Sorcery and Black Magic


Sorcery is the most important form of magic among the orcs, since their divinities do not provide RuneSpells. As a result, sorcery is universally regarded as evil by the rest of the population in Griffin Island. However, few can withstand the power of the dark mages, and all but the most courageous foreigners tremble with fear at the sight of a sorcerer.
My campaigns have switched to the new sorcery system written by Sandy Petersen. I have put here some extracts from it for my players to read. Since I started using that system, I removed one of the advanced arts called Permanence. My gaming experience has been that it was seldom used because of the need for POW sacrifice, and that it still required to keep track of the weekly MP expenses. From now on in my campaigns, if you don't want a spell to use some of your Presence, you either cancel it or you make it permanent in the form of an enchantment. I also liked some of Andrew Mellinger's comments and modified "Range" accordingly.


WESTERN SORCERY

copyright 1996, Sandy Petersen

No less than four different Gloranthan magic traditions are all commonly known as "Sorcery". There is Western sorcery, as practiced by the Brithini and Malkioni. There is Lunar sorcery, known only within the Lunar Empire and its environs (and practiced alongside a Western style of magic). There is Kralori mysticism. And there is the peculiar form of magic native to the East Isles. These rules cover only the Western style of sorcery, as originated by the Brithini and Vadeli, and now spread across much of the world. Each sorcerer has a Presence, controlling his might at sorcery. The size of his Presence depends upon the Vows he has taken.


TABLE of CONTENTS


Presence

The Presence is a new Characteristic. It measure the self confidence and/or the will of a character. Presence is specially important for a sorcerer since it is a measure of its ability to control the magical energy that power his spells. Sandy initially introduced this characteristic only for sorcerer characters. However, I decided to extend it to everyone and use the Presence for non-magician in a way similar to the Honor characteristic described in the "Land of Ninja" supplement. Unlike any other characteristic, Presence start for every beginning adventurer at a value of 1. Presence can be increased in different ways. For a sorcerer, the most common method is the use of "Vows".
A sorcerer can have, at all time, a maximum number of MPs in effect equal to his Presence, including any spells he is casting at the moment. A sorcerer can drop a spell being maintained at will, losing no SRs. The spell's effects last till the end of the round in which it is dropped.

Example: Cybex the sorcerer has a Presence of 35. He maintains a Castback 5 on himself, and on his dog. In addition, he maintains a Boost APP 6 and a Resist Damage 10 on himself for a total of 26 levels. When he is in combat, he cannot cast any spell larger than 9 total levels, and if that 9-level spell requires maintenance, he cannot cast another after that.

Note: A sorcerer that passes out as the consequences of shock (< 2HP), severe head injury (head < 0HP) or exaustion (< - total FP) cannot keep control of his spells an drops ALL of them at once, recovering the totality of his PRE. All the spell's effects last until the end of the round in which the sorcerer lost consciousness. Sleep, even magically induced, is not able to achieve this result.


LEARNING and CASTING SPELLS


Learning Spells
Learning a new spell takes 50 hours of training from someone with knowledge of all the Arts, plus skill in the spell being learned of at least 90. At the end of the training, the student receives a skill in the spell equal to his Magic Bonus. If this is 0 or less, then he still gets the spell, but at a negative skill value (i.e., it is useless to him and cannot be cast). He can train for another 50 hours, after which he can add 1d6 to his skill. This process can be continued until he is finally at a positive level. A sorcery spell takes up 1 point of INT. This INT can either be from the sorcerer's own brain, a spell matrix, a bound spirit, or a familiar, but it must be stored somewhere. A sorcerer is allowed to research and train in spells which he does not have memorized. In order to gain the "continuous maintenance" skill bonus (see below, under Increasing Spell Skill) he must have cast the spell himself, but need not have it memorized.

Increasing Spell Skill
1) Research and training are efficacious with spells, as with any other skill. Spells are fairly simple to master, so a successful bout of training or research provides the sorcerer with a full 1d6 increase, rather than 1d6-2.
2) Use of spells in crisis situations, as with other skills, earn skill checks.
3) If a spell is kept continuously maintained for a full week, at the end of the week the sorcerer gets a skill check. If the skill check results in an increase, the spell's skill goes up by 1d6-2. This is only applicable if the spell in question makes up at least 10% of the sorcerer's total Presence. Thus, a sorcerer with a Presence of 30 would need to maintain at least a 3 point spell to gain this benefit. If a sorcerer maintains the same spell more than once (example: keeping a Resist Damage on each of four friends) he only gets a skill check and possible increase once, not once per spell.

Casting and Maintaining Sorcery Spells
When a spell is cast, the sorcerer determines how many levels of which Art are used in its casting. Normally, each level costs 1 MP. A sorcerer cannot have more total levels of spells in effect at any given time than his Presence.
Skill in a sorcery spell indicates the user's % chance of casting it. He cannot place more total Art levels into a spell than his chance to cast that spell divided by 10. 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 skill of Ceremony can modify this. Check the sorcerer's degree of success on the following table:

 Succes Level  Spell Results
 Critical  Spell goes off, costs only 1 MP but takes full effect.
 Special  Spell goes off, costs 1 MP less than normal, but takes full effect.
 Normal Spell goes off, normal MP cost.
 Failure Spell fizzles, only 1 MP lost.
Fumble Spell fizzles, all MPs devoted to spell are lost. Roll on the sorcery fumble table.



Ceremony
increases the caster's chance to cast a spell, and hence also increases the levels he can manipulate it by. Ceremony cannot more than double the user's skill for a particular spell. Each hour spent in ritual permits the sorcerer to use up to 10 percentiles of Ceremony (note: simplification from the old rules). A sorcerer with 85% Ceremony has no need to spend more than 9 hours chanting before casting a spell.
Example: Subadim the Sorcerer has a skill of Produce Cold 36. If he spends 4 hours in Ceremony, he can double his skill to 72, letting him expend up to 8 levels of sorcery on the spell.

Resisting/Dispelling Sorcery Spells
Unless otherwise described in the spell writeup, only Intensity is used to determine a spell's might for the purpose of crashing through counterspells. If a sorcerer casts a spell with an Intensity 1, Range 6, it's only a 1 point spell and a Resist Magic 1 has a 50% chance of stopping it. When a spell is described like "Damage Boost 6" the number after the spell's name always refers to Intensity.

MP Boosting
A sorcerer can boost a spell with additional MPs. This is not limited by the sorcerer's Art, spell skill, or Presence. It does take extra time to boost. The additional MPs serve no function except to add to the spell's Intensity for purposes of overcoming counterspells only. There is no purpose in boosting a non-attack spell, unless you want to heal someone (for instance) and need to blast through the counterspell he has set up.

Example: Subadim throws an Evoke Fire 4 at a broo. He suspects the Broo has Countermagic, 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, he is affected by the Evoke Fire.


ARTS

The Arts of sorcery are used in casting spells. Remember that the user cannot have more levels of arts in a spell than his skill divided by 10 (round up). For instance, if a sorcerer's Treat Wounds was 72, he could use up to 8 Art levels (normally costing 8 MPs). Ability to use the arts is not innate, and must be acquired. The exact method varies with the College of Magic involved. When the sorcerer reaches 100% in an art either by experience, research and training or through art vows, he has mastered the art and can use it automatically. Until then, his spells are limited by his skill in the arts as well as his skill in the spells (i.e., his chance of casting a spell is equal to the lowest skill being used, including all applicable arts). A mastered art does not count as a limitation in spell casting, and a sorcerer with 180% in casting a spell and 100% in intensity can still put 18 levels of intensity into the spell.

Brithini & Vadeli: each Art is acquired by training or research as if it was a magic skill with a base chance 0%.

Malkioni: -- St. Malkion is the source of Arts. It takes 1 POW to gain him as a patron, and then each successive Invocation (at 1 POW each) gains the apprentice one Art. An apprentice's master will typically forbid him to reduce his total Magic Bonus below 10, even to invoke Malkion. It takes a total of 9 POW to gain all the Arts via this method.

Unaligned: they have access to special Art Vows. An Art Vow can be any vow except the High Vow, the Vessel, or Lore Mastery. An Art Vow can be taken before any arts are learned. Each such vow gains a single art for the apprentice. It does not increase Presence, but merely provides access to the chosen art (the art is considered mastered). If the sorcerer violates a art vow, he does not lose the art but instead loses presence equal to what the vow would normally provide. This occurs everytime the vow is violated. A presence of 0 or less is treated as 0 when spellcasting.

Six Arts are normally recognized: Ease, Intensity, Hold, Multispell, Range, and Speed. The arts of Intensity, Multispell, and Range are considered to be the "basic" arts. The other arts, those of Ease, Hold, and Speed, are considered "secondary" arts. Sometimes the distinction is important. Finally, the three Ritual Arts of Ceremony, Summon and Enchant allow the sorcerer to create permanent alterations of the mundane plan.

The Basic Arts

Intensity
The effects of Intensity vary with the particular spell in question.

Multispell
This skill lets the user combine multiple spell effects within his Art, casting them all at the same time, and at the same or at different targets. Multispells can have identical MP levels for all skills used, or the user can voluntarily lower the levels for one or more spells selectively. Each MP in Multispell lets the user have one spell effect to the mix, or have one target who is struck by all the spells in the casting (note: this means you can't use less than 2 MPs in Multispell -- a 1 MP Multispell only gives you 1 spell, or 1 target, which is worthless). The maximum MPs usable for the casting is figured by the lowest skill of all spells involved. If a mage knows Evoke Fire at 60 and Animate Fire at 80, and decides to Multispell the two (to create a fire already under control), he can only use 6 MPs total, because his Evoke skill of 60/10 = 6. Since he needs 2 MPs of Multispell to cast both the spells at once, this means he can have no more than Intensity 4. However, every single spell effects in the Multispell gets to "share" the MPs spent in Intensity or Range! So that the spell would be both Evoked for Intensity 4, and Animated for Intensity 4, for the same 6 MP cost! The chance to successfully cast a Multispell is equal to the lowest skill involved. If attack spells are combined, the defender needs only one resistance roll. If he fails, all the spells take effect (otherwise, all fail). If the various spells have different chances to overcome the target, use only the lowest chance among them to determine success or failure for all. If the Multispell is boosted to break through magic defenses, each individual spell component must be boosted separately.

Example: Thraxon the wizard Multispells Diminish SIZ, Diminish STR, and Shapechange Human, planning to turn a barbarian into a bunny rabbit. He uses Intensity 8, and must use Multispell 3 (because 3 spells are involved). The total cost is 11 MPs, and the target ends up with -8 STR, -8 SIZ, and sufficient Shapechange Intensity to affect a human up to SIZ 16. If Thraxon included 8 levels of Hold, he could keep the effect readied for a total of 19 MPs spent. Of course, he would need at least 181% skill in all the spells involved to do this. Or, if he specialized as a Transformer, then he would only need 91% skill, which is a bit more reasonable. (See sorcerous Specialty rules, following the Arts).

Note: Multispelled spell effects still count as one spell, which means that the target only needs to resist once against the multispell, even if it has numerous different effects. In the above example, the barbarian would only roll once is MP against the intensity of the spell, and if successful would resist Diminish SIZ, Diminish STR, and Shapechange Human all at once. This makes the use of multispelled casting of the same spell against a single target completely useless.

When Thraxon casts the spell, he only rolls to overcome his foe's MPs once. If the target's SIZ is 17 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.

Example: Cybex the sorcerer casts a multispelled Palsy at a trio of bandits. He uses Intensity 5 and Range 2, far enough to hit 'em all. He uses 3 levels of Multispell, to cast a total of 3 Palsies. Fortunately, his skill in Palsy more than sufficient for the 10 Art levels he uses (and only 10 MPs are spent).

Range
Without the use of Range, a ranged spell can be cast up to 10m away. Each level of Range doubles this. A spell can be maintained via Presence up to a maximum distance from the caster equal to the range used when a spell was first cast. This means that if your entire party of adventurers is protected by a Damage Resistance from a sorcerer, but he only uses 1 point of Range, you will all have to stay within a circle of 20m radius around him or lose the Damage Resistance. Any member of your party stepping out of range would have his protection immediately dropped and the sorceror would regain one point of PRE (or all if the entire party is out), alerting him of the partial dissipation of his spell. Of course, when casting an offensive spell, the caster must be able to see or otherwise pinpoint the target no matter how far away it is. For this reason, ranges past 9-10 are useful mostly with defensive/protection spells.

 Range  Distance  Range  Distance  Range  Distance
 0  10 m  7  1.3 km  14  160 km
 1  20 m  8  2.5 km  15  320 km
 2  40 m  9  5 km  16 640 km
 3  80 m  10  10 km  17 1300 km
 4  160 m  11  20 km  18 2500 km 
 5  320 m  12  40 km  19  5000 km
 6  640 m  13  80 km  20  10,000 km

The Advanced Arts

Ease
This Art costs MPs to use like all the rest, but it is a bargain, because it actually lowers the final MPs used in the spell. Each MP of Ease lowers the spell's total MP cost by 2, and adds 1 extra SR to those needed to cast. You cannot reduce the total MPs in the spell to less than the MPs spent on Ease. This does not reduce the spell's effective MPs for purposes of dispelling or maintaining or impacting on defensive spells.

Example: Thraxon wants to Palsy an unsuspecting guard, but sees no reason it should cost him a fortune in MPs. He spends 2 on Range, 6 on Intensity, and 3 on Ease, for a total of 11. However, the 3 MPs spent on Ease return 6 MPs, so in the end he only spends 5. The spell will take 15 SRs (one for each MP originally placed in the spell, plus 1 more for each level of Ease).

Hold
This lets you hold a single sorcery spell ready to cast. When the spell is cast, instead of triggering, it pops onto the Otherworld, where it remains stable, ready to be released. Essentially, this gives you an "emergency" spell. The levels of Hold must equal the highest other Art in the spell. When released, the spell is cast at the caster's DEX SR. The spell is maintained only until the caster releases it. Normally, only one spell can be so held at a time. It takes no Presence to Hold a spell. If the spell is not Instant, Presence is required to maintain it once cast.

Example: Thraxon decides to Hold a Hinder spell. He can put 5 total levels into Hinder, and uses Intensity 2 and Range 1. He'll also need Hold 2 (since Intensity, the highest Art used, is a 2).

Speed
This lets you cast a spell in less time. Each level of Speed reduces the SRs needed to cast the spell by 1 (to a minimum of 1). (The Speed MPs do not count in figuring casting time.)

Example: Cybex is casting a Multispelled Palsy at his enemies (see previous example). The spell costs him Intensity 5 + Range 2 + Multispell 2 = 9 MPs, so it takes 9 SRs plus his DEX SR of 3 for a total of 12 SRs. Hence, it will go off on SR 2 of the next round. Because the bandits are charging quickly, he chooses to also use Speed, spending 2 extra MPs to reduce the casting time from 12 SRs to 10, letting it go off on SR 10 of this round. Now the spell costs 11MPs instead of 9.

Lunar Magic
This is an unusual sorcery variant.. The sorcerer is tied to the Lunar cyclical magic, and is able to utilize Lunar elemental magic. Note that only Lunar sorcerers can use Lunar elemental magic.

Cyclic Magic Table
 Phase of the Moon  Effect on Sorcery
 Full Moon  Use skill/5 to determine maximum MPs per spell
 Half Moon  Use skill/10 to determine maximum MPs per spell
 Crescent Moon  Use skill/20 to determine maximum MPs per spell
 Dark/Dying Moon  Use skill/50 to determine maximum MPs 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 1 MP on non-specialty spells.

The Ritual Arts

Ceremony
This Art is the equivalent of the old RuneQuest ritual magic skill "ceremony".

Enchant
This Art is the equivalent of the old RuneQuest ritual magic skill "enchant".

Summon
This Art is the equivalent of the old RuneQuest ritual magic skill "summon".


RANKS of SORCERY and SPECIALITIES

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

Apprentice -- An apprentice is attached to an older sorcerer, normally at least an Adept, but some experienced journeymen can take apprentices, too, depending on the local society (typically, if sorcerers are common, only Adepts may take apprentices). The apprentice must first devote himself to the mastery of a particular Art. Normally this is Intensity, but a few masters prefer other Arts. Once the apprentice has learned the Art in question, he may take the High Vow at a formal celebration.
Now he may learn spells, as well as the other Arts. A good master will insist that the apprentice learn several different spells.

Student -- Once the apprentice has learned all the basic Arts, he is permitted to take the Vessel in another impressive ceremony. At this time, he is considered to have risen to the rank of Student, and is given extra privileges. A student is still considered to be an Apprentice -- just 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 the student chooses. The master may or may not cast Apprentice Bonding on a new apprentice, but most sects require a master to perform Apprentice Bonding once his apprentice becomes a full student.

Student Requirements
1) Knowledge of all basic Arts

Journeyman -- Once an apprentice has learned enough, he is considered a full sorcerer. At this time, most sects permit him to leave his master. However, he is not required to do so, and for some time he will be considered second-rate at best and his 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
1) Knowledge of all Arts
2) Skill in Ceremony, Enchant, and Summon of at least 01 each

Adept -- Adepts are considered competent in all aspects of sorcery. An Adept must meet specific requirements, and they are respected or feared everywhere. In civilized lands, adepts are recognized as such by the authorities, and usually permitted certain privileges. For instance, in most Malkioni lands, only Adept sorcerers are permitted to wear all-white robes (and then only if they have the Vow of Shun Tap).
Benefits: Adepts are able to learn spells normally restricted to specialists, because their lore and knowledge has grown until they can comprehend such.

Adept Requirements
1) Knowledge of all Arts
2) Skill in at least five non-ritual spells at 90+.
3) Skill in Ceremony, Enchant, and Summon of 50+ each.
4) Possession of a familiar.
5) (Malkioni only) at least three Patron saints. Non-Malkioni must have accomplished something similar, varying with the sect.

Magnus -- 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 requirements
1) Adept status
2) Skill in Ceremony, Enchant, and Summon of 90+ each.
3) Skill in at least a dozen non-ritual spells at 90+.
4) Having invented at least one new spell in one's career.
5) Presence of 50+.

SPECIALITIES

A sorcerer can specialize in a particular type of magic. A sorcerer doing this gains the benefit that all spells within his specialty can spend MPs equal to his skill/5 instead of the normal skill/10. However, spells outside his specialty can only use MPs up to his skill/20.
For instance, an illusionist with Illusory Sight and Treat Wounds at 85 each could put 17 MPs into Illusory Sight, but only 5 into Treat Wounds. A non-specialist could use 8 MPs with each spell. In addition, when a specialist uses the Art of Multispell and only his specialty spells are Multispelled, the Multispell effect does not cost him any MPs. However, the total levels in the spells are still limited by the points theoretically in the Multispell.

Example: Hugo the illusionist Multispells Phantom Sight, Sound, and Touch to create a clanking warrior. His lowest skill of the three is 62%, which lets him use up to 13 MPs total in the casting. The casting requires Multispell 3, which leaves him 10 MPs to divvy up among Intensity and Range. When cast, because all the spells are within his specialty, he only spends 10 MPs, not 13 -- the Multispell was free.

Example 2: Hugo now Multispells Phantom Sight, Touch, and Damage Boost to make a burning fire wraith. His lowest skill of the three is 62%. He needs Combine 3, and because Damage Boost is not a specialty spell, he can only put 7 points total into the casting, leaving him an Intensity 4 for the spells involved. He does need to spend the total 7 MPs, as the Multispell is not free in this case.

Sample Sorcery Specialties
Each specialty is described in the same manner. "Spells" lists all spells within that specialty. "Vows" lists any alterations in Vows due to this specialty. In addition, sometimes a Vow is listed as required -- this means this Vow must be selected by the specialist as his third Vow ever taken. (If it can be repeated, he can take it again later if he wishes). "Lore Mastery" lists those skills which, when mastered at 90%, raise the Presence granted by his Lore Mastery Vow, if any. Some specialties get extra bonuses from certain skills. "Other" adds any other special features the specialist possesses as a bonus or handicap.

ALCHEMIST
Spells -- Animate [substance], Bless [object], Boost [attribute], Holdfast, Locate Object, Produce [energy], Sense [substance], Armor Enchantment, Create Basilisk, Enchant [metal], Warp Enchantment Vows -- Read/Write, all Magic skills (except sorcery spells), all Lores.
Lore Mastery -- Mineral & World Lore provide 2 Presence. Alchemy skills, Craft, Evaluate..
Other -- none special

CONJUROR
Spells -- Create Basilisk, Dominate [otherworld species], Mystic Vision, Protective Circle, Resist Magic, Resist Spirit, Summon [species],
Binding Vows -- Read/Write, all Magic skills (except sorcery spells), all Lores.
Lore Mastery -- Magic & Spirit Lore provide 2 Presence. Demonology..
Other -- Boost Elemental

HEALER
Spells -- Bless (medical gear, antidotes, etc.), Dominate [disease, emotion, healing spirits], Regenerate, Resist Death, Resist Infection, Resist Poison, Summon [healing spirit], Treat Wounds Vows -- none special, though Never Kill a Human and Shun Harm are common.
Lore Mastery -- First Aid, Treat Poison, Treat Disease, other medical skills, Read/Write, all Magic skills (except sorcery spells), all Lores.
Other -- Neutralize Disease

ENCHANTER
Spells -- all Enchant spells
Vows -- none special
Lore Mastery -- Craft, Read/Write, all Magic skills (except sorcery spells), all Lores. Magic Lore provides 2 Presence. The very first Craft the enchanter masters provides 2 Presence. Further Crafts are just worth the usual 1 Presence.
Other -- Special spell -- Break Conditions

ILLUSIONIST
Spells -- Phantom [sense], Project [sense]
Vows -- none special
Lore Mastery -- Read/Write, all Magic skills (except sorcery spells), all Lores, all Perception skills, Sleight, Conceal, all Stealth skills
Other -- none special

METAMORPH
Spells -- Boost [characteristic], Diminish [characteristic], Shapechange [species], Tap [all but POW and INT]
Vows -- never Sacrifice any characteristics in a Vow
Lore Mastery -- Read/Write, all Magic skills (except sorcery spells), all Lores. Animal &
Plant Lore provide 2 Presence.
Other -- none special

MONITOR
Spells -- Dominate [species], Mystic Vision, Suppress Sorcery, Stupefy, Tap INT, Telepathy,
Vows -- none special
Lore Mastery -- all Communication skills, Read/Write, all Magic skills (except sorcery spells), all Lores.
Other -- Special spells available include Hypnotism, Clear Mind, Comprehend, Implant, Mind Probe

NECROMANCER
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. In addition, every 5th Vow must be Sacrifice Appearance, until APP has dropped to 1. Never Kill, Shun Immortality, and Shun Tap are forbidden.
Lore Mastery --Read/Write, all Magic skills (except sorcery spells), all Lores, All Stealth skills. Magic & Undead Lore provide 2 Presence
Other -- Hide Life and can stack Tap. Necromancers are considered to be chaotic, or at least meddling with chaos.

SHIP'S SORCERER
Spells -- Animate Hemp [canvas, wood, etc.], Bless Ship [and shipboard equipment], Boost [ship's attributes], Evoke Wind, Holdfast, Open Seas, Skin of Life.
Vows -- none special
Lore Mastery -- Read/Write, all Magic skills (except sorcery spells), all Lores, World Lore provides 2 Presence. Boating, appropriate Crafts, Navigation, Shiphandling.
Other -- none special

WARLOCK [OF NAMED ELEMENT]
Spells -- Animate/Evoke/Produce/Resist/Sense [appropriate element]; Dominate [elemental], Summon [elemental]
Vows -- at least one Shun [enemy element] is required.. Your "enemies" are defined as the element which has an advantage over you, or that you have an advantage over. For instance, a Fire Warlock could take either Shun Water or Shun Dark for his third Vow (but he must take one of them).
Lore Mastery -- --Read/Write, all Magic skills (except sorcery spells), all Lores. Mineral & World Lore provide 2 Presence.
Other -- Only the element chosen can be used in the listed spells. For instance, Resist Fire would be a specialist spell, but Resist Damage would not be. 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. Special spell -- Boost [appropriate elemental].

WEATHER MAGE
Spells --Animate Fog, Dominate Sylph, Evoke Lightning, Evoke Windblast, Fly
Vows -- none special
Lore Mastery -- --Read/Write, all Magic skills (except sorcery spells), all Lores. World Lore provides 3 Presence.
Other -- various weather-affecting spells.

WOODS MAGE
Spells -- Animate Wood, Animate Plants, Animate Trees, Animate [plant species], Boost Perception, Boost Stealth, Dominate [woodland species], Project [sense]
Vows -- none special
Lore Mastery -- --Read/Write, all Magic skills (except sorcery spells), Plant Lore, all Stealth skills. Other -- Transform to Tree, plant-affecting spells.


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Last Updated 10/11/96
Please notify Frederic" Moulinfor additions, corrections, or changes.