach foreigners their special
magics.  The only Brithini known to do so are those at Sogolotha
Mambrola.  The Rokari Masters of Seshnela teach only those of their
own sect and are suspicious even of converts.  The Hrestoli of Loskalm
welcome converts but typically insist on conversion for those who wish
training.  Carmanians will teach Low Sorcery to Lunar citizens for a
fee, usually at least 50 Lunars a week for the simplest of magics.

  Most of the rest of Western sorcerers live in city states with less overall
political control than in the kingdoms mentioned above and a sorcerer willing
to teach may be found with a season or two of searching.  Fees begin around
100 pennies per week.

  Eastern sorcerers rarely teach foreigners as they are typically interested
in maintaining the established social order in a harmonious way.  Foreigners
are typically disruptive.  Exceptions to this rule may exist but this is
best handled by GM discretion.

LOW MAGIC
  Low Magic is a catch-all phrase covering all lesser magics.  In the
West this includes the special magics of Knights, Lords, Serfs, and
Women as well as the beginning magic taught to Novice Wizards.  In the
East people learn sorcery appropriate to their function in society.
This may be quite specialized.  In the East sorcery may coexist along
with spirit and divine magic but rarely do individuals learn both
spirit magic and sorcery.


  Low Magic is typically taught to non-Wizards along with religious
instruction.  Serfs learn it from their village Wizards (often
journeymen themselves), Knights are sometimes taught it in academies
(Loskalm) or by their Lord's Court Wizard (Seshnela), and Lords are
general have tutors in magic as well as other subjects.  Some
societies arrange formal fees for instruction; in others the Wizards
are supported by tithing and their duties include instructing the
other Castes in Low Magic appropriate to their stations.  The general
rule is: You can't get something for nothing.

  In other societies different criteria are used.  In Fonrit the
sorcerous Families will train outsiders for a hefty fee.  In Kralorela
a Master may be a poor wanderer who selects disciples for talent
rather than wealth.  In the East Isles different criteria are used on
each island. The Mostali train all dwarves in the sorcery proper to
their function.  Specific notes will be found in the descriptions of
Colleges of Magic.


RESTRICTIONS AND SPECIAL PRACTICES

Many societies sorcerers have special restrictions or practices which are 
accepted as part of their social role.  Such restrictions are often taught as 
moral, religious, or ethical laws.  Some restrictions are obviously intended
to serve the social good, such as the Oath of Fealty for Seshnelan court
sorcerers, but others seem to serve no social function, such as the eating
habits of the Kingtroll sorcerers. According to the God Learners there is
a hidden purpose in many of these latter traditions : to channel ordinary 
Life Force, whether of the sorcerer or from his environment, into sorcerous 
power instead of its usual uses of engendering new life, enjoying life,
etc.  If you decide that this theory is true in your campaign, you may 
assess penalties against the sorcerous powers of those who fall away from 
the path they were taught as Apprentices, or allow bonuses to the magic of 
exemplary individuals. 

  These traditional restrictions  will be detailed in the descriptions
of individual Schools.

  Examples of such practices or restrictions abound: Kingtroll 
sorcerers learn to eat foods high in Life Force (such as live plants and
animals or intelligent creatures freshly clubbed or smothered) and special 
digestion techniques; the Rokari practice celibacy and abstention from
many meats and wine.  Some Easterners practice _kundalini_ before any 
important sorcery ritual.  It is difficult to summarize the systems used by 
such disparate cultures but it is perhaps safe to say that most sorcerers 
either give up some of the pleasures and benefits of normal life or find an
outside energy source of some sort.  As on Earth, you can't get something
(even magic) for nothing.

*******
*******
  Should the sorcerers give up the practices they are trained in they
often find that their magic may become weaker and/or difficult to control.
Apply penalties as you see fit but in general feel free to cut abilities in
half for those who give up their strictures.
******
  {* Or restrictions could add bonus abilities of some sort.  Need to
playtest to set the power level right. *}
*******
*******

  It is possible but extremely rare for sorcerers to switch traditions.
The obvious example of such a switch is of course Arkat and his followers.

#################
  A substitute energy source may be found.  Tapping is an example.  The
Brithini power requirements can consume both the energies of normal life
and evergy gained through Tapping; this may explain the 'lifeless' character
of Aranolit.  In most modern Malkioni societies Tapping is frowned upon.
Eastern sorcerers are largely unaware of the Tap spell per se but have
similar moral debates about drawing energy from dragon lines.
#################


THE SORCERER'S CAREER:

  Some general notes on the Sorcerer's career path follow.  

NOVICE

  In most cultures a potential apprentice serves for a year or more as
a novice, giving time for the master to evaluate the candidate's
dedication and ability before the formal apprentice bonding.  During
this time the novice will learn appropriate Lores or other skills as
assigned by the master and his willpower and dedication are often
tested (and strengthening) by the assignment of seemingly pointless
but demanding tasks.  These tasks also strengthen the novice's powers
of concentration.  The novice may be taught Low Magic.

[cultural examples]

  Novices who fail to meet the criteria for Apprenticeship may either
be released or remain with their teachers as acolythists, servants who
aid sorcerers but learn no High Magic themselves.  In some societies
novices deemed unsuitable to learn High magic may become apothecaries,
alchemists, enchanters, herb-women, etc.: professionals who deal in
ritual low magic, often using magic-rich materials from the
environment to produce relatively minor effects.

APPRENTICE
  Criteria for acceptance vary greatly among cultures but generally include
a minimal level of magical talent.  This may be abstracted as a minimum
magic skills modifier of 10% {* Check against new skill modifiers *}  
Specific cultural criteria may override this general rule.  Apprentices
are also expected to serve their Masters loyally and are usually Bonded to
a Master in a special Ceremony.  Specific schools often have further 
requirements, as for example of birth among the Rokari or military and
agricultural experience among the Hrestoli.  

    In some traditions Apprentices begin the steps of making a Vessel for
their power from the beginning of their Apprenticeship.  For example, in the
Rokari tradition, an Apprentice plants the seed of the tree which may become
his Staff on the day he is accepted as a full Apprentice.

  Apprentices are trained in such High Magic skills and spells as
their Masters deem fit.  For most schools these skills include
Duration and Range.  They may those High Some schools may teach other
skills at this time.  In the West, Malkioni Apprentices must learn a
rigid self-discipline associated with the moral tenets of Malkionism;
in the East, techniques such as meditation and focussing Chi energy or
identifying geomantic energy flows (dragon lines).

  Most Masters attempt to inculcate a sense of responsibility and the
mores of their school in their Apprentices.  An Apprentice who is
talented but who seems deficient in these areas may be blocked from
further advancement.


JOURNEYMAN
  When the apprentice has learned sufficient skills (typically after
seven years or more), usually including Intensity, Duration, Range,
Sorcery Lore, and other skills, he may be deemed ready to act on his
own, without the constant guidance of a Master.  We refer to a
sorcerer with this independent status as a Journeyman.  Exact
requirements vary by school but usually include several skills at 50%
and the approval of a Master.  In many schools the boundary between
Apprentice and Journeyman is marked by the Apprentice investing some
of his Power into a Vessel.  Vessels are described below; the
archetypical example is the Wizard's Staff, considered the mark of a
full sorcerer in Seshnela and many Seshnelan colonies.  A Vessel of
Power enhances the sorcerers in many ways.

  In some schools additional restrictions fall on the Journeyman;
these will be described under individual schools.  Journeymen may also
enjoy access to certain benefits, such as training in 'secret' skills
or spells of their school, unavailable to Apprentices.

  Many sorcerers remain as Journeymen throughout their lives, never
attaining the status of Master.

MASTER
  A Journeyman of sufficient skill, knowledge and power may become a Master.
In Western cultures this is often a formal status controlled by  a guild or 
council, while in some Eastern cultures the Journeyman simply declares his
Mastery when he feels that he is ready.  A Master is qualified to teach and
may take Apprentices.  Most Masters have several knowledge and sorcery skills
at 75% or better and have invested at least ten points of Power in either 
their Vessel of Power or enchantments.

ADEPTS
  An Adept is truly powerful, a match for a strong shaman or mighty Priest.
Adepts have learned subtlety as well as power and have learned to use a
little force to produce large effects, often in human affairs as well as
magical.  Some Adepts hold positions of great spiritual or temporal power 
such as (Arch) Bishop, Court Wizard to a great noble, Mandarin, or Lama.
Others may be essentially pure researchers who retire to a monastic 
lifestyle. It is thought that among the mightiest Adepts are a few who
take on the role or poor wanderers or pilgrims, going where curiousity
or deeper motives take them.

  Adepts typically have mastered (90%) several Lores and are eager to learn
more.  Many yearn to rediscover lost knowledge, or to uncover altogether
new knowledge.  Adepts have usually mastered the basic sorcery skills and
ritual magics as well as those skills special to their school.  Some Adepts
may have rare or unique manipulation skills and spells.  Adepts usually have
a great deal of Power invested in their Vessels, Enchantments, or both.



_______________________________________
SORCERY

Sorcery is the art of producing changes in the world through applied knowledge
in accordance with the will.  Temporary changes may be effected with the
expenditure of magic points, e.g., in spirit magic spells.  Permanent changes 
require the use of Power, as for example through Enchantment.  Sorcerers,
through ritual magic, may use Power to back long-duration spells, but unlike 
enchanting, the Power is not permanently lost.  When the spell ends, the 
sorcerer retains the Power that was used to back the spell.  This flexible 
long-duration magic is one of the great strengths of Sorcerers and is
described under Ritual Casting below.

#########
  One technique of sorcerers is to create "switchable permanent
effects": by using their own Power, the Power in their Vessels, or (in
some cases), the Power of others, they can create magical effects of
indefinite duration - but when that effect is ended, The genius of
Sorcery is that Sorcerers learn to build up a resevoir of Power with
which they produce an effect of indefinite duration through ritual
magic, but when that effect ends they can begin another.  This will be
described below under Ritual Casting.
##########

SPELL TYPES

  (These would probably go in the front of the Magic Book, keeping the
organization of RQ 3 where possible)


Instant
  Instant spells are as described in RQ3, taking effect immediately.
They cost magic points.

Active
  Active spells require concentration to maintain, as per RQ3.  Some
spells, e.g. Sense Projection, are Active while in use but can remain
dormant when not concentrated upon.  An Active spell may require
additional magic points to maintain or when special functions of the
spell are employed.

{* Comment: I would like it if Active spells were no longer Temporal
per se but had a magic point cost per time and lasted until you ran
out of magic points.  After all the guy has to concentrate on the
spell to maintain it - how does the spell know how much time has
passed?  I can see a limited duration for spells that are supposed to
hold together by themselves but it seems to me that Active spells are
not doing that!  The guy who is Flying doesn't have a watch to check
when his Duration is running out.  I think he should just get worn out
(loss of MPs) from maintaining the spell and decide when to stop - or
if he is interrupted he may need a Concentration roll to continue.

  People with no Duration skill have their Active spells end when they
cease concentrating.  People with Duration may let an Active spell lie
Dormant.  This is exactly the sort of thing that I think should
distinguish the sorcerer from the dilletante.

  With this suggestion, 'Temporal' and 'Passive' come to mean the same
thing.*}


Task Magic

  Task Magic is magic designed to go with a task.  It is like active
magic in that it must be maintained with a modicum of attention, but
it is designed to be maintained while performing another task.  As
long as that task is successfully being performed the caster is
assumed to be able to maintain the spell.  {* Fireblade in RQ II was
task magic for fighting: you only needed to roll to keep it if you got
hit. *} A significant interruption will necessitate a Concentration
roll to keep the spell.  Much Peasant magic falls under this heading:
such spells are often called "Work Prayers".

Passive  {* May be combined with Temporal under suggestion above *}

  Passive spells need no further concentration once cast.  They will
hold together for their Duration and then come apart over a few melee
rounds.

Maintained
  A spell which can be maintained indefinitely, generally through Ritual
Magic.  Used mostly by sorcerers.

_________________
###################
DEFINITIONS

Instant
  Instant spells are as described in RQ3, taking effect immediately.
They cost magic points.

Active
  Active spells require concentration to maintain, as per RQ3.  Some spells,
e.g. Sense Projection, are Active while in use but can remain dormant when
not concentrated upon.

Task Magic

  Task Magic is magic designed to go with a task.  It is like active
magic in that it must be maintained with a modicum of attention, but
it is designed to be maintained while performing another task.  As
long as that task is successfully being performed the caster is
assumed to be able to maintain the spell.  {* Fireblade in RQ II was
task magic for fighting: you only needed to roll to keep it if you got
hit. *} A significant interruption will necessitate a Concentration
roll to keep the spell.  Much Peasant magic falls under this heading:
such spells are often called "Work Prayers".

Passive

  Passive spells need no further concentration once cast.  They will
hold together for their Duration and then come apart over a few melee
rounds.

Maintained
  Spells may be Maintained through an ongoing sorcerous ritual or by
Power from a sorcerer's Sorcery Pool.  A Maintained spell requires at
least one magic point per day per point of intensity, sometimes more.
############################

  Those without Presence are thus limited to short-term spells.  This
includes Serfs, Knights, and Lords as well as Apprentices before the
Trial.  
################
__________________________________________________________
  Low Magic

  This includes magic designed for Serfs (or Peasants), Knights, and Lords
as well as beginner Wizard magic.

  Instant or Active magic: These descriptions work just as they do in
RQ III (Or in RQ IV).  There is no Duration skill: Active spells last
until they are released.  They may cost additional MPs to use in
certain ways, as in the Lance effect from Form/Set.  They may also
cost additional magic points to maintain for long periods.

Rote Spells

  Much Peasant, Knight and Lord magic is designed to accompany
specific tasks and while the task is being performed normally requires
no additional concentration.  That is, the spell may automatically be
maintained while the task is being successfully performed.  Plow
Prayer, for example, can be maintained while plowing, Sheep Song while
herding, etc.  No concentration roll is needed unless the workman is
distracted or interrupted.

  Similar spells, prayers, and chants exist in other cultures under
various names.

  A knight can fight while maintaining a Knight spell and only needs
to make a concentration roll if hit or otherwise surprised.  (Like the
old Fireblade spell from RQ II.)  Lord magic goes with Lordly tasks
such as making speeches, etc.  Peasant magics typically cost one MP
per hour per point of Intensity to maintain.  Wizards can also
maintain certain spells in the same way.

MANIPULATING SPELLS
  Manipulation is measured in Points.  The effects of one point of
manipulation are different for Quick Casting and Ritual Casting and
will be described below under these headings.

Skill Limits

  The total points manipulation on a spell is limited by the effective spell
skill:

Maximum Total Points of Manipulation <= (Spell Skill + Ceremony bonus) / 10. 

  Always round up when calculating limits.

{* The effect of including Ceremony means that an Apprentice will
almost always want to cast a spell out of a cookbook, using many spell
diagrams, chants, etc.  He is still limited by his skills with
individual manipulations.  This seems right to me: the experienced
Wizard can rattle off a spell with the same effect (or better) as the
Apprentice's carefully prepared spell.  *}

 Individual manipulations are limited by skills:

Maximum Points of Manipulation = Manipulation Skill / 10.

      Example: A sorcerer with Neutralize Magic 75%, Intensity 64%,
      Duration 38%, and Range 51% can cast Neutralize Magic and add up
      to 8 total levels of manipulation (7.5 rounded), using up to a
      maximum of 6 levels of Intensity (6.4 rounded), 4 levels of
      Duration (3.8 rounded), and 5 levels of Range (5.1 rounded). A
      typical high-powered spell might be Intensity 7 and Range 2.
      (Remember that a base spell is Intensity 1.) The chance to
      successfully cast the spell is 75%, regardless of the amount of
      manipulation used.


  QUICK CASTING

  Calculate manipulation limits as above.  The sorcerer determines
which manipulations to use within these limits.

  Effects of Manipulations on quick casting:

      A base sorcery spell with no added manipulation has Intensity 1,
Range 1, and Duration 1.  duration of 10 minutes, and a range of 25
meters. It costs 1 MP to cast.
      The three most common manipulations are Intensity, Duration, and
Range.  Each level of these three manipulations added to a spell costs
1 MP. Normally, manipulation has a linear effect, that is, each point
adds the same additional effect as the previous one. When used in a
ritual, each point of Duration or Range adds more than the one before
it. (See below.)


INTENSITY - Each additional point of Intensity adds a point of intensity. 
            The exact effect of this varies with the spell.
DURATION - The Duration of a spell is  the Duration rating times the base 
	duration.  The base duration for a spell is 10 minutes except where 
	otherwise noted in the spell description.
RANGE - The range of a spell is the Range rating times the base range.  
	The base range for a spell is 25 meters except where otherwise noted.

Time for Ceremony: {* For now, as in RQ3 *}

  Casting chance is the minimum skill among all spell skills (including
Cermony modifiers) and manipulations used.


  Results of Casting:
fumble: lose all magic points and/or have funny magical effects.
failure: abort spell, lose 1 MP
success: normal
Special - add 1d3 free manipulation to spell?  or half cost?
Critical - add 1d6 free manipulation to spell or MP cost  =1 ?

TYPES OF SPELLS
Instant spells
  Instant spells cost magic points to cast.  The 
************************************************8


________________________________
MAINTAINING SPELLS:

  A sorcerer may maintain a total Intensity of long duration spells
equal to his Sorcery Pool.  SP which is used for this purpose is
'commited' and is not available for other purposes, such as
strengthening the sorcerer's attack and defense.

THE VESSEL OF POWER

  In most Gloranthan traditions, an Apprentice who is deemed ready by
his teacher is guided in the creation of a Vessel of Power.  (Those
who do not use a Vessel often make many small Enchantments to aid them
instead.)  As the Vessel is completed, the Apprentice invests some of
his Power into the Vessel.  This will be referred to as his Vested
Power.  Vested POW may be increased through sacrificing Power in much
the same manner as a shaman increases the Power of his fetch or
priests their Rune Magic.
  
  Vested Power is kept separate from the sorcerer's personal Power,
even if he uses himself as a Vessel.  In this case the sorcerer may
perceive his Vested POW as an awakened inner presence (thought of as a
new Chi energy center in the East or as a Holy Guardian Angel in some
Malkioni cultures.)

  There are benefits and drawbacks to using various Vessels.  If a
Vessel is taken the sorcerer may be denied access to Higher Magic; if
it is destroyed the sorcerer may fashion a new Vessel.  Vested POW is
not lost if a Ve

It contains both Power and mana, or magic points.  The Power in a
Sorcery Pool is 'detachable' and may be assigned to certain tasks.

  The Power in one's Sorcery Pool may be employed in several ways:

 Presence has several uses:

MARK1

1.  Invested POW can act as normal POW, holding Magic Points equal to
itself and regenerating once per day.

2. Invested POW can be left on a spell to stabilize it.  This requires
one point per point of intensity in the spell.  It can be used top
maintain such spells as Sense Projection or Telepathy which require
conscious attention to use; in this case the spell remains dormant
until the sorcerer returns his attention to the spell.  The point of
Presence used to maintain a spell is not available to the sorcerer for
other uses such as shaping spells.

3. Invested POW not used for other purposes may strengthen the magical offense
and defense of the sorcerer.  Suggested rate:
Offense: +1 effective POW per ten points of Invested POW on POW vs. POW tests.
Defense: +1 effective POW per five points of Invested POW on POW vs. POW tests.
  Round upwards in both cases.
  (May have different powers for different types of Vessel.)

  Note: All spells are thus magically connected to their casters and as 
such may be used to target sympathetic magic back at the caster.

 Presence may be used to shape mana into spells with total points 
(intensity + range) equal to the available Presence.
3

Vessel:

  When a sorcerer gains access to High Magic he starts to build up a
Sorcery Pool as described below.  Often a sorcerer will Invest his
Sorcery Pool in a creature or object, with certain effects described
later under Investiture Ritual.  This power object will be called a
Vessel.  A sorcerer who does not Invest his Sorcery Pool experiences
it as an awakened inner presence (thought of as a new Chi energy
center in the East or a Holy Guardian Angel in some Malkioni
cultures.)  In this case the term "Vessel" is understood to mean the
sorcerer's own body.

Sorcery Pool (SP):
  The sorcerer's Sorcery Pool is built up with Power in much the same
fashion as a shaman builds up his fetch or priests buy Rune Magic.  It
contains both Power and mana, or magic points.  The Power in a Sorcery
Pool is 'detachable' and may be assigned to certain tasks.

  The Power in one's Sorcery Pool may be employed in several ways:

1.  It may hold 'raw' or uncommited magic points just like any other
Power.  If a sorcerer is in contact with his Vessel he has access to
this mana for spells and it also boosts his magical and spiritual
attacks and defenses.  The vessel's (MPs / 5) are added to the
sorcerer's MPs for defensive POW vs. POW tests; its (MPs/10) are added
to the sorcerer's for offensive POW vs. POW tests.  Magical attacks on
the Vessel itself are calculated as if they were attacks on the
sorcerer if the sorcerer is in contact with the Vessel; otherwise they
must overcome only the Vessel's own MP.

2. Power not otherwise employed collects mana (regains magic points)
at the usual human rate of 1 MP / Power / day.  This goes into the
pool of raw MPs described above.


3.  Through ritual magic, Power may be detached from the Sorcery Pool and
set to maintaining spells indefinitely.  This is described under "Ritual
Casting" below.  Note that this normally requires one point of Power per
point of Intensity of the spell.  

##################
  (Exception: with the Transfer Maintainence ritual, most of the necessary 
Power may be supplied by the spell's target.
##################

  The Power used to maintain a spell is not available to the sorcerer
for other uses such as holding and regaining magic points.

  The Power used in maintaining a spell returns to the SP when the
spell ends.  No magic points return, but the Power begins regaining
magic points as usual.

  Ending spells:
  Sorcerers may automatically draw their SP Power back into the SP by
touching the ensorcelled object or creature with the Vessel and
willing it to return.  This ends the spell.  The spell may also be
ended by Dispell, Dismiss, or Neutralize Magic.  Sorcerers have a
double chance to Neutralize their own magic due to their detailed
understanding of the spell's structure.

_________________________________________

NEW HIGH SORCERY SKILLS AND RITUALS
  These may be learned only after a Sorcerer has begun to develop his
Sorcery Pool.  These are skills which may be available only to some
schools of magic.

***************
***************
Preparation (Skill and Ritual)
  A sorcerer uses this skill both to Prepare spells in a Preparation
Ritual and to cast Prepared Spells.  The caster Prepares a spell in a
ritual in which the total manipulation is limited by his Preparation
skill as well as the ordinary limits on manipulating ritual spells.
If successful he may then Commit points of his SP equal to the magic
points of the Prepared spell in order to hold it until he wishes to
release it.  The Prepared spell may be cast at DEX Strike Rank with a
successful Preparation roll.  Note that Sorcery Pool used to hold
Prepared spells is unavailable for other purposes.  A sorcerer may
hold any number of Prepared spells as long as he has the SP to do so.

***************
Preparation (Ritual)
  A sorcerer may uses this skill to Prepare spells in a Preparation
Ritual.  The caster Prepares a spell in a ritual in which the total
manipulation is limited by his Preparation skill as well as the
ordinary limits on manipulating ritual spells.  If successful he may
then Commit points of his SP equal to the magic points of the Prepared
spell in order to hold it until he wishes to release it.  The Prepared
spell may be cast automatically at the Sorcerer's DEX Strike Rank.
Note that Sorcery Pool used to hold Prepared spells is unavailable for
other purposes.  A sorcerer may hold any number of Prepared spells as
long as he has the SP to do so.
***************
***************
  {Balance notes: Remember that this instant casting comes at the cost
of a spell that otherwise would be always on.  A guy with 6 SP could
hold a battlefield-ready Palsy 6 with his Pool.  Or he could have on a
Ward Missiles 6 or some such.  Without this ritual the guy who is
purely defensive is at a big advantage.  I like Preparation a lot, it
gives you another option for what to do with your SP.  Also I like the
image of a Wizard casting a quick emergency spell out of his Staff.}
_____________________________________________
TRANSFER OWNERSHIP (Ritual)
aka Parasite Spell Ritual
  Certain Colleges* teach this ritual as a means of extending the
Sorcery Pool of the sorcerer with the mana of other creatures.  It is
used when casting long duration spells on a willing target.  It can be
used on an unwilling target but the target Power must be overcome and
the target must be somehow constrained throughout the ritual.

  The sorcerer first ritually casts a long duration spell as usual.
Now he begins the Transfer Ownership Ritual.  This ritual, if
successful, will transfer most of the burden of spell maintainence to
the target creature.
**************
**************
  The sorcerer must leave one point of his Sorcery Pool, which has 
the 'spell instructions', committed to the spell as if he were maintaining a
one point spell.
**************
For every (Duration Skill / 10) points of Intensity in the spell, the 
sorcerer must leave one point of his SP committed to the spell in order
to maintain it.  
**************
**************
  The spell will now be maintained by the target, automatically
draining the target of magic points at the rate of one point per day
per point of Intensity in the spell.  For a complete creature such as
a human, this means that the creature will effectively lower its Magic
Point recovery rate from (POW MP's per day) to (POW - Maintained
Intensity) MP's per day.  Note that it costs no initial MPs from the
target as the cost to start the spell is paid by the caster.

This ritual is abhorred by shamans and some priests, who see the spell
as a parasitic spirit.  They may consider it their duty to 'save' the
spell recipient from this parasite by Dispelling or Dismissing his
probably-expensive spell.

  This ritual must be used on on a spell cast on something with its
own MP's to be effective.  For example, a creature, or an object with
a spirit bound in it.  It is thought that the Brithini have a similar
magic of more general application, allowing them to draw on the power
of a creature to fuel a spell cast not on that creature but on
something else.  [ This would be most useful but is alas beyond the
reach of mortal sorcerers.  Some might even consider such a drain
immoral.]

 *Paul's opinion: _certainly_ Brithini, probably Rokari, Boristi,
Sedalpists, God Learner offshoots.  Possibly others?  Carmanians have
something else to do with their magic points, so they might have
forgotten this one.

 Example:

  Sir Michael wishes to go questing.  He appeals to his lord, Baron
Robert, for a blessing from Robert's Court Wizard, Stone.  Robert
grants the favor as Michael has been a loyal knight for many years.

  Michael asks for two effects to help him, Strength of the Righteous
and Ward Against Evil Magic.

Stone assesses Michael (who is POW 12) and decides to cast Increase
Strength 5 and Ward Magic 4.  This will cost Stone two of his Sorcery
Pool to maintain until the spells are ended.  It will also cost
Michael 9 points of his MP recovery rate to maintain the spells.
Stone succeeds in both the initial casting and in Transferring the
spells (he is an adept after all).  Michael is now set for questing.
His Strength is up by 5 and he is protected against spells.  However,
he recovers MPs at the rate of three points a day, down from 12.
Should he use magic or encounter combative spirits on his quest this
could work against him.

Example 2: I bet most Brithini recover MP at 1/day.  Serfs maybe even
0.  But they're all enhanced.  Serfs probably with extra CON, maybe
DEX.  Horali are certainly all enhanced.  Talars are protected.
___________________________________



SPELLS:
  Base Chance:
  Since a sorcery user is manipulating the world directly rather than
through the intermediaries of spirits or gods, his understanding of
the world is important to determine his initial facility with the
spell.  {* This is analogous to engineers learning basic science to
improve their base chance at various specialized engineering skills;
the theoretical background helps a lot in the early stages but
practical experience is needed for


  Thus, after learning the spell 'recipe', a student gains a base
chance in a spell equal to his magic bonus plus his special chance
{*or skill over ten *} in a related skill, often a Lore.  Related
skills are listed in the spell descriptions.  If more than one skill
is listed, use only the best.

  {* Note that Lores are actually useful to sorcerers here.  But not
unbalancing; high Lore skills allow a master to pick up new spells
relatively easily but the high base chance here is cutting out only
the easiest part of the skill to learn, i.e. gets them through the low
skill range where training time would be short anyway. *}


Peasant Magics:

  These are common to most Western cultures as they are descended from
Brithini models.  There are some Eastern equivalents to many of these
spells, but note that many eastern peasants gain their magic from
worship of the Rice Mother and other deities, obviating the need for
sorcery.


__________________________________________

Vessels and their effects:

  A Vessel houses the magic of a sorcerer and is considered to be almost
an extension of the sorcerer.  
  Staff: The preferred form of Vessel among most Malkioni.  Rokari use
Staffs almost exclusively.  In some cases Staff may continue to grow
and change asits owner gains power.  The creation ritual for Staffs is
generally a closely guarded secret taught only to loyal Apprentices
after they have served for at least five to ten years.  Staffs usually
appear to be wood.

  Staff users are generally upright in morals and rigid in
personality.  The symbolism of the staff is important here: a wild
growing plant is bound, cut, defined, straightened.  This represents
also what Rokari and many other Malkioni Wizards wish to impose on
their own magic: a rigid and controllable definition.

Familiars:
  The familiar is an animal used as a Vessel.  The animal is somewhat
independent with vestiges of its own will.  In addition, the baser
impulses of the sorcerer may show through in the animals behavior.
For example, a sorcerer who dislikes trolls may be calm and polite
when forced to deal with them.  His monkey, on the other hand, may
chitter at them, throw clods of dirt, or otherwise act offensively.


General Vessel Rules
  The Vessel is intimately linked to the sorcerer as it houses his
magic.  A sorcerer will have a general idea of the direction and
distance of his Vessel as long as it is within his maximum possible
Ritual spell range.  (See Ritual Magic Range and Duration table) This
general idea will tell the sorcerer the range to his Vessel in terms
of the Ritual Range table, i.e., in the same room, 0-1 km, 1-2 km, 2-4
km, etc.

CREATE FAMILIAR RITUAL
  Ceremony
  This ritual transfers the sorcerer's Sorcery Pool to a living
incomplete creature, usually an animal.  As the familiar will normally
retain some of its original personality, an animal who likes the
sorcerer is normally chosen.  This will have profound effects on the
animal and some on the sorcerer.

  The sorcerer may spend Power to enhance the animal's characteristics
at a one for one basis.  He may not cause its INT to exceed his own.

  A mental link allows the sorcerer to communicate with the familiar.
It will generally obey the sorcerer but if forced to act against its
animal instincts it may oppose the will of the sorcerer in a MP vs. MP
test. The Sorcerer will benefit from the magic points in his Sorcery
Pool in this test.

  The sorcerer must have his familiar present to use his Sorcery Pool
for Ritual 

  During the transger process the sorce
  Variants of this spell which allow more exotic familiars may exist.
animal 



Enchantment: 

  Change the default user condition to Maker only for spirit magic and
sorcery, Initiates of (God who provided the Enchantment) for divine
magic enchantment.

  Spirit Magic Enchantments:
  According to third hand info these are actually making spirit houses.


  

RITUAL CASTING
  A sorcerer may maintain a single spell through an ongoing Ritual
that takes virtually his entire attention.  If the Ritual is
interrupted the spell will fail.  He is limited by his normal
manipulation limits on total manipulation, Range, and Intensity.  This
process is very draining and although some sleeping is done the normal
pattern of sleep is interfered with.  As a sorcerer's Duration skill
increases he may maintain spells for longer periods before collapsing
and ending the spell.  This exhaustion is primarily mental and does
not come under the fatigue rules.  After three days of rest the
sorcerer will have recovered from the strain of the spell and could
begin another long ritual.

  To trade off simplicity for "realism" figure out a collapse
probability per day.

  


Levels of   Minimum     Maximum time spell can be maintained (weeks?)      
Duration    skill     		

0           -           -                  
1           5%          1                  
2           15%         2                  
3           25%         4                  
4           35%         8  (1 season)      
5           45%         16 (2 seasons)     
6           55%         32 (4 seasons)     
7           65%         64 (1.5 years+)    
8           75%         128 (3 years+)     
9           85%         256 (6 years+)     
10          95%         512 (12 years+)    
11          105%        1024 (24 years+)



Using Vested Power to Maintain Spells

   Sorcerers with Vested Power may use some or all of it to maintain
spells indefinitely.  This Power is assigned to spell maintainence
through ritual casting.
   The total manipulation is as usual limited by spell skill.  Note
spell skill can be enhanced with Ceremony.  This affects both total
manipulation possible and casting chance.  When a lasting spell is
cast by this method one point of Power per point of Intensity in the
spell must be drawn from the Vessel to maintain the spell.  This Power
returns to the Vessel when the spell ends.  Power used in this fashion
is unavailable for other purposes.

########################
  The casting chance will be the minimum among all manipulation skills
used and the spell skill modified by Ceremony.  Duration is used to
maintain any lasting spell and is figured into the casting chance.
{* This could be true for Ritual Casting even if battlefield casting depends
only on spell skill. *}
########################
*******
  When a lasting spell is cast one point of Power must be assigned 
from the Sorcery Pool to maintain the spell.  This Power
will return to the Sorcery Pool when the spell ends.
*******

  Casting Spells with Range

  Magic points from the Vessel may be used to boost the Range of
a spell in a ritual casting as specified below.  This type of long
range spellcasting is  sometimes called a "ritual sending".

#################
  The Power used to boost the Range of a spell
returns to the Pool once the spell is cast but if the spell is to be
maintained Power equal to the Intensity of the spell must be left with it.
#################
  Note that if a long Duration spell is ritually cast with long Range
there may be difficulties in recovering one's Power.
#################

  Casting time in hours = totals MPs in the spell.  
{* At 9 levels of Ranges, Sendings travel at 27 km/hour like POW 9
spirits.  Lesser Sendings travel slower, greater Sendings faster.
This seems balanced enough to me as skills for non-Brithini top out
around 100%.  If you want this could be changed to days, I don't think
it's necessary. *}
 
Levels of               Casting time (hours)
Range     Minimum     <melee rounds if
	    skill       use 1 point of POW>     Duration (weeks)   Range (km)

0           -           -                       -                  -
1           5%          1                       1                  1
2           15%         2                       2                  2
3           25%         4                       4                  4
4           35%         8                       8  (1 season)      8
5           45%         16                      16 (2 seasons)     16
6           55%         32                      32 (4 seasons)     32
7           65%         64                      64 (1.5 years+)    64
8           75%         128                     128 (3 years+)     128
9           85%         256                     256 (6 years+)     256
10          95%         512                     512 (12 years+)    512
11          105%        1024                    1024 (24 years+)   1024

CEREMONY
      The Ceremony skill bonus for time spent performing Ceremony (see
Ritual Magic) adds to the spell skill. It increases the spell's chance
of success and also increases the total amount of manipulation
available. It has no effect on manipulation skills, and the normal
skill limit (one-tenth of manipulation skill) still applies.
Non-ritual castings use melee rounds of time to determine the amount
of bonus. Ritual castings use hours of time to determine the amount of
bonus. This applies whether the caster is using lots of time or a
point of power to get the ritual effect. Long rituals take 8 hours a
day of casting time. The sorcerer can continue one indefinitely, as
long as he or she gets enough rest (at least 8 hours of sleep out of
every 24).

      Example: A sorcerer with Damage Boost 77%, Intensity 56%, and
      Duration 44% wishes to cast a spell with a duration of two weeks.
      He adds 6 levels of Intensity and 2 levels of Duration to the
      spell, and must spend either 2 weeks or 2 melee rounds and a point
      of POW to cast the spell. If he is wise, he spends enough
      additional time with Ceremony to increase his spell skill to 95%
      or above, to maximize the chance for success.

DISPELLING SORCERY SPELLS
      To dispel a sorcery spell, one must dispel the total intensity
of the spell.  Spells cast with ritual duration count double {* Note
Parallel to Rune Magic which also costs POW *}
   A Intensity 5 spell cast normally can be dispelled in the same way
as a five point spirit spell.  A ritually cast 5 point spell may be
dispelled just as a 5 point divine spell, i.e., as a 10 point spirit
magic.

A Sorcerer has a double chance to Neutralize his own magic due to his
detailed understanding of the spell's structure.
  
  If a sorceror is maintaining a spell with Power from his Vessel he
may automatically dispell it by touching the ensorcelled object or
creature with the Vessel and willing the spell to end.  This returns
the Power which maintained the spell to the Vessel.  Note that if a
ritual spell ends for any reason the Power maintaining the spell
returns to the Vessel (this does not add any MPs to the Vessel, but
the Power so returned begins to regenerate MPs as usual.  Usually such
a spell only ends when dispelled or when the target (or physical
token, if any) of the spell is destroyed.

VARIANT RULES
  These are methods taught by various schools for ritual sorcery

PHYSICAL TOKENS
 (Common in Ralios, Seshnela, and some Eastern Schools)

  A physical token is made as part of the ritual for a spell and
actually contains much of the pattern used by the spell.  A good
example of a physical token is the portrait of Dorian Grey in "The
Picture of Dorian Grey" by Wilde.  If the physical token is destroyed
the spell ends.  Physical tokens allow great detailed control of magic
but are vulnerable to being stolen or destroyed.  A sorcerer may
retain the physical tokens of a spell himself or they may be given to
the target.  Generally a sorcerer will be trained either to use
physical tokens for all ritual spells or for none.
