From: owner-rq-rules-digest To: rq-rules-digest@hops.wharton.upenn.edu Subject: RQ Rules Digest: V1 #89 Reply-To: rq-rules Errors-To: owner-rq-rules-digest Precedence: bulk Content-Return: Prohibited Return-Path: owner-rq-rules-digest RQ Rules Digest: Tuesday, 14 February 1995 Volume 01 : Number 089 RULES OF THE ROAD 1. Do not include large sections of a message in your reply. Especially not to say "Yeah, I agree." Those who do will be lynched. 2. Use an appropriate Subject line. RQR: will be prepended to it. 3. Do not engage in a point-by-point analysis or rebuttal of another person's message. It is too confusing for others to follow, qualifies as nit-picking, and it usually leads to flame wars. 4. There is no number 4. TABLE OF CONTENTS Majordomo RQR: Reilly Vessel 2/4 Majordomo RQR: Reilly Vessel 4/4 ---------------------------------------------------------------------- From: Majordomo Date: Tue, 14 Feb 1995 12:26:30 -0500 Subject: RQR: Reilly Vessel 2/4 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 ; 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: Paul Reilly's Vessel Stuff 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 ------------------------------ From: Majordomo Date: Tue, 14 Feb 1995 12:26:47 -0500 Subject: RQR: Reilly Vessel 4/4 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 ; 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: Paul Reilly's Vessel Stuff 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 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. ------------------------------ End of RQ Rules Digest: V1 #89 ****************************** This is the bottom of the RuneQuest Rules Digest. 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