Copyright © 1997, Sandy Petersen

Note: The conversion to HTML is still not complete (e.g. the table of contents immediately below isn't hyperlinked).

Who Cannot Learn Sorcery
Learning Spells
Increasing Spell Skill
Memory Requirements
Casting and Maintaining Sorcery Spells

Learning The Arts
THE BASIC ARTS (Intensity, Multispell, Range )
SECONDARY ARTS (Accuracy, Ease, Force, Hold, Permanence, Reinforce, Speed)

RANKS OF SORCERY (Apprentice, Student, Journeyman, Adept, Magus)

Learning Vows (The High Vow, The Vessel, Lore Mastery)
Other Vows
SPECIALTIES (Alchemist, Conjuror, Healer, Enchanter, Forest Mage, Illusionist, Metamorph, Monitor, Necromancer, Ships Sorcerer, Warlock [of named element], Weather Mage)

Sorcery Used With Other Magic Types
Definitions of Spellcasting
Special Enchantment Rules
The Ritual Spells

Borist College of Magic
Brithini College of Magic
Carmanian College of Magic
Galvosti College of Magic
Hrestoli College of Magic
Lunar Magic
Rokari College of Magic
Sedalpist College of Magic
Stygian Magic
Vadeli Magic
Valkarist College of Magic
Waertagi Sorcery
Converting from Old Sorcery
Otherworld Creatures and Sorcery

Copyright 1997, Sandy Petersen


Several different Gloranthan magic traditions are all vulgarly termed "Sorcery". Kralori mysticism is restricted to Kralorela, and is very difficult for outsiders to learn. The peculiar magic native to the East Isles is sorcerylike, in that the effects are created by manipulating magic energy. Dwarf magic is superficially much like standard sorcery, and indeed the latter may have derived from it.

Sorcery in its best-known form was originated by the Brithini and Vadeli. It has spread across much of the world, and many, perhaps most, Third Age sorcerers are not Malkioni at all.

Who Cannot Learn Sorcery

a shaman can learn no sorcery unless his fetch has been permanently destroyed. A person who knows sorcery and becomes a shaman loses all his sorcerous lore.

most priests cannot learn sorcery, often because it is considered sinful by their deity, but also because the nature of their philosophy and devotion renders the priest unable to alter his mindset in the necessary manner. An initiate of a non-sorcery-using deity may never become an acolyte, priest, or rune lord while he knows his lore.

Normal dwarf magic is much like sorcery, and free dwarfs take to sorcery like ducks to water.

Trolls also use sorcery in conjunction with their native darkness cults.

Few elves can learn sorcery, as their minds and souls are not keyed into seeing the universe as natural resources to be manipulated by principles of immutable law. Their Weltanschauung is highly personal Aldrya is immanent. Sorcery requires an impersonal view of the universe and Aldrya is more than just a distraction -- she makes the sorcerers viewpoint an impossibility. Only rootless elves, who have lost their world view, can sometimes learn sorcery.

Most nonhumans can learn sorcery like anyone else, always assuming that someone is willing to teach them. Of course, this implies that the race can learn magic at all. Krarshtkids and jelmre cannot learn sorcery because the former can never use any magic and the latter can only use their speciesunique emotion magic.

Learning Spells

From an instructor this takes 50 hours of training from someone with skill in the spell being learned of at least 90. At the end of the training, the student receives a spell skill equal to 1d6 plus his Magic Bonus. If this is 0 or less, the spell is useless to him. Another 50 hours adds another 1d6 to his skill, and this can be continued unti he is finally at a positive level. A spell teacher can train a number of students equal to his INT.

From a Scroll or Book a student who successfully Reads a work describing a spell and studies it for 50 hours can learn the spell by rolling his INT or less on 1d100. If he fails, he can study another 50 hours, then try his INTx2. Then INTx3, etc. A special Read doubles the reader's chances. A critical Read is an automatic success.

Spell Inscription anyone who knows a spell at 90+ can inscribe it via a successful Write. If a matrix of the spell is enchanted into the scroll or book, the matrix's skill bonus is added to the student's chance of learning the spell.

Increasing Spell Skill

Experience as per normal RQ rules.

Research & Training a successful bout of training or research provides the sorcerer with a full 1d6 increase, rather than 1d6-2.

Maintenance if a spell is kept continuously maintained for a week, and makes up at least a tenth of the sorcerer's total Presence, then the sorcerer gets a skill check. If the skill check results in an increase, the spell goes up by 1d6-2. If a sorcerer maintains more than one copy of the same spell, he only gets one skill check.

Memory Requirements

A sorcery spell takes up 1 point of INT. This INT can come from the sorcerer's own brain, a spell matrix, a bound spirit, or a familiar, but it must be stored somewhere. A sorcerer can increase his skill in spells which he has not memorized (but has access to through a familiar or whatever).

Casting and Maintaining Sorcery Spells

The chance of casting any sorcery spell is equal to the user's skill in that spell on 1d100. In all cases, the caster may not place more Art levels in a spell than his skill in that spell/10. The caster's degree of success can be relevant:
Success LevelResult
CriticalSpell goes off, costs only 1 MP, takes full effect.
SpecialSpell goes off, costs 1 MP less than usual, takes full effect
NormalSpell goes off, normal MP cost
FailureSpell fizzles, only 1 MP lost
FumbleSpell fizzles, all MPs lost (alternatively, spell goes off on wrong target).
Time needed to cast a sorcery spell is equal to the user's DEX SR plus 1 per MP. The Arts of Ease and Speed and the Ceremony skill may modify this.


most sorcery-users are not wizards, and do not know the Arts. Such individuals can cast spells using the art of Intensity (only), with maximum levels equal to their skill/10, rounded up. Such spells have a maximum range of 10m, and if temporal last for 10 minutes.


those who know the Arcane Arts must determine how many levels of each Art are used in each spellcasting. A sorcerer cannot have more total levels in effect at any given time than his Presence. A sorcerer can cease maintaining a spell instantly. The spell's effects last till the end of the round in which it was canceled.


increases the caster's chance to cast a spell, and hence also the total MPs he can manipulate it by. Ceremony cannot more than double the user's skill. Each round spent in ritual permits the sorcerer to use up to 10 percentiles of Ceremony. A sorcerer with 85% Ceremony has no need to spend more than 9 rounds chanting before casting a spell. When casting a ritual spell, an hour must be spent per 10% bonus instead of a round.

Resisting/Dispelling Sorcery

: --with few exceptions, only Intensity is used to determine a sorcery's power vs. counterspells. An Intensity 1, Range 6 spell acts as a 1 point spell and is blocked by a Countermagic 1 (knocking down the Countermagic in the process)

Spell Components

if the sorcerer possesses an object or substance especially appropriate to a spell being cast, the GM can give him a 5 percentile boost to chances of success. Special or rare components give higher boosts, depending on the GM's whim. An extra round must be taken in casting the spell when a component is used.
Example: Subadim casts Fly using an eagle feather. The GM rules this gives him a +5 bonus. If he'd used a griffin or sky bull feather, he'd have gotten a +10 bonus. A phoenix feather or dragon wing scale would be +20, and a feather from Vrimak, King of Birds, is worth +50. A chicken or crow feather is worthless. The tongue of a crow who'd been taught to speak would be worth +10 for a communication spell.

Spell Precedence

spells are layered from the inside out in the order in which they were cast. For instance, if you cast Resist Magic 6, Castback 6, and Resist Damage 6, in that order, a foe casting Evoke Fire at you would first need to overcome Resist Damage, the last spell cast. If it penetrated, it would strike the Castback. If it bypassed the Castback, it would strike the Resist Magic. Only if it penetrated the Resist Magic would it affect you. Evoke Fire had to overcome the Resist Damage, because it directly causes damage. If the caster had thrown Stupefy instead, the Resist Damage would not have interfered.


a sorcerer can boost a spell with additional MPs, unlimited by his skill or Presence. It does take an extra SR per MP. The additional MPs serve no function except to add to the spell's Intensity for purposes of overcoming counterspells.
Example: Subadim throws an Evoke Fire 4 at a broo. He suspects the Broo has Countermagic up, so he boosts his Evoke fire with 6 MPs. The Evoke hits the broo with 10 MPs of force. If the broo's Countermagic is 8 or less, hell be affected by the Evoke Fire 4.


The Arts of sorcery are used in casting spells. Remember: the user cannot have more MPs in a spell than his skill/10. Three Basic Arts are normally recognized: Intensity, Multispell, and Range. A number of "secondary" Arts are also commonly recognized. Other secondary arts are known, but not all are available to all colleges of magic.

Learning The Arts

The Arts are learned by three main methods. It is possible to mix and match these methods, though most students do not.

Art Vows

an Art Vow can be taken when the student gains 90% in a sorcery spell. When taken, the student gains access to a single chosen Art, and his Presence is increased by the Vow's value minus 3. In most cases, this gives a negative result! (For example an Art Vow of Shun Immortality reduces Presence by 2.)

If a sorcerer violates an Art Vow, he does not lose use of that Art, and his Presence is restored to what it would have been without said Vow (it may increase!). However, he also loses 10 percentiles from all his spells.

St. Malkion

the famous founder of the Western Way provides Arts to those who believe on him. If an apprentice has Malkion as patron, then each year at Sacred Time, Malkion can be invoked to gain one Art.


for this purpose, the Arts are treated as Magic skills with a base chance of 0, acquired and learned like any other skill. Once the student achieves 90% in an Art, he has mastered it. If the student tries to use Arts with a skill below 90, his chance of casting the spell is no higher than the lowest of all Arts used.

THE BASIC ARTS (Intensity, Multispell, Range) Intensity

the most basic Art. When a spell is listed along with a number, the number invariably refers to Intensity. Thus, Venom 6 is shorthand for Venom, Intensity 6.


lets the user cast multiple spells simultaneously, at the same or different targets. Multispells can have identical MP levels for all Arts used, or the user can voluntarily lower the levels for one or more spells selectively. Each MP in Multispell permits the user to cast one spell, or to strike 1 target with all the spells cast. Note: Multispell 1 is pointless.

Chance for success is figured by the lowest skill of all spells being cast. If a mage Multispells Evoke Fire 60 & Animate Fire 80, he may place 6 MPs into the combined spell limited by his Evoke 60. Since he needs Multispell 2 to cast the two spells, his Intensity can be no more than 4. However, all spells in the Multispell share the same Intensity. So the spell would be Evoked at Intensity 4, and Animated at Intensity 4, for the same 6 MP cost!

When attack spells are combined, each defender needs to make only one resistance roll. If he fails, all the spells take effect. If he resists, none do. If the spells have different chances of overcoming him, use the single die roll to determine success or failure for all. Thus, one spell could succeed while another fails. The single Intensity is used for all the spells combined when breaking through magic defenses. Thus a Countermagic 4 would resist fifteen Multispelled 2-point spells.

Example: Thraxon the wizard Multispells Diminish STR, Diminish CON, Diminish SIZ, & Shapechange. He applies Intensity 6 and needs Multispell 4 (because 4 spells are involved). The total cost is 10 MPs, and the target ends up with 6 SIZ, CON, and STR, plus enough Shapechange to affect a target up to SIZ 12. If Thraxon included Hold 8, he could keep the effect readied for a total of 18 MPs spent. Of course, hed need 171% skill in all the spells involved. If he specialized as a Metamorph, then hed only need a skill of 86, a bit more reasonable. (See the Specialty rules, following.) When Thraxon casts the spell, he only rolls to overcome his foe's MPs once. If the target's SIZ is 13 or more, then the entire spell automatically fails, because the 100% certainty of the Shapechange spell's failing is the "lowest chance" among the spells involved.


without this Art, a ranged spell can be cast up to 10m. Each MP in Range doubles this. An active spell needs sufficient Range to keep the target within its effect.
Range DistanceRangeDistance Range Distance
0 10m 7 1.3 km 14 160 km
1 20m 8 2.5 km 15 320 km
2 40m 9 5 km 16 640 km
3 80m 10 10 km 17 1300 km
4 160m 11 20 km 18 2500 km
5 320m 12 40 km 19 5000 km
6 640m 13 80 km 20 10,000 km

SECONDARY ARTS (Accuracy, Ease, Force, Hold, Permanence, Reinforce, Speed)


only usable with spells that choose a target randomly (such as a random hit location). Each MP in Accuracy allows the caster to modify the die roll by 1. Only known to the Rokari, Hrestoli, and Sedalpists.


this Art actually costs 1 MP per level used! However, each level of Ease adds 1 extra SR to those needed to cast. You cannot reduce the total MPs in the spell to less than the levels of Ease used.
Example: Thraxon wants to Palsy an unsuspecting guard, but sees no reason it should cost him a fortune in MPs. He applies Palsy 4, Range 2, Ease 3, for a total of 4+2-3 = 3. It would be foolish to use Ease 4, because that would require at least 4 MPs, and hes already got it down to 3. The spell will take 9 SRs to cast, plus his DEX SR. And of course Thraxon needs a skill of at least 81%.


only usable when the sorcerer is casting an attack spell that matches the caster's MPs vs. the target's MPs, POW, etc. on the Resistance Table. For each MP in Force, the caster's chance of overcoming the target are raised by 5 percentiles. If the caster's chance is nominally less than 05%, it must be increased sufficiently to overcome this handicap.


lets you hold a single sorcery spell ready to cast. The MPs in Hold must at least equal the highest other Art used. The spell pops onto the Otherworld, where it remains ready for release. This gives you an "emergency" spell. When a Held spell is loosed, it goes off on your DEX SR. Held spells count vs. the user's Presence. Note: Permanence can be combined with Hold.


causes a spell to count as a single MP of Presence, regardless of its actual size. The MPs in Permanence must equal the highest other Art used. In addition, the caster spends 1 POW.


renders a temporal spell more resistant to dispelling. Each MP in Reinforce gives the spell 2 additional pseudoIntensities vs. dispel attempts.


lets you cast a spell more quickly. Speed does not count against the SRs needed to cast the spell (though it does cost MPs), plus each MP reduces the SRs needed to cast the spell by 1, to a minimum of 1 SR.


In most societies, sorcerers rise through definite degrees, and are ranked according to their achievements.


an apprentice is attached to an older sorcerer, normally at least an Adept, but some journeymen take apprentices, too, depending on local custom (typically, when sorcerers are common, only Adepts take apprentices).

The apprentice first devotes himself to the mastery of a particular Art, normally Intensity. Once he has learned the Art, he takes the High Vow at a formal celebration. A good master will insist that his apprentice learn several different spells. A master may or may not cast Apprentice Bonding on a new apprentice.

Apprentice Requirements
Magic Bonus of 10+.


once an apprentice has learned the three basic Arts, he is permitted to take the Vessel in another celebration. At this time, he is considered to have risen to the rank of Student, and is given extra privileges. Technically, a student is still an Apprentice but a more important one.

A Student may now choose to become a specialist, if his master is one. The master must be a specialist in the field chosen.

Most sects require a master to perform Apprentice Bonding by the time his apprentice becomes a full student.

Student Requirements
Knowledge of all basic Arts
Ceremony, Enchant, and Summon skills of 01 or more.


once an apprentice learns enough, most sects permit him to leave his master. However, he is not required to do so, and for some time will be considered second-rate in any case. Income may be significantly straitened until he improves his skills. This is normally the level at which a player-character becomes an adventurer.

Journeyman Requirements
Knowledge of all Basic Arts and at least one secondary art
Ceremony, Enchant, and Summon skills of 25+
Mastery of at least one spell at 90+


adepts are considered competent in all aspects of sorcery. An Adept must meet specific requirements, and are respected or feared everywhere. In civilized lands, adepts are licensed by the authorities, and usually permitted certain privileges. For instance, in most Malkioni lands, only Adepts are permitted to wear all-white robes.

Adepts are able to learn spells normally restricted to specialists, because their lore and knowledge has grown until they can comprehend such.

Adept Requirements
Knowledge of all Arts
Skill in at least five non-ritual spells at 90+.
Ceremony, Enchant, and Summon skills of 50+
Possession of a familiar.
(Malkioni only) at least three Patron saints. Iconoclasts or non-Malkioni must have accomplished something similarly impressive, varying with the sect.


at some point, an Adept can proclaim himself a Magus. Generally, this is not done until most people who know of him have begun to consider him such (or he risks mockery). There are no specific conditions, but being called a Magus normally implies at least the following minimum;

Commonly Recognized Magus Qualifications
Ceremony, Enchant, and Summon skills of 90+
Skill in at least a dozen non-ritual spells at 90+
Having invented at least one new spell
Presence of 50+


Sorcerers create and increase Presence by means of Vows: oaths the sorcerer must try to keep. If a sorcerer breaks a Vow, he loses all Presence he'd gained from it, and may never take that Vow again. This fact is taken by Malkioni as evidence that sorcery is governed by the Invisible God, deity of Law.

Learning Vows

When a sorcerer masters his first Art, he can take the High Vow of his sect. This sets up a mental discipline for him to follow throughout life.

Once the sorcerer has learned the three basic Arts of Intensity, Range, and Multispell, he can take the Vessel vow.

For each Art he learns after that, he may take one additional Vow. In addition, for each sorcery spell he masters at 90%, he may take yet another Vow. If a sorcerer somehow forgets an Art, or an appropriate skill drops below 90, he does not lose the Vow he received for that skill or Art, but when he relearns the Art or the skill rises back to 90, he does not get to take a new Vow -- only one Vow per Art or spell.
Arts Known Vows available
none none
one only The High Vow
all basic Arts The Vessel
each other Art Any Vow
each spell at 90 Any Vow

The High Vow

this is the first vow an apprentice normally takes, and is the only vow that can be taken before a sorcerer has learned all three basic Arts. The High Vows vary with the particular sect of Malkionism, hence there is High Hrestolism, High Rokarism, etc. The user must adhere to his Sect's general strictures (such as Caste definitions). The High Vow's Presence boost is equal to the sorcerer's basic Magic Bonus (not counting magical boosts). If the bonus is 0 or less, the student still gets 1 Presence for the High Vow.

When a sorcerer converts to another sect, he loses this Vow. However, he can retake it in his new sect the next time he qualifies for a new Vow.

Even non-Malkioni sects oft have an equivalent to the High Vow -- usually some philosophy upon which the sorcerer can base his mind's architecture. While it is possible for a person to learn sorcery without this kind of mental framework, it is of course much harder. Most unaligned sorcerers adhere to an ethical doctrine or mental discipline as a High Vow. If they have no such dogma to base their reality around, no High Vow is possible, and their sorcerous power is correspondingly weaker.

The Vessel

this is normally the first Vow taken upon acquiring the basic Arts [Intensity, Multispell, & Range]. All the user's INT that is not taken up in memorizing spells i.e., his "free INT" becomes a magic Vessel added to his Presence. Only the users personal INT counts. This vow is especially useful because it cannot really be broken. A wizard with no free INT gets no Presence, but should he forget a spell (and free up some INT), the Presence returns.

Lore Mastery

a fine Vow adding 1 Presence for certain skills mastered at 90%. Qualified skills include all Read/Write skills, any Lore, plus Ceremony, Enchant, and Summon. Sorcery spells do not count. This Vow, like the Vessel, cannot readily be broken. If one of the sorcerer's applicable skills drops below 90, the Vow is not broken, but he does lose that point of Presence until it rises again.

Other Vows

After each Vow's name is a parenthesized number; this is the amount by which the Vow increases Presence.

ABJURE ARMOR (1; 2 for Rokari): never wear any physical armor. Unavailable to the Brithini (who can't wear armor anyway), the Vadeli, and the Hrestoli.

The Rokari have the lesser Vow of Abjure Metal Armor (1), which permits them to wear leather, wood, or other non-metal armor. If such a Rokari later takes Abjure Armor, the lesser vow is subsumed (and he only gets 2 total Presence).

ABJURE ARMS (2): never use a weapon of any type. Unavailable to the Hrestoli and Vadeli.

The Rokari have the lesser Vow of Abjure Knightly Arms (1), which permits them to use staffs, daggers, and other decidedly un-military arms. If such a Rokari later takes Abjure Arms, the lesser vow is subsumed (and he only gets 2 total Presence).

ABJURE LIQUOR (1): never drink alcoholic beverages.

ABJURE RUNE MAGIC (1; 2 if you have never cast a Rune spell): you may never sacrifice for Rune magic, and must never cast any you now know. Unavailable to Lunars or Henotheists.

ABJURE SPIRIT MAGIC (1; 2 if you have never cast a spirit spell): you may never learn spirit magic, and must forget any you now know.

ADULATION (1): devotion is given to a saintly relic, icon, or idol. The relic must be kept safe, given ornamentation, routinely tended, prayed to, etc. Only available to non-iconoclastic Malkioni sects.

CELIBACY (1; 2 if you have never engaged in coitus; add +2 for Rokari): This includes sex of any type, including homosexual, cross-species, etc.

DEVOTION (2): each year, sacrifice 1 POW to the Invisible God. Only available to Malkioni.

FASTING (1): must not eat or drink on one chosen day a week. This Vow may be repeated.

FLEE [element] (2 or more): this ritual Ceremony costs 1 POW. It is rare among humans. Once performed properly, you are harmed whenever you are left exposed to the full force of the named element. For instance, Flee Sky would harm you if touched by full sunlight. Flee Storm would harm you via moving air (i.e., wind), and so forth.

When taking this Vow, you must choose what kind of loss you wish to take (FP, MP, HP, or POW). This Vow can be repeated (no POW is lost on future ceremonies). The first Flee Element vow causes you to lose 1 point per hour exposed. On second and subsequent Flee Element vows, you may accelerate the harm done. You may also choose to add another type of loss to the basic Vow, keeping the points additive. Note: creatures without a particular stat cannot select that type of loss.

Example: Deentim has taken the Flee Dark vow (so must stay out of shadows, and keeps the lights on at night), choosing to lose FP. He gets 1 Presence for this. Later, he accelerates the vow. Now, he loses 1 FP per minute, but gets 3 Presence for the Vow. Still later, he takes the Vow again and chooses to lose HP as well as FP. This adds another 4 Presence, for a total of 7. He cannot choose to lose 1 HP per hour, and must lose it per minute. The mightiest Vow he could take would cost him 1d6 FP, MP, HP, and POW per round -- this would take 8 Flee Darks to attain, and would provide him with 21 total Presence.
Base Type of Loss Time Acceleration
FP = 1 Presence +0 per hour of continuous exposure
MP = 2 Presence +2 per minute
HP = 4 Presence +4 round
POW = 6 Presence +6 lose 1d3/round
 +8 lose 1d6/round

NEVER KILL A HUMAN (1; 2 if you have never ever done so; add +2 for Sedalpists): the sorcerer is still permitted to let a human die by inaction, and he can order someone else to kill a human.

The Stygians have the vow of Never Kill a Troll, which may be taken in addition to or or instead of this one. It provides 1 Presence, or 2 if you have never killed a troll. Trollkin do not count as trolls.

RITUALS (2): must spend an additional melee round in preparation before casting any spell.

The Brithini, Rokari, Valkarists, and Sedalpists have the enhanced vow of Great Rituals, which requires them to spend an hour in preparation before casting a spell. This gives Presence equal to the High Vow.

SACRIFICE APPEARANCE (1): lower APP by 2. May be taken more than once. Training APP back up breaks the Vow, though Boost APP is legal. APP cannot be lowered below 1 by this Vow.

SACRIFICE CONSTITUTION (1): lower CON by 1. See Sacrifice Appearance. CON can be reduced to 0 or less, but if this happens, the sorcerer's CON-boosting spells must be sufficient to raise his CON to at least 1 or he dies at once. Not available to Hrestoli.

SACRIFICE POWER (3): lower species-maximum POW by 1. This only reduces current POW if it is already at species maximum. A human sorcerer who'd taken this vow 5 times (for +15 Presence) would have a species maximum POW of 16. Not available to most Malkioni (it is considered to harm one's afterlife).

SACRIFICE STRENGTH (1): lower STR by 1. See Sacrifice Constitution. Not available to Hrestoli.

SECLUSION (1): spend one week of every year in total seclusion. During this time, the sorcerer may not speak, may not cast any spells, and must avoid contact with the outside world. This week must be the same week every year. This vow may be repeated. However, if the sorcerer breaks this Vow, he loses the Presence for all Seclusion Vows he has taken.

SHUN HARM (3): cast no attack spells. Generally only taken by healers. Unavailable to Brithini and Vadeli.

SHUN [ELEMENT] (2): cast no spells that control, evoke, or otherwise manipulate the selected element. For example, a sorcerer with Shun Sky could not cast Glow. A sorcerer with this vow may learn Resist spells vs. the chosen element. Unavailable to Lunar Sorcerers, except for Shun Storm. Shun Darkness is unavailable to Stygians, and Shun Storm is unavailable to Aeolians. Note that nobody can take Shun Moon, for non-Lunar sorcerers can't use such magic anyway, and Lunar sorcerers are forbidden this vow.

SHUN IMMORTALITY (1): Never cast or maintain the Immortality spell upon yourself (you may do so for others), nor receive any similar life-extending magic. Naturally immortal entities (such as Brithini) may not take this Vow unless they have somehow become mortal.

SHUN TAP (1; 2 if you have never cast Tap): Never cast or maintain Tap. Unavailable to Malkioni sects which permit Tap.

SILENCE (3): never communicate verbally. You may use Telepathy, hand signals or the written word to communicate. This does not prohibit spellcasting. Not available to Hrestoli or Valkarists.

TEND FAMILIAR (1): You can get this Vow simply by taking a familiar. When your familiar dies, the Vow is cancelled, but by taking another Familiar (or resurrecting the old one), you can accept this Vow again the next time you qualify for a new Vow.

VEGETARIANISM (2): Eat no flesh.

The Sedalpists have the lesser Vow of Partial Vegetarianism, which forbids eating the flesh of warm-blooded animals (only), for only +1 Presence. If such a Sedalpist later takes full Vegetarianism, the lesser Vow is subsumed, for a total of +2 Presence. Sedalpists also have the Vegan Vow, for +3 Presence, which requires them to avoid milk and other animal products.


A sorcerer can specialize in a particular type of magic. All spells within the chosen specialty have an Art limit equal to his skill/5, while spells outside the specialty have an limit of his skill/20. For instance, an illusionist with both Phantom Sight & Treat Wounds at 85 could cast Phantom Sight 17, but only Treat Wounds 5. A non-specialist could use 9 MPs for each spell.

Sample Sorcery Specialties

Spells" = all spells within that specialty.
"Vows" = alterations in Vows due to this specialty.
"Lore Mastery" = those skills which give him Presence above and beyond the normal Lore Mastery vow.
"Other" = any special bonuses or handicaps.


Spells Animate [substance], Bless [object], Boost [attribute], Holdfast, Locate Object, Produce [energy], Sense [substance], Armor Enchantment, Create Basilisk, Enchant [metal], Warp Enchantment

Lore Mastery Craft, Evaluate, Mineral Lore, and World Lore give 2 Presence each.

Other new Art: Alchemy


Spells Create Basilisk, Dominate [otherworld species], Mystic Vision, Protective Circle, Resist Magic, Resist Spirit, Summon [species], Binding

Lore Mastery Demonology, Magic Lore, Spirit Lore, and Summon give 2 Presence each.

Other new spell: Boost Elemental


Spells Bless (medical gear, antidotes, etc.), Dominate [disease, emotion, healing spirits], Regenerate, Resist Death, Resist Disease, Resist Poison, Summon [healing spirit], Treat Wounds

Vows none unique, though Never Kill a Human and Shun Harm are common.

Lore Mastery First Aid, Treat Poison, & Treat Disease give 2 Presence each. Other new spell: Neutralize Disease


Spells -- all Enchant spells

Lore Mastery -- Enchant and Magic Lore give 2 Presence each. The first Craft the enchanter masters provides 3 Presence. The second Craft provides 2. Further Crafts are worth 1 each.

Other new spel: Break Conditions

Forest Mage

Spells Animate Wood, Animate Plants, Animate Trees, Animate [plant species], Boost Perception, Boost Stealth, Dominate [woodland species], Project [sense]

Lore Mastery Plant Lore counts for 3. Each Stealth skill gives 1 Presence.

Other Transform to Tree, special plant-affecting spells.


Spells Phantom [sense], Project [sense]

Lore Mastery --Conceal, Sleight, each Perception skill, and each Stealth skill give 1 Presence. Other new Art: Illusion


Spells Boost [char.], Diminish [char.], Shapechange [species], Tap [except POW and INT] Vows -- may never Sacrifice any characteristics in a Vow

Lore Mastery -- Animal & Plant Lore give 3 Presence each.


Spells Dominate [species], Mystic Vision, Suppress Sorcery, Stupefy, Tap INT, Telepathy

Lore Mastery each Communication skill gives 1 Presence.

Other new spells: Hypnotism, Clear Mind, Comprehend, Implant, Mind Probe


Spells Animate Dead, Dominate [type of undead], Drain, Hand of Death, Resist Death, Sense Life, Sense Undead, Tap [characteristic], Banishment, Create Basilisk, Create Vampire, Immortality, Summon [type of undead]

Vows Shun Sky is required as the third Vow. In addition, every 5th Vow must be Sacrifice Appearance, until APP has dropped to 1. Never Kill and Shun Immortality are forbidden.

Lore Mastery Magic & Undead Lore give 2 Presence each. Each Stealth skill gives 1 Presence.

Other new spell: Hide Life. Can stack Tap spells. Necromancers are considered to be chaotic, or at least meddling with chaos.

Ships Sorcerer

Spells Animate [rope, canvas, wood, etc.], Bless Ship [and shipboard equipment], Boost [ship's attributes], Evoke Wind, Holdfast, Open Seas, Skin of Life.

Vows Shun Sea, Shun Storm, and Shun Sky are forbidden Lore Mastery Boating, all appropriate Crafts, Navigation, Shiphandling, and World Lore give 2 Presence each.


[of named element]

Spells -- Animate/Evoke/Produce/Resist/Sense [element]; Dominate [elemental], Summon [elemental]

Vows Shun [enemy element] is required as the third Vow. Enemies are the dominant or inferior element to your own -- for instance, Water & Dark are enemies to Fire. The other Shun [enemy element] must be taken as the fifth Vow. Each time you take the Flee [element] Vow vs. an enemy element, you get an extra 1 Presence.

Lore Mastery -- Mineral & World Lore give 2 Presence each.

Other new spell: Boost [elemental]. Only the element chosen can be used in the listed spells. For instance, Resist Fire is a specialist spell, but not Resist Damage. All aspects of a given element are within this specialty. For instance, both Evoke Fire and Evoke Light are within a fire warlock's specialty.

Weather Mage

Spells Animate Fog, Call [appropriate energy], Dominate Sylph, Evoke Lightning, Evoke Windblast, Fly

Vows may not take Shun Sky or Shun Storm

Lore Mastery World Lore gives 4 Presence. Other Predict Weather, plus others.


Sorcery Used With Other Magic Types

Other types of magic interfere with sorcery. When a sorcerer casts a spirit spell or Rune spell, they count against his Presence. His Presence remains encumbered with these magics until they expire. However, he cannot cancel them until they expire naturally, nor can he maintain them past that point. Each point of spirit magic takes up 1 Presence. Each point of Rune magic takes up 4 Presence. Instant spirit and Rune spells only use up Presence for the round they are cast.

When sorcery and other types of magic are cast on the same target, similar spells do NOT add together. Instead, they "overlap. For instance, if Boost Damage 6 and Bladesharp 4 are cast on the same sword, damage is increased by 6 (Boost Damage), and attack is increased by 20% (Bladesharp).

Because of the wide variety of possible combinations, the gamemaster is the final judge of whether or not a particular spell pairing "overlaps". Note that some similar-appearing spells may not overlap. For instance, though Fireblade and Boost Damage both increase damage, they do not overlap instead, Fireblade takes precedence, just as it does with Bladesharp.

Definitions of Spellcasting

An "attack" spell, such as Hinder, must overcome a target's MPs in order to take effect. A target can choose not to resist. A non-attack spell, such as Treat Wound, normally does not have to overcome a target's MPs. However, a target can choose to resist such a spell.

When an "active" spell is up, you cannot cast any other spells (except a Held one). You can only utilize an active spell with some other spell if Multispell was used when it was cast. (For instance, combining Fly with Animate Stone to make a flying gargoyle). An active spell can be allowed to lapse into quiescence, and then later brought back into activity by concentration. You can only control one active spell at a time.

A "transient" spell is active, but in addition, if you end your concentration the spell is cancelled. You can only control one transient spell at a time.

Many spells cost points or do damage defined as 1d(intensity). This means a die or combination of dice is rolled with a maximum value equal to the Intensity. Thus: Intensity 3 = 1d3. Intensity 6 = 1d6. Intensity 10 = 1d10. Intensity 14 = 1d8+1d6, Intensity 18 = 3d6, etc.

Some spells come in the format VERB [noun] Ãsuch as Animate [substance]. Such spells come in a variety of forms, sometimes individually described, but sometimes not. Hence, Animate [substance] is not a single spell, but a whole category, each of which must be learned separately. Knowledge of Animate Stone is useless in casting Animate Fire.

ranged, active
Each Intensity animates 6 SIZ or 1d6 STR. Normally, sufficient Intensity is required to make the entire corpse's SIZ animate (but in special circumstances, just a corpse's arm, head, etc. need be activated). If the corpse is not given at least half as much Intensity for STR as it has for SIZ, it will only be able to wriggle around, not actively locomote. More SIZ cannot be animated than the creature's original SIZ, but the creature can be given more STR than in life. An animated corpse's move is 1 less than in life, and an animated skeleton moves as fast as in life.

Example: Subadim the sorcerer wishes to reanimate a dead horse, SIZ 32. This costs 6 Intensity for SIZ, plus if he wants it to be able to walk around, hell need to spend half as much Intensity on STR (i.e., 3, which gives a STR of 3d6). He can make the horse stronger if he wants (and if has sufficient ability).
ANIMATE [substance] ranged, active
Each Intensity lets the caster animate 1 SIZ, 1 ENC, or 1 cubic meter, as appropriate (non-solid substances such as air, light, or fire would be per meter, for instance). Different substances have different characteristics. An Animate spell cannot be used to affect a complex living creature, such as a human or troll. Unless the animated substance is appropriately crafted, it cannot wield objects or tools. The object retains its former armor points. Normally, a wooden object has a move of 3, a stone object a move of 1, and a metal object a move of 2. Other substances can have their move rates figured out appropriately. used for animating substances such as stone, wood, metal, etc.

An Animate can be generic, such as Animate Metal, or specific, such as Animate Bronze.

To determine the degree of control the caster has, you must to figure out how specific his Animate spell is, combined with certain other conditions. See the following chart for the basic system.
DEX Multiplier Spell
x7 Specific "Animate Weedeater the Sword"
x5 Item & Material "Animate Bronze Sword"
x3 Material "Animate Bronze"
x1 Class "Animate Metal"

ATTRACT [harm]
attack, touch, transient
The recipient tends to attract various harmful attacks. It starts with a 10m radius around the target, and Range can be used to widen the effect. If the target becomes inanimate (i.e., dies), the spell ends. If two Attract spells would both affect a given attack, the higher Intensity spell checks first to see if it succeeds. If two spells of equal Intensity compete, the one nearer to the attack checks first.

Magic ranged spells only. The recipient must be a legal target of the spell in question. For instance, if he is not visible to the spellcaster, he does not attract the spell. Match the Attract's Intensity vs. an eligible spell on the resistance table. If the Attract wins, the spell targets the recipient, even if he cast the spell himself.
Missiles all eligible missiles roll 1d20. If the total is equal to or less than the spell's Intensity, the missile hits the recipient, assuming it hits at all.

Spirits all spirits capable of offensive spirit combat must roll their MPs vs. this spell's Intensity each round they are within the spells radius. If they are overcome by the spell, they must attack the recipient. Spirits currently engaged in spirit combat or who have 10 or more MPs than the Attract's Intensity can ignore this spell.

BLESS [object] Touch
Makes a specific tool or weapon slightly magical. Each Intensity adds 5 percentiles to all skills using that tool. A weapon has both Attack and Parry increased.

Requires Intensity equal to the objects ENC. Each additional Intensity past that adds +1 to its armor points. For instance, if Boost Armor 8 were cast on a medium shield (ENC 3), the shield would receive 5 extra armor points. Because of the high weight of body armor, this spell is normally cast upon a single piece of armor at a time, rather than the entire suit (a medium suit of chainmail, for instance, takes 20 Intensity, but a chain coif only 2).

Adds +1 to damage on the affected weapon per intensity. Can be cast on innocuous objects such as coins to give them a damage potential.

Adds the spell's Range to a missile's basic and long range. Requires Intensity equal to the missiles ENC (1 Intensity is enough for all but siege missiles). BOOST [characteristic] ranged

Each Intensity adds 1 to the selected stat. Boosting APP by 6 or more makes the target unrecognizable. INT and POW cannot be Boosted beyond the user's original rolled INT or POW, but the spell can substitute for INT or POW lost due to Tap or disease. BOOST [skill bonus] ranged Each 2 intensity adds 5 to the selected skill category modifier. All skills within that category are increased. For instance, Enhance Perception 4 adds 10 to all perception skills. Note: sorcery spells are NOT affected by Boost Magic, but Ceremony, Summon, and Enchant are.

CALL [energy]
Produces the specified energy everywhere within the spells Range.

Call Calm decreases wind velocity by 1 kph per Intensity.

Call Cold lowers the temperature by 1C per Intensity.

Call Heat raises the temperature by 1C per Intensity.

Call Light creates a faint glow. Intensity 1 is enough to read by, Intensity 5 is near-daylight, 10 makes bright daylight.

Call Shadow creates a faint shadow. Intensity 5 makes a shadow even in full daylight, and 10 is like a moonless night.

Call Tide only usable at the seashore. The waters height is raised or lowered (casters choice) by 1 cm per Intensity.

Call Wind increases wind velocity by 1 kph per Intensity.

CASTBACK touch If an attack spell fails to overcome the target's MPs and has Intensity equal to or less than the Castback's, it bounces back at the caster. If both target and caster have Castback, the spell may ricochet back and forth until it finally affects one of the targets. DIMINISH [characteristic] attack, ranged Only STR, CON, SIZ, DEX, or APP can be Diminished. Each Intensity subtracts 1 from the selected characteristic, down to a minimum of 1. Diminishing APP makes the target unrecognizable if the APP is reduced to less than half its normal value.

DIMINISH [skill bonus]
ranged Each 2 intensity subtracts 5 from the selected skill category modifier. All skills within that category are affected. Example: Diminish Agility lowers all Agility skills, including parries.

DOMINATE [species] attack, ranged, active This is an assortment of spells, each tied to a single species. Dominate requires an Intensity at least half the target's MPs. If the target fails to resist, he falls under the caster's domination. If the caster tries to force the target to perform an exceedingly repugnant action, it gets an immediate chance to break free. In any case, a sentient creature gets such a chance once a day.

A being inside a binding enchantment cannot resist this spell, and only one Intensity need be used regardless of the being's MPs. DRAIN attack, ranged, instant Each intensity lowers the target's current fatigue by 1d6.

EVOKE [energy] ranged, instant
Lets the user send a force as a beam towards a foe, striking a randomly rolled hit location.

Evoke Cold does 1 pt of damage/round, continuing for the spell's Intensity in rounds. Armor does not protect.

Evoke Flame does 1d(intensity) damage. Flammable materials may ignite, with a default chance of 5x Intensity. Armor protects unless a flame hits the same location for a second consecutive round or the target site ignites, armor stops helping.

Evoke Light the target is lit up brightly. Darkness entities (such as hags or shades) and undead take 2d(intensity) damage. Evoke Light neutralizes darkness-based magic.

Evoke Lightning the target takes 1d(intensity) damage, ignoring metal armor.

Evoke Shadow the target's sight-based skills drop by 5 per intensity. This situation improves by 5 percentiles per subsequent round. Neutralizes earth-based magic.

Evoke Water delivers a knockback attack of 1d6/Intensity. Neutralizes fire-based magic.

Evoke Windblast does 1d(intensity) abrasion damage, first destroying armor, then hit points. Neutralizes water-based magic. FLY ranged, active Lets the caster levitate 3 SIZ of a target object at a move of 1. Each additional intensity adds 3 to the SIZ allotment or increases move by 1, at the casters option.

HASTE ranged
Each 2 Intensity increase the target's movement by 1m/round and lower his DEX SR by 1. No matter how low DEX SR drops, no action can take less than 1 SR. The target loses Fatigue equal to Intensity.

HINDER attack, ranged
Each Intensity decreases the target's movement by 1m/round, and increases his DEX SR by 1. If the total SR of the target adds up to more than 10, he can take action only once every other melee round.

HOLDFAST (formerly Bind) attack (if cast vs. a living target), ranged Minimum Intensity 2: Ccauses two 10cm by 10cm surfaces to stick together with a STR of 3. Each Intensity either adds 10cm in each dimension to the surface area to be commingled or adds 3 STR to the glue. If used to affect living tissue, the target's MPs must be overcome.

The exact shape of the Holdfast can be altered by the sorcerer upon casting, so long as the total surface area is not increased beyond the spell's parameters. Once the Holdfasts STR is overcome by the target, the spell ends.

IDENTIFY SPELL ranged, instant Allows the caster to identify a spell.
Intensity Perception
1 general category (i.e., Sorcery, Rune, Spirit Magic, Mysticism, Draconic, etc.)
3 point value (for Sorcery, only Intensity is given)
5 the spell's name.
7 the spell's full description.

LOCATE OBJECT ranged, active
The affected object becomes traceable by the sorceror. When he concentrates on the object, he receives an impression of its current direction and distance. If Locate Object is dispelled, at that moment the caster involuntarily learns the object's current direction and distance, and a mental picture of the individual casting the neutralizing spell.

If the caster or object moves beyond Range, the spell is null, but remains in effect.

MUSTER POWER self-only
For each Intensity in this spell, you lose 1 ghp and 1d6 fp, and gain MP equal to the rolled fatigue loss.

MYSTIC VISION ranged Only affects the caster himself (the spell's Range is how far he sees). Darkness or opaque stuff blocks you. You see the exact amount of MPs in all you perceive, up to Intensity x 3. Anything over that is just "greater".

NEUTRALIZE MAGIC ranged, instant Cancels a spell if the Neutralize Magic's intensity overcomes the defending spells on the Resistance Table. The Neutralize Magics intensity must be at least half that of the defending spell.

PALSY attack, ranged Hits a random melee hit location. If the target fails to resist, and the Intensity is equal to or greater than the location's current hit pts, the location is paralyzed. A damaged hit location healed beyond the Palsy's Intensity remains Palsied. If the head is palsied, the target falls unconscious. If the chest is palsied, the target is incapacitated, and begins to smother (start rolling at CONx10). If a selected location is already Palsied, reroll until an unPalsied location is selected.

PHANTOM [sense] ranged, (active to move or attack, otherwise temporal) This complex of illusion spells each affect a particular sense. If the caster concentrates on the illusion, it can be moved around, animated, or otherwise altered. An illusion can be moved with incredible speed unless Phantom Touch is included in the effect, in which case it is limited as described below.

Phantom Odor higher Intensity makes an odor more intense. Intensity 1 is mild, such as air after a storm, while Intensity 3 is somewhat stronger, like freshcut grass. Intensity 10 is quite potent frying onions, cloying perfume, or dog breath.

An odor stronger than an ambient scent can be used to mask it. (Example: an undead covering up his stink of corruption.) An odor weaker than an ambient scent can be used to modify or alter it. (Example: transforming the smell of cut wood into the smell of cut cedarwood.)

Foul odors can be used offensively. To do this, match the odor's intensity vs. the target's CON. If the odor wins, the target is incapacitated that round. Keep re-rolling each round until the target succeeds, in which case he is now accustomed to it and does not have to roll again until the odors Intensity rises.

Phantom Sight each Intensity creates a solidlooking illusion of SIZ 3. Alternately, a caster can create a larger illusion that is more or less translucent. For instance, an Intensity 1 SIZ 6 illusion would be mostly solid, though dim outlines could be seen through it. Still assuming Intensity 1, a SIZ 6 illusion is translucent; SIZ 12 is a colored transparency; SIZ 18 only an outline or faint shading; and SIZ 24 hard to detect without a Search roll.

Phantom Sound creates a loudness of 10 decibels per Intensity. Any kind of lengthy or comprehensible speech or music needs to be concentrated on as per an active spell.
Decibels Typical Sound
10 normal breathing
20 rustling grass
30 large empty building
40 quiet village at night
50 quiet tavern in business hours
60 conversation
70 a busy highway
80 a hair dryer
100 subway train
120 gunshot
140 jetfighter at takeoff
160 wind tunnel

Phantom Taste affects an area of 1 SIZ, with a strength equal to Intensity. Intensity 1 reproduces mild flavors, like lettuce or water. Intensity 3 provides stronger flavors, such as apples or fried chicken, and Intensity 10 is very powerful, able to reproduce flavors like redhot peppers or biting into a fresh lemon.

A taste illusion can be used to attack a foe, like an odor illusion, but the target must actually take the illusion into his mouth. The target must overcome the illusion's Intensity with his CON, and is incapacitated any round he fails. Once he has successfully overcome the illusion two rounds in a row, he is purged of it until he takes it into his mouth again.

Phantom Touch manifests as an invisible solid force. This sets up a framework so that other, non-illusion spells can be cast on it (such as Glow or Resist Magic), but cannot have a higher Intensity than the Touch. It cannot do damage by itself, but can be Damage Boosted, Heated, or have other spells cast on it. Each Intensity gives the Touch a move of 1 when concentrated on.

One Intensity is needed per ENC of the affected item. The spell grants a bonus of +1 AP to the preserved item. The Blessed item remains in the same state of repair as when the spell was cast: armour remains shiny and new, clothing is difficult to soil, a room stays clean and tidy.

PROJECT [sense] ranged, active Lets the caster project the specified sense out to Range. The caster can move the viewpoint at 1m/round, each additional Intensity adding 1 to speed. The spell cannot penetrate more than 10cm of dense material per Intensity. The viewpoint is invisible to normal (but not magic) senses. Spells directed vs. the Projected sense affect the caster as if he were present. Since the Projected sense is active, the caster cannot himself cast spells through it. Someone in mindlink with him could do so, but such spells must have Range enough to reach the viewpoint's distant location (wherever it is).

PROTECTIVE CIRCLE touch (Range must be used) Creates a magical framework on which other spells can be cast. Each Range gives the circle a 1m radius (at least one must be used). Intensity provides the circle with its power, and none of the spells on the Circle can have a higher Intensity than it does. The circle is immobile on the substrate on which it is cast if the substrate is mobile (for instance, a ship's deck), the circle can move along with it.

Any spell can then be cast on the framework by the Circle's original caster or by anyone within the Circle, and that spell becomes part of the Circle. This is a good way to protect a group with Skin of Life, for instance. Instant and Attack spells placed on the Circle are quiescent until triggered when an appropriate object crosses the edge. For instance, a Neutralize Magic in the Protective Circle activates when a spell crosses the boundary. Dominate Human remains quiet until a human tries to cross the boundary, when it is cast on him. Attack spells act as if they have MP backing them up equal to any MPs used to boost the Circle.

REGENERATE touch This spell causes a severed limb to regrow at a rate of 1% per Intensity per week. The spell must be maintained until the limb is fully restored.

If Regenerate is dispelled or dropped before a limb is completely restored, a medical crisis ensues. Roll 1d100 minus the Intensity of the cancelled Regenerate. The result is the percentage of the limb that becomes necrotic and must be cut off before another Regenerate can work. Note that a very low roll might actually end up sprouting additional limb. The percentage lost is subtracted from the amount already regrown. A result of more than 100 is considered to be so badly damaged that the limb cannot be regrown.

RESIST [attack type] touch An incoming attack must overcome the Resist's Intensity in order to cause harm. Most Resists must have an Intensity at least half of the attack's value or it is ignored.

Resist Damage stops physical damage. Resist Damage must be cast on the outside of any armor or armorlike spells or has no effect. Knockback can still occur, even if damage is blocked.

Resist Infection helps vs. disease. If the target is attacked by a spirit of disease, this spell acts like Resist Spirit. If the target is exposed to disease in the normal fashion, use the Resist intensity as an extra CON roll that must be failed before he is infected.

Example: Deentim, CON 12, is exposed to the Shakes and the GM deems it requires a CONx4 roll. Deentim has Resist Infection 8 up, so first tries to roll 32 (8x4) or less. Only if that roll fails must he resort to a CONx4 roll.

Resist Magic helps vs. incoming spells. Spells that harm one indirectly, such as Shake Earth, are not affected.

Resist Poison helps vs. any kind of poison or venom.

Resist Spirit an attacking spirit must overcome the spells intensity before it can attack the user in spirit combat. It must re-attempt the roll each round.

SENSE [substance] ranged, active Upon concentrating, the caster becomes aware of every source of the chosen substance within range. The spell penetrates 10 cm of dense, opaque material per Intensity. Commonly used substances include gold, silver, bronze, gems, etc. Some unusual "substances" are listed below.

Sense Life any living creature. This does not include semi-living things like elementals or undead, of course.

Sense Magic any active spell or enchantment.

Sense Malice anyone meaning immediate harm to the caster. Note that the target must be aware of the caster before this detects him.

Sense [Species] the use is obvious. Trolls, humans, horses, are all useful targets.

Sense Undead any undead, or dead-but-animate creature is detectable. This includes not only obvious undead like vampires, but animated corpses, ghosts, etc.

attack, ranged
This spell requires intensity equal to at least half the target's SIZ. This spell is only usable on complete creatures. A different version of this spell exists for each different target species but you may choose what you want to transform the target into each time the spell is cast. Shapechange does not alter any of the target's statistics, including SIZ. Special powers of the target species are only transferred if they are inherent in the body form and metabolism. Thus, a man shapechanged into a bat could fly (there might be a learning process involved), and if he were a fish, he could breathe water.

SKIN OF LIFE touch The user is relieved from taking harm from certain types of physiological threats.

Intensity 6 = no need to breath
Intensity 12 = no need to eat or drink
Intensity 18 = no need to sleep

SMOTHER attack, ranged, transient Lasts 1 melee round per Intensity. The target takes normal CON rolls as per asphyxiation, taking 1d3 damage per round once he fails.

STUPEFY attack, ranged, active To be effective, this spell's intensity must equal or exceed the target's Free INT. If so, the victim ceases all action, and simply stands there, taking no will or interest in what goes on about him. He may be led or forced to walk, eat, or sit, but takes no independent action. He may babble incoherently. He remains in this state until he sustains physical or magical damage or the spell lapses.

SUPPRESS SORCERY attack, ranged This spell affects a target sorcerers Presence. Each Intensity traps 1 Presence, rendering it incapable of supporting spells. TAP [characteristic] attack, touch, instant This spell permanently destroys 1d6 of the specified characteristic and provides either MPs or FP to the caster in an equal quantity to the points taken. A characteristic cannot be reduced past 1. The Intensity needed for the spell to affect 1d6 of a particular characteristic varies.

Example: Evil Nim the Tapster casts Tap Intelligence 15 on a hapless foe. This drains the foe's INT by 3d6. Nim rolls a 14 on his three dice, but his foe's INT is only 12. Since the target's INT cannot drop below 1, Nim gets 11 Presence in return, not 14.
Tap Intensity
per 1d6 loss
Remember that the maximum MPs a person can have is twice his POW, except that beings lacking POW have no MP maximum.

TELEPATHY ranged, active Allows mind-to-mind communication between the caster and a target, or between two targets chosen by the caster (it must be Multispelled for this latter purpose). An unwilling target can attempt to resist.

Intensity 1 = only the life, death, or unconsciousness of a fellow communicant can be sensed.
Intensity 3 = communication as in Mindspeech. Intensity 5 = each caster can see through the other's eyes.
Intensity 7 = the users can cast one another's spells. Intensity 9 = they can use each other's MPs. Intensity 11 = one user can control the other's actions by overcoming his MPs with his own. He must renew such control every melee round (and if he fails, his victim can try to control him.

Since Telepathy is Active, the benefits of Intensity 7 and 9 can only be utilized if someone else cast the spell or if you are mentally linked to a user (as with a familiar).

TELEPORT ranged, instant Each Intensity teleports 3 SIZ (touching the caster) to a visible point within Range or to a Homing Circle within Range. If the caster has several Homing Circles, he can choose which to use.

TREAT WOUNDS touch, transient This spell may be used in two ways.

Emergency form heals the target for 1d(intensity) damage.

Normal use enables the target to receive First Aid a number of times equal to Intensity. Each success heals damage as per normal First Aid rules, and takes only a fraction of a melee round. Fumbles, special successes, and critical successes are all as per normal rules.

VENOM attack, ranged, instant If the target is overcome, a venom with POT equal to Intensity infuses him. If he resists the POT with his CON, he takes half damage. Otherwise, he takes the full POT in damage.


Ritual spells take 50 hours to learn & take up 1 INT to memorize, like other sorcery spells. However, they use the corresponding Magic skill to determine success.

To perform a Ritual, the caster spends an hour per Art level in the spell (unless the spell description specifies otherwise) plus any hours for Ceremony. During the ritual he may not eat, drink, sleep, or lose concentration. At the end of the ritual, he rolls against the appropriate skill.

Restricted Arts

unless otherwise stated in a rituals description, Ease, Hold, Multispell, and Speed cannot be used in ritual magic.

Special Enchantment Rules

The amount of POW which can be placed into an enchantment varies with the object enchanted. Basically, the more "magic" it is, the more POW it holds. Obviously, this is up to GM discretion. For instance, an ordinary pebble may only contain 1 POW. A wooden staff could hold 4 POW. A staff cut from an awakened tree might hold 16 POW.

Enchanted Tattoos and Ritual Scarification

most matrices are engraved into inanimate objects. However, they can be tattooed, scarred, or otherwise attached to a living being. A living being has no limit to the amount of POW that can be enchanted onto him. Appropriate skill rolls are needed (such as Tattoo).

The Ritual Spells

APPRENTICE BONDING ritual Ceremony, costs 1 POW (spent by the apprentice)
This establishes a special link between the master and his students. Once completed, the master always knows the approximate distance and direction of the apprentice, and can issue a mental summons for the apprentice to return to him (which the apprentice need not obey, at his peril). He cannot read the apprentice's mind or control his actions in any way. This effect lasts until the master's death.

BANISHMENT ritual Ceremony
A funeral ritual common to Malkioni cultures. If performed over a corpse, it ensures that the soul of the deceased passes on to the afterlife or lack of same, rather than remain as an evil spirit to haunt the living. Range, Multispell, Intensity, and other Arts may apply depending on the type of Banishment performed and the culture.

BINDING ritual Enchant
Lets the caster spend POW to create an enchantment to contain spirits. Only incomplete creatures can be bound, and only if they lack permanent SIZ (like Naiads), or if they normally form their bodies from raw materials (like Elementals). POW cost is 1 per stat the being possesses (excepting APP). Bind Naiad costs 6 POW; Bind Power Spirit costs 1.

Once created, a binding is specific as to species. Thus, an Undine binding cannot hold a Gnome, though both entities have 3 statistics. Some sample costs:

Entity POW required
Chonchon 5
Elemental 3
Ghost 2
Hellion 1
Intellect Spirit 2
Magic Spirit 2
Nymph 6
Power Spirit 1
Wraith 2

To summon an elemental from its binding enchantment, some amount of the element must be present. Generally figure about a liter of the element per cubic meter of the elemental. BLESS ritual Ceremony, costs a variable number of MPs A common ritual typically used at weddings, tournaments, coronations, and other important occasions. The ritual can take anywhere from a few minutes to a few days, depending on the occasion.

The gamemaster adjudges the effect, if any, of the blessing. In general, longer rituals with more participants, and more MP spent, have more tangible results. The effects of Arts vary as well.

CREATE BASILISK ritual Enchant, costs 1 POW per Intensity This is a Chaotic spell. You need a live toad or adder, and an egg laid by a rooster. The ritual is performed, and then the toad or snake must incubate the egg for a month per POW sacrificed. The sorcerer can use Holdfast or Dominate to make the incubator behave.

When the basilisk hatches, its glance is the equivalent of a 1-pt Rune spell per Intensity. The basilisk is not automatically friendly towards its creator. Its characteristics are determined randomly.

CREATE FAMILIAR ritual Enchant You must give 1 point of your own stat to the familiar for each missing stat. When the familiar dies, you get your lost stat back, exactly one year later.

Stat boost
INT adds 2d6 to familiar's INT.
POW gives a POW equal to your own, but this new POW can only be increased by an experience roll of 01-05.
SIZ if familiar already has SIZ, makes it permanent. If not, provides a SIZ of 1.
STR as per SIZ
CON as per SIZ
DEX gives a DEX of 2d6 Familiars have mental contact with their masters, and he can use any spells they know (and vice versa). In addition, familiars automatically know all the sorcery skills and arts of their master. They do not have their own Presence, but share the master's.

An owner can choose to free his familiar from mental control and fellowship. It still retains any Stat(s) provided. If it dies, the owner still gets your lost stat back after a year. A loosed familiar starts off with sorcery spells and Arts equal to its master's level, and gains its own Presence as if it had the Vows of Vessel and Lore Mastery.

CREATE VAMPIRE ritual Enchant, costs 7 POW, plus a variable number of MPs & FPs The victim of this ritual must be alive for the first six days of the ceremony, and is killed one day before its completion. Upon completion, the corpse becomes a vampire with MPs and FPs equal to the amount of MPs and FPs spent for this purpose by the spellcaster. CURSE ritual Summon A ritual used to send curses against one's foes. The mechanics of performing a Curse are similar to the Bless ritual, and the results equally vague.

ENCHANT [characteristic] ritual Enchant, costs 1 POW per 1 point increase Lets the caster increase a characteristic of the target, except for SIZ, INT, or POW. The total size of the increase, including previous enchantments, cannot be higher than the Intensity of the spell.

Example: Rurik has Enchant CON 6. He cannot get another point until he can find a sorcerer who can cast Enchant Con 7 or better.

ENCHANT [metal] ritual Enchant, costs 1 POW Lets the caster temper one of the magic metals of Glorantha. The total ENC tempered is equal to the spell's Intensity. An appropriate Craft skill can be handy to use at the same time.

HOMING CIRCLE ritual Enchant, costs 1 POW per Intensity Creates an area which one can target using the Teleport spell, even if it is out of the user's sight. Each Intensity lets the circle accept 20 SIZ.

IMMORTALITY ritual Enchant, costs (up to GM) Prevents the caster from aging. The spell must be maintained, and the spell must have sufficient intensity to equal or exceed his CON, plus 1 for each year the caster has had an Immortality spell in effect. If the spell is dropped, the user must cast it again within a day, or suffers all the aging effects of the years during which it was in effect. This spell also requires another component, chosen by the GM (water from the Fountain of Youth, virgin blood, etc.).

MAGIC POINT MATRIX ritual Enchant, cost 1 POW Allows a sorcerer to create an MP storage device. If the Enchant roll succeeds, the device holds 1 MP per Intensity. If the roll is a Special success, it holds Intensity + 1d10. If the roll is a critical success, it holds Intensity + the casters Magic Bonus. A sorcerer with a Magic Bonus of 15 and an Enchant of 90 (i.e., 9 Intensity) who got a critical success would get a matrix for 24 MPs.

NEUTRALIZE ENCHANTMENT ritual Enchant, costs 1 POW Allows a sorcerer to "break" enchantments. To do this, the sorcerer spends 1 POW and matches the Intensity of Neutralize Enchantment vs. the POW invested in the enchanted item. If the item has MPs, he must overcome these with his own MPs. If both rolls succeed, the enchantment is broken.

OPEN SEAS ritual Ceremony, costs 1 MP As previously described.

ritual Enchant, cost 1 POW
Creates a 1d(Intensity) regenerating source of MPs. A special success causes the device to hold its Intensity in POW, and a critical success causes it to hold its Intensity +1d10.

SHACKLE SOUL ritual Enchant, costs 1 POW A ritual considered evil and chaotic by most societies. It prevents a fresh corpse's spirit from passing on to the afterlife, and the spirit often responds by transforming into a ghost or wraith over time. The spell's Range determines how far it can travel from the site of its burial. A true Banishment cancels out the Shackle Soul, and also sends the spirit on to its afterlife.

SPELL MATRIX ritual Enchant, 1 POW per +10 bonus This lets you place a spell in a magic item, so you don't have to memorize it any more. For each POW, 10 percentiles are added to anyone's chances of casting the spell, so it can be manipulated to greater levels than before. A Spell Matrix cannot contain more POW than the Intensity of the spell.

If someone lacking sorcery skills attempts to use the enchantment, he receives his Magic Bonus as a base chance, plus the percentiles included with the enchantment.

ritual Enchant, 1 POW per Intensity Increases an attribute by 1d3 for 1 POW. Normal attributes that can be affected are Armor, Armor points (for weapons, for instance), Hit Points, Fatigue (living beings only), etc. A Strengthening cannot contain more POW than the Intensity of the spell.

SUMMON [species] ritual Summons Lets the caster summon a creature from the Otherworld. If the caster knows the true name of the being he summons, he gets the one selected. Otherwise, he gets a random member of the species. Commonly, Hold is used to keep a Dominate spell ready for the creature's arrival.

If the Summon roll is fumbled, a link to the Otherworld appears anyway, and a creature shows up, but not the desired species. Usually hostile and dangerous entities appear on a bungled Summons.

When summoning an elemental, you need sufficient element for the creature to take form (i.e., 3 cubic meters, 4 cubic meters, etc.).

WARP ENCHANTMENT ritual Enchant, costs 1 POW per Intensity This enables the sorcerer to alter one enchantment into another. He must know all the enchantments involved, both those in the item as it stands, and those he wishes to change them into. Either he or an assistant must succeed in Craft to alter the patterns on it. The caster matches the Warp's Intensity vs. the total POW in the enchanted item. If the enchantment has its own MPs, he must overcome those MPs with his own. Normally, sorcerers spend 1 POW when casting this spell, hoping for a lucky roll.

WORSHIP INVISIBLE GOD ritual Ceremony Lets the user lead a formal worship service. If successful, all participants in the ritual receive spiritual assurance that the MPs donated to the Invisible God were acceptable.


Borist College of Magic

HAND OF DEATH attack, ranged, instant
If the target fails to resist, match Intensity vs. his CON. If his CON is overcome, he dies at once. This spell costs the caster 1d3 general HP per casting.

NEUTRALIZE POISON touch, instant
Relieves the effects of poison. The Intensity of Neutralize Poison is matched vs. the poison's Potency on the Resistance table. If the POT is overcome, all poison is purged from the victim's body. The spell must be cast before any actual damage has been taken by the target. If the target is poisoned more than once, all the combined Potency must be purged at once. A Multispell may be used for this; matching the Neutralizes each vs. one of the poison doses no more than one spell per dose.

Unlike most Neutralize spells, Neutralize Poison has a chance to take effect even if its intensity is less than half the poisons POT.

SHRIVING ritual Ceremony Purges a sinner of all his accumulated evil since the last time he was Shriven. This evil expresses itself in the form of a chaotic taint or feature which manifests either in the spell's caster, the sinner himself, or in the caster's (or the sinner's) familiar, if any. Normally, the familiar is so utilized. Regularlyshriven folk do not generate enough evil to create an entire chaos feature. Instead, over the course of time the evil accumulates until there is sufficient present to express itself.

This spell is painful to the sinner, and costs MPs, general hit points, fatigue, or possibly even POW or other stats, depending on how evil he has been and what his crimes were.

Brithini College of Magic

DECREPITUDE attack, ranged, instant The target is instantly aged by 1d(intensity) years. If the target is a being that normally does not age, the spell has no effect. Immature individuals are immune to this spell -- only adults that have reached their full growth can be affected.

Ritual Enchant, cost 1 POW
Creates an object which trires to drain MPs from anyone touching it. It cannot hold more MPs than its Intensity. It can match its current MPs vs. anyone touching it, and if it overcomes the person, it drains 1d6 MPs into itself. It attempts this once per round until it is filled or the person drops the object. This MP drain is painless and can only be sensed if the holder concentrates on it when it is happening. The sink expels its MPs onto the spirit plane at the rate of 1d6 per hour, emptying it for further use.

SUPPRESS [Art] attack, ranged This spell comes in several subtypes -- one for each Art. The most common is Suppress Intensity, naturally. Each time a victim wishes to cast a spell, he must overcome the Suppress with his MPs on on the Resistance table. If he fails, he may not cast any spell using that Art for the remainder of the round. If a spell takes more than one round to cast, he must resist the Suppress on each round of casting, or the spell is cancelled.

SUPPRESS WIZARD attack, ranged Each Intensity reduces a target magicians chance for success with all d100 rolls having to do with magic by 1 percentile.

WREST MAGIC ranged Lets you take over a spell that someone else is maintaining. You must actually have learned the spell you wish to grab, and your Wrest Magic must have Intensity greater than the target spells Intensity. If these requirements are met, match your MPs vs. the spell owner's. If you succeed, the spell is placed under your control, and takes up your Presence. When Wrest Magic is successful, the owner notices at once, and will awaken if he sleeps.

Carmanian College of Magic

PROSCRIBE [cult] ranged The chance of the target successfully casting spirit or divine magic from the named cult is reduced by 5 percentiles per Intensity. The target cannot resist, but defensive magic may block the spell.

Proscribe spells exist for Gorgorma, Yu-Kargzant, Shargash, Storm Bull, Tawar, Kyger Litor, Humakt, Chalana Arroy, Lodril, and the entire panoply of Pentan and Char-Un spirits.

Galvosti College of Magic

ritual Enchant, costs 1 POW per species banned
This is used in an area enchantment. The caster must name the species or entities banned and must also place MPs into the enchantment. A banned entity must overcome the Bans MPs with its own to to enter the area. Once inside, it must attempt the die roll again each melee round or lose 1 MP. An entity with 10+ MPs more than the Ban can ignore it.

CLEAR MIND ranged Each Intensity gives the target 1 point of protection vs. spells which act against INT. For instance, it provides false "free INT" for defending against Stupefaction; and subtracts 1 from the target's effective INT for recovering from Befuddle. Other spells that target INT are affected likewise, by raising or lowering the caster's INT, whichever is most helpful.

The target becomes resistant to all mind- and emotion-affecting spells. If he is under a mind-affecting spell with a lower Intensity than the Clear Mind, the latter masks the former's effects until the Clear Mind is allowed to lapse. This renders one immune not only to harmful spells, but certain beneficial spells as well, such as Fanaticism, Telepathy, Erotocomatose Lucidity, and Mindlink. Mental contact with a familiar or apprentice remains intact.

RESIST DEATH ranged Per Intensity of Resist Death, the target can go 1 HP beyond normal death without actually dying (he is still unconscious, though).

Resist Death does work in the normal Resist manner to try to block Death magic; i.e., any spell which causes death directly; such as Sever Spirit, Fang of Wachaza, etc.; when it attempts to resist the actual number used to kill the target. For instance, it would try to resist a Sever Spirit by pitting itself vs. a Sever Spirit caster's MPs (and the target would still suffer 1d6 CON damage if Resist Death worked), and it would try to resist vs. the damage done with a Fang of Wachaza.

Hrestoli College of Magic

BANISH UNDEAD ranged, instant This spell affects only on the dead, the undead, and undead magical constructs. The Banish's Intensity is matched vs. the undead creature's MPs on the Resistance table, with the following possible results:
Success Level Result
Critical Undead destroyed, dissolved, etc.
Special If caster immediately spends 1 POW, Undead is destroyed. Otherwise, Undead
loses 3d6 MPs.
Normal if caster immediately spends 1 POW, Undead is destroyed. Otherwise, Undead
loses 1d6 MPs.
Failure No effect
Fumble Undead receives MPs equal to Banish Intensity

DRAIN SOUL attack, ranged, instant If the target fails to resist, he loses 1d(Intensity) MPs.

FALSE ARMOR ranged This spell gives the target 1 mock hit pt per Intensity in each hit location, and is destroyed by incoming attacks, point for point. False Armor must be destroyed hit location by hit location.

NEUTRALIZE ARMOR ranged This spell is cast on a weapon. When the weapon strikes home, the Intensity of the Neutralize spell is matched vs. the target's APs. If the spell succeeds, the enemy's armor does not protect vs. that blow. The value of the Neutralize must be at least half that of the armor in question. Casting Neutralize Armor on a bow is useless, unless you physically strike the foe with your bowstave. It can be cast on arrows or quarrels, however.

SUPPRESS PAGANISM attack, ranged The target's chance to cast spirit spells is reduced by 5 percentiles per intensity.

SUPPRESS PRIESTCRAFT attack, ranged The target can cast no non-ritual Rune spells unless he expends 1 MP per Intensity of the Suppress spell during the casting. MPs that would normally be spent anyway (such as in a Heal Wound) count towards the total needed. In addition, the extra MPs do count towards boosting a spell to blast through an opponent's defenses.

Lunar Magic

This is an unusual sorcery variant.. The sorcerer is tied to cyclical magic, and is able to utilize Lunar elemental magic. Only Lunar sorcerers can use Lunar elemental magic.
Phase of the Moon Effect on Sorcery
Full Moon Use skill/5 to determine Art levels per spell
Half Moon Use skill/10 to determine Art levels per spell
Crescent Moon Use skill/20 to determine Art levels per spell
Dark/Dying Moon Use skill/50 to determine Art levels per spell

A Lunar sorcerer can take a specialty. A Lunar specialist casts his specialty spells as if the Moon was one phase "better", and he casts his non-specialty spells as if the Moon was one phase "worse". During the Full Moon, he casts his specialty spells at skill/3. During the Dark or Dying Moon, he can use only a single Art level on a non-specialty spell.

New Art: Lunar Magic

a sorcerer who joins the cult of the Red Goddess (q.v.) automatically gains this new Art, which lets him manipulate spirit spells. The sorcerer needs as many levels of Lunar Magic as all other Arts used. Each level of Range increases the spirit spell by 50m of distance.
Phase of the Moon Effect on Sorcery
Full MoonEach Art can be up to the sorcerers Free INT in size. I.e., a priest with Free INT 10 can use both Intensity 10 and Multispell 10.
Half Moon The total Art levels used may not exceed the casters Free INT.
Crescent MoonAs above, plus only one Art may be used.
Dark/Dying Moon No spirit magic manipulation is possible.


an individual who joins the Red Goddess's cult but who has not learned the Arts gets Lunar Magic, plus limited access to the Arts, which he may use only to manipulate spirit spells. If he later learns the arcane Arts properly, he can manipulate both spirit magic and sorcery.

Henotheistic Church of Otkorion


Abjure Rune Magic and Shun Storm are forbidden. Shun Tap must be the third vow taken.

Lore Mastery

Speak Stormspeech, Sword Attack, Hide, Jump, Listen, Orate, and Scan give 1 Presence. Read/Write Stormspeech gives 2 Presence.

New Vows

NEVER SPEAK TO NON-STORM (1, o r 2 for the Great Vow): only converse with people who are initiates of cults allied to Orlanth, or with their underage children.

The Great Vow means that the sorcerer can only converse with people who are initiates of Orlanth himself or their underage children. Orlanth variants are permissable, so a worshipper of Entekos or Kargzant is out, but an Orlanthi from Lankst, an Aeolian, or a member of Urox (but not the Praxian Storm Bull) are all legitimate.

LAWSPEAKER (1): may only be taken by those who have a Human Lore of 50+ and St. Lhankor Mhy as patron. The sorceror must attend and arbitrate all matters of law when asked.

Adept Membership

an Otkorion sorcerer may not become an Adept until he has vowed Shun Tap and has three patron saints.

Rokari College of Magic

BANISH UNDEAD (see Hrestoli)

attack, ranged
Has no effect on non-shamans. If the shaman fails to resist, and the intensity of the spell is equal to or greater than the fetchs MPs, the shamans fetch is severed from him, and can take no actions until Block Pagan expires. If the shaman is on the spirit plane, he cannot return to his body until Block Pagan expires.

If the fetch's MPs exceed this spell's intensity, the fetch is blocked from the shaman for one melee round per Intensity.

This spell is cast on a weapon, and requires Intensity equal to the weapon's minimum damage roll. For instance, a broadsword (1d8+1) requires Intensity 2. A poleaxe (2d6+2) requires Intensity 4. The affected weapons weapon's damage roll is always the minimum possible. Bonuses for special hits or magic add normally. For instance, a Dampened scimitar that impales does 3 + 1d6+2 damage. A Dampened rapier with Truesword does 2 + 1d6+1.

touch, instant
Heals damage to a hit location as per other Neutralize spells. The Neutralize Intensity must be at least half that of the damage, as with other Neutralize spells.



WREST MAGIC (see Brithini)

New Art: Banish

this Art is used to cancel another spell. For each level of Banish, 1 point of the defending spell is cancelled. To use this Art, you must actually have learned the spell you wish to dispel. You need sufficient Range to reach the offending spell. Banish can be Multispelled to affect a number of defending spells. Example: Rokar the Rokari uses Banish 2 on a foe's Resist Magic 6. The foe's spell is reduced to Resist Magic 4.

When a spell is Banished, the owner notices at once, and will even awaken if he sleeps.

Sedalpist College of Magic

ritual Enchant
Costs 1 POW plus normal MP cost. Each Intensity infects 1 ENC of any foodstuff with a poison that affects only trolls and their kin. Any troll which eats a full ENC of an affected food ingests a potency 20 poison. Ten minutes after ingesting, he must match his CON vs. the poison. Success means he takes 10 pts of damage. Failure delivers a full 20 points. If the troll eats only part of an ENC, pro-rate the poison.

The poison is odorless and tasteless, but the enchantment can be exposed by Detect Magic, Second Sight, or similar spells.

attack, ranged
If the target fails to resist, he matches the Intensity vs. his CON. If he is overcome, he falls asleep. Otherwise, he is stunned for one round and can take no actions. A sleeping target remains so until awakened by being injured, splashed with water, etc., or the spell lapses.

SMITE [non-human]
Must be cast upon a weapon, and requires Intensity equal to or greater than the weapon's maximum damage roll, not counting specials. All damage done by that weapon to the target species that penetrates armor is doubled. Thus, if Smite Slarge were cast on a greatsword, which then hit a Slarge with 10-pt armor for 14 pts of damage, the 4 pts that got through would be doubled to 8.

Magic bonuses added to the weapon are not

attack, ranged, instant
This spell is only efficacious vs. magic elf bows. If the caster overcomes the bow's magic points, the bow takes 1 pt of damage per Intensity. Defensive magic, such as Protection, Resist Damage, Shield, etc. all lower the damage done.

Stygian College of Magic


Never Kill a Human, Shun Darkness, and Vegetarianism are forbidden.

New Vows

EAT ONLY ALDRYAMI (2): may eat only Aldryami, dead or alive.

EAT ONLY BURNT FOOD (1): all solid foodstuffs must be cooked, even the smallest leaf.

GLUTTONY (1): must ritually devour five or sick times the normal amount of food daily. Sometimes results in an increase of SIZ over time, and often a decrease in CON as well.

DEVOTION (1): must attend a selected temple at least 1 day a week, preventing long distance travel. This vow may be repeated, for the same or different temples, but must be a different day each time, of course.

ILLUMINATION (varies): gain 1 presence for every 10% progress towards Illumination he has. Once illuminated, this Vow becomes null. The Presence gained for it does not go away, but no longer increases.


BOOST [elemental]
This spell must be cast on an elemental. The spell's Intensity is added to the elemental's hit points. If the spell lapses, the extra hit points vanish, possibly destroying the elemental.

PROJECT DARKSENSE (as per other Project [sense], but for Darksense)

ranged, instant
Informs the user as to what Rune magic the target knows. The target cannot resist, but defensive magic can block the effect. Use the following chart to determine the effect.
1Only the presence or absence of Rune magic is sensed.
3 At least one major Rune of the spells involved is sensed.
5 The total number of points of Rune magic is perceived.
7 All the Runes of the gods involved are perceived.
9 The names of all the spells known are perceived.
This spell only detects spells known by the target, not spells in effect. It does not detect one-use spells that have been been cast.

Vadeli College of Magic

DRAIN [characteristic]
Works like Tap, except the caster gains HP, which may be applied per location or as general HP. It is morally and ethically identical to Tap.

Valkarist College of Magic

BAN (see Galvosti)

HAND OF DEATH (see Boristi)

RESIST [damage]
touch The exact type of damage resisted must be specified. Thus, there is Resist Burns, Resist Drowning, Resist Falling Damage, and Resist Impales (the latter resists only the impaling part of an attack). An incoming attack must overcome the Resist's Intensity in order to cause harm. The incoming damage can only ignore the Resist if it exceeds it by 10 or more. In addition, if the Resist is at least twice as great as the incoming damage, it automatically stops it.

TRANSFORM TO [species] attack, touch This spell acts like Shapechange (q.v.), but instead of restricting which creature is transformed, it dictates the species to which the target is transformed. For instance, a Woods Mage's Transform to Tree can transform a man, a bear, an elf, or a horse into a tree. You still need Intensity in the spell equal to at least half the target's SIZ.

This useful spell requires Intensity equal to the user's CON, and halves all damage penetrating armor.



Never Kill a Human, Shun Harm, Shun Darkness, Shun Immortality and Shun Tap are forbidden.

New Vows

ABJURE DAY (3): may never cast spells during daylight hours. Ritual spells must conclude during the hours of darkness.

CANNIBALISM (2): must eat the flesh of your own species at every meal.

DEVOUR FOE (2): must feed on any creature you kill. Even a small bit will suffice (or even a successful Bite attack in combat). Blood counts as food.

NECROPHILIA (1): must sleep with a corpse weekly. This Vow does not conflict with Celibacy.

SHUN HOLY GROUND (2): never enter the holy ground of a non-chaotic cult. If you are taken there against your will, the Vow is still broken.

Waertagi Sorcery

The Waertagi have always had a very pragmatic approach to their magic. They believe in no afterlife, and worship sea gods in addition to Malkionism. Their magic has evolved along its own lines, and now has many differences from conventional sorcery, including many unique spells and at least one unique Art. Most, but not all, are specialists.

New Art: Immersion

this Art may only be used if the caster's skin and hair is totally wetted with seawater. Each level of Immersion is added to each other Art used in the spell.
Example: Darkdemon the Waertagi, soaked by spray, casts Dominate Human at the crew of a fleeing ship. His skill of 98% gives him 10 levels of Art. He applies Intensity 1, Range 1, Multispell 1, and Immersion 7. The latter adds +7 to his Intensity, Range, and Multispell, so he affects 8 targets each with Dominate Human 8 at Range 8 (2.5 km).
Immersion seems rather unfair to most sorcerers.

Converting from Old Sorcery

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


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

Presence & Vows

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


trade obsolete spells for the nearest equivalents.

Spell Skills

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


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

Otherworld Creatures and Sorcery

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


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


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

Former Sorcerers

The revenant of a sorcerer (i.e., a ghost, mummy, vampire, etc.) retains his former Presence and Vows; however, an evil revenant often has his vows inverted. For instance, if he formerly had Shun Tap, it might be replaced by Tap Daily.
Sorcery Access for selected unusual entities
CHONCHON: these entities are created of spirit magic, and can never learn or use Sorcery.

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

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

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

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

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

Specialist Spells


Attack, ranged, transient
Effective only vs. creatures with normal INT. If the target is overcome, then the Mind Probes intensity is matched vs. his MPs. If he fails to resist, the caster can obtain one truthful answer from the victim. He may try again once a melee round. Once the target succeeds in resisting the Mind Probe, the spells effects end.

The answer is transmitted via telepathy. If the caster is already in telepathic contact with the target, the latter automatically fails to resist the incoming spell (but he can still resist vs. its Intensity). If the caster does not speak the targets language, only Yes, No, and I dont know. responses are given.


The target cannot be detected by means of spells, unless the spell involved has a higher Intensity than the Hide Life. If the caster concentrates on the spell, as with an active spell, then the Hide Life has a chance to resist detection spells by matching its Intensity vs. theirs on the resistance table.

Weather Mage

ritual Ceremony, ranged
Accurately predicts the weather for the following day. If the ceremony is fumbled, the weather mage gets an inaccurate prediction. Spells and supernatural affects are not allowed for. The spells prediction only holds for the area within the range of the spell.
Copyright ©1997 Sandy Petersen. Last updated 30Mar 98 drd.

David Dunham Page | Glorantha Page