Alternative Sorcery Rules (part II)

From: Michael Derry (mad@ccwf.cc.utexas.edu)
Date: Thu 27 Jun 1991 - 09:56:33 EEST


Spell Descriptions

Infinity Spells

Infinity / Beast

Infinity/Beast spells create creatures connected to the Beast rune.The creation
spell does not impart any loyalty on the part of the created; Animals created
will need to be controlled with appropriate Mastery/Beast spells.In general, it
is easier to create a dead animal than a live one, a small animal than a large
one, and much easier to create a non-magical animal than a magical one. Note
that some creatures have multiple runic associations, and all must be used in
the creation spell.

All creatures created with the infinity rune die when the spell expires.
When this happens the body magically rots away within minutes. Magically
created creatures are sterile. Some creation spells have a duration of Instant;
their effects are permanent.

Create <type of animal pelt> (10)
Law Points : Avg SIZ of animal /5
Duration cost : 2
This spell creates an animal pelt. It will last until the spell's duration
expires.

Create <mundane beast> (50) Infinity,Beast,Spirit
Duration cost : 2
This spell creates a creature of the appropriate type.The caster must supply as
many law points as the creatures SIZ divided by two.

Create Basilisk (100) Infinity,Beast,Death,Spirit
Touch,Passive,Temporal
Duration cost : 2
Chaos Points: 20

This spell requires a rooster's egg. It creates a basilisk with stats as listed
in the RuneQuest creatures book, with a death glance which acts as a 3 point
divine spell. Since a Basilisk is a chaotic creature, the Chaos rune must be
used to manipulate this spell. When the spell's duration expires, the basilisk
dies and rots.

Create Man(150) Infinity,Man,Spirit
Touch, Passive, Instant
Law Points: 40

This spell creates a full grown human being. Stats are rolled randomly. The
newly created person has no memories and has skills as per a character with
no previous experience. Note that the duration of this spell is instant.

Mastery/Beast

Control Mundane Beast (50) Mastery,Beast
Ranged,passive,temporal
Duration Cost : 2

This spell allows the caster to control the actions of a mundane animal. The
spell must have as many Law points as the creatures SIZ divided by two, and
the spell must overcome the POW of the beast.

Control Magical Beast (70) Mastery, Beast
Ranged, Passive, Temporal
Duration Cost : 3

This spell is the same as Control Mundane Beast, but works on magical
beasts.

Transform Man to Pig (70) Disorder, Beast, Man
Ranged, Passive, Temporal
Duration Cost: 2

This spell transforms an adult human being to a large sow, or a child to a
piglet. The spell must have as many Law points as the POW of the person
effected, and the person's magic points must be overcome. Transformed
beings retain their own minds and may still use divine magic, though it may
be difficult to regain it as a pig. Spirit magic use will be difficult because of
the need for focuses, and sorcery is impossible. Accounterments of the target
can be transformed if the appropriate runes for them (usually earth and plant)
are use as well.

Transform <species> to <species> (70) Disorder,<all involved runes>
Ranged Passive, Temporal
Duration Cost : 2

Transform Man to Pig is a specific instance of this spell. Other variations
(say transform troll to tree, which requires the man, darkness, and plant
runes) are possible. Any such spell which involves a chaotic creature on
either side of the transformation requires the use of the Chaos rune. Chaotic
features possessed by a target remain in the new form.

Attract <mundane beast> (20) Mastery, Beast
Ranged,Passive,Temporal
Duration Cost : 1
Law Points : 3

This spell will call a beast of the named species to the caster, if one is in range.
The animal will move towards the caster for the duration of the spell. When
the animal comes within 5 meters of the caster, the spell ends.

Befriend <mundane beast> (20) Mastery,Beast
Ranged,Passive,Temporal
Duration Cost : 1
Law Points : 3

This spell will cause a single beast to befriend the caster.The animal will not
act against its nature, but will travel with and aid the caster for the Spell's
duration. If the animal is mistreated, it will flee or attack, depending on the
situation.

Eyes of the Cat (50) Disorder,Beast,<forms of caster>
Caster Only,Passive,Temporal
Duration Cost : 2
This spell transforms the eyes of the caster, which become catlike with slitted
pupils. The caster can see in any available light, as per the Yelmalio Catseye
RuneSpell. The caster is color blind for the duration of the spell.

Plague of Locusts (80) Disorder,Beast
Ranged,Passive,Temporal
Duration Cost : 3
Law Points : 10 / square mile of farmland

This horrible spell transforms all of the insects in an area into locusts, which
will swarm and destroy nearby crops. The duration of the spell must be at
least one hour for the crops in the areas affected to be destroyed. If the
duration is increased, the locusts will spread to nearby farms and devour the
crops their as well. When the spell's duration expires, the insects revert to
their original form.

Rain of Beasts (100) Disorder,Wind,Beast
Ranged,Passive,Temporal
Duration Cost : 3
Law Points : 10 / Square mile affected

This spell can only be cast during a rain storm. It causes rain droplets to
transform into cats and dogs, some only partially formed, as they hit the
ground. The animals flop around, run around, howl, whine, and cause
confusion in the area. Anyone trying to fight or travel during the storm must
roll DEX times five each round or fall. Anyone trying to dodge must roll
DEX times 4 each round to avoid tripping. The animals dissappear when the
spell's duration expires. Thanks to David Nalle's Ysgarth system for the idea
for this spell.

Rain of Gorp (100) Disorder,Wind,Chaos
Ranged,Passive,Temporal
Duration Cost : 3
Chaos Points : 20 / Square mile affected.

This spell can only be cast using the chaos rune, during a storm. It causes
some of the rain droplets to transform into small gorps as they fall. Anyone
exposed to the rain will be hit by 1-3 miniature gorps per round. A hit does 1
point of acid damage to a random location. The gorps are not very mobile
once they hit the ground and can be avoided if the terrain doesn't conceal
them. Note that the Chaos rune is also used as a form rune in this spell.

Curse Herd (70) Death, Beast
Ranged, Instant
Law Points : 15

This spell will cause all of the pregnant beasts in a herd to miscarry.

Infinity/Fire

Notes on Fire Damage: Fire spells do not need to overcome the target's
power to be effective unless otherwise specified. Armour protects against fire
damage from a given spell for the first round only, after which it it is no
longer effective. Since most attack spells are instant, fire protects against
them normally. Anyone hit by a fire spell must roll a luck roll or be set on
fire in a random location, taking 1d6 damage there per round until it is put out.

Ignite Torch or Lantern (10) Infinity,Fire
Ranged,Passive,Instant
This spell will ignite a torch or other small flammable object.

Create Fire (20) Infinity,Fire
Ranged,Passive,Instant
This spell creates 1 cubic meter of non-magical fire which burns for 1d6
damage per round.. Each Law pont spent manipulating the spell will increase
the size by 1 cubic meter; Each 5 points will increase the damage done by the
fire by 1d6. This spell cannot be targeted on a living being. The fire will go
out in one round if there is no fuel to feed it.

Create Magical Fire (60) Infinity,Fire
Ranged,Passive,Temporal
Duration cost : 2
This spell functions like Create Fire but no fuel is necessary. The fire will last
until the spell's duration expires.

Immolation (80) Infinity,Fire,(Runes of Target)
Ranged,Passive,Temporal
Duration cost : special
This spell Immolates a living target, whose runes must be incorporated into
the spell as form runes. For example, if targetting a human being the runes
would be Infinity,Fire, Man. If the spell gets through defensive magic, the
spellcaster overcomes the power of the target, and the spell has as many
points of Law devoted to intensity as the SIZ of the target, the target will
begin to smoulder and burn from the inside out, taking 1d6 damage the first
round, 2d6 the 2nd round,3d6 the third round directly to total hit points until
the spell expires. The spell will last for 1 round plus one round for each Law
point devoted to extending the spells duration.If the spell is dispelled before
the duration expires no more damage will be taken.

Fire Bolt (60) Mastery,Fire
Ranged,Instant

This spell causes a bolt of flame to spring from a nearby fire source towards a
target. The fire source must be within 3m of the caster, but can be as small as
a lit candle, and cannot be enclosed. The bolt does 1d6 damage per 5 Law
points to a random missile/spell location. Armour in the affected location
protects normally, as do any spells which block damage. Countermagic or
similar spells have no effect. The target must make a luck roll or have his
clothing catch fire, doing additional damage. Targets which are on fire take
1d6 additional damage each round, until they spend a round doing nothing
but putting the fire out.

Fire Ball (100) Mastery, Fire
Ranged, Instant

This spell causes a flaming ball of fire to spring from a fire source towards
the targetted area. The ball explodes, doing 1d6 damage to every hit location
of all within the radius for every 8 Law points in the spell. Armour protects
normally against this damage. Flammable objects in the area will catch on
fire and be consumed unless the flames are doused. The spell affects an area
with a 3m diameter; each Law point devoted to increasing the diameter does
so by an additional meter.

Eyes of the Fire (50) Truth,Fire,Movement
Ranged,Passive,Temporal

This spell lets the caster project his vision out of any fire within the range of
the spell. When doing so, he can see normally from the perspective of the fire
and can rotate his vision 360 degrees, but cannot hear or use other senses. He
can switch randomly from fire to fire once per round, and can choose any fire
he knows of to be his vantage point. While the spell is in effect small fires
can be seen burning in the caster's pupils, and anyone being spied on who
makes a critical scan roll will see red eyes in the middle of the flames.

Extinguish (10) Death,Fire
Ranged,Instant

This spell extinguishes fires.It takes 1 Law point to extinguish a torch,two to
extinguish a campfire, and three to put out a bonfire. Larger fires or magical
fires are not affected.

FlameBane (80) Death,Fire
Ranged,Instant
Law Points: 10/square kilometer

This spell puts out all fire in a large area.For every 10 Law points put into a
spell, all fires in a 1 kilometer area will go out.

Douse Salamander (60) Death,Fire
Ranged,Instant

This spell only affects salamanders. It does 1d6 damage per 2 Law points
directly to the hit points of the salamander, whose POW does not need to be
overcome.

FlameBlade (40) Disorder,Fire,Earth
Touch,Passive,Temporal
Duration Cost : 3

This spell causes the blade of a metal weapon to burn. Each 5 Law points
increase the damage done by the weapon by 1d6. If this spell is used on a
weapon with a wooden haft, the weapon will char and be useless in 1 round.
The wielder of the weapon must wear heavy gauntlets or take 1d3 damage to
his arm(s) from the heat each round. The blade is not consumed by the spell.

Ward against Fire (100) Mastery,Fire
Touch,Passive,Temporal
Duration Cost : 3

The target of this spell will be protected from fire. Each round roll 1d6 for
each 5 Law points in the spell. This is the number of points of fire damage
the spell will absorb that round in every hit location. Small fires within 1
meter of the caster will be put out by the spell.

Hide Fire (50) Illusion,Fire
Ranged,Passive,Temporal
Duration Cost : 2

This spell makes a fire invisible. Each 5 Law points in the spell will make 1
cubic meter of fire invisible. The fire's fuel will still be consumed as normal,
and the fire will still give off heat, though it will cast no light.

Infinity/Darkness

Create Magical Darkness (40) Infinity,Darkness
Ranged,Passive,Temporal
Duration cost : 2
This spell creates an area of magical darkness which will persist in the
presence of a light source. each 5 points of Law will create a 3m by 3m cube
of darkness, which will remain fixed in location until the duration of the spell
expires. Light sources which enter the darkness can be seen but will
illuminate nothing. Normal vision will not function in this darkness, though
POW auras of creatures can be discerned with second sight or soul sight.
Darksense is not affected.

Create Icy Darkness (60) Infinity,Darkness,Ice
Ranged,Passive,Temporal
Duration cost : 3
This spell creates an area of darkness with the same attributes as that of the
Create Magical Darkness spell. In addition, the Darkened area is ice cold.
Each person in the darkened area takes 1 point of damage to a random
location each round per 1 Law points devoted to that purpose. For example,
a spell with 12 Law points could create a 3m by 3m area of darkness which
did 7 points of damage per round to a random location of anyone trapped in it,
or a 6m by 3m by 3m area of darkness which did 2 points of damage per
round to its occupants. Non-metal armour (including natural armour) protects
against this damage, which occurs on strike rank 10 of each round after the
round in which the spell is cast, but metal armour does not.

Affix Darkness (70) Mastery,Darkness,(Runes of Target)
Ranged,Passive,Temporal
Duration cost : 3
This spell centers an area of darkness around an object or person. If the
object/person is moved, the darkness moves with it. The spell must have 1
Law point in it for each 5 siz or 30 Enc of the target. Each point of Law
devoted to increasing the radius of the darkness does so by 1 meter.

Destroy Shade (60) Death,Darkness
Ranged,Instant

This spell does damage to Shades and other darkness elementals. The spell
does 1d6 damage to the shade for every 2 Law points put into it, and doesn't
need to overcome the shade's POW.

Infinity/Air

Skin of Life (40) Infinity,Air,(Runes of Target)
Ranged,Passive,Temporal
Duration cost : 3

This spell provides air to a living creature, which must be capable of breathing
normally. It will allow the target to breathe in hostile environments
(underwater, in smoke, in poison gas clouds, etc. The target breathes through
its mouth while holding its mouth shut. The spell must have 1 Law point for
every 5 SIZ possessed by the creature.

Create Air (10) Infinity,Air
Ranged,Passive,Temporal
Duration cost : 1
This spell creates air. Each Law point will create enough fresh air to sustain
one person for one day. Since the air dissappears after the spell's duration
expires, spellcasters commonly increase the duration of this spell.

Infinity/Water

Create Marine Creature - as per the create beast spells, but with the water rune.

Create Water (30) Infinity,Water
Ranged,Passive,Temporal
Duration cost : 1

This spell creates water. Each Law point will create 4 liters of water.

Create Acid (80) Infinity,Water,Earth
Touch,Passive,Temporal
Duration cost : 2

This spell fills a glass container with acid. It takes 2 Law points per potency
level. The spell requires a vial large enough to hold 1 dose of acid created.

Create Poison (40) Infinity,Water,Plant
Touch,Passive,Temporal
Duration cost : 2

This spell fills a glass container with systemic poison. It takes 1 Law point
per potency level. The spell requires a glass container large enough for 1 dose
of poison.

Infinity/Ice

Freeze (60) Infinity,Ice, (Runes of Target)
Ranged,Instant

This spell causes a random hit location to freeze. The spell does 1d6 freezing
damage per 5 Law points in the spell. If there are more Law points in the
spell than hit points in the affected location, the location is frozen solid and
immobilized. Immobilized limbs take 10 minutes to thaw and cannot be
healed until they do so. Frozen hit locations do not suffer blood loss. The
caster must overcome the POW of the target for the spell to take effect.

Summer Snow (80) Infinity,Ice,Air
Ranged,Passive,Instant
20 Law points
This spell creates clouds which then snow over an area 5 kilometers in
diameter. 3 inches of snow will fall, plus 3 more inches for every 5 Law
points used after the first 20. The area's temperature is not affected and the
snow will melt if it would normally do so.

Freeze Pond (80) Infinity,Ice,Water
Ranged,Passive,Instant
16 Law points
This spell freezes a medium-sized pond solid. Anything big enough to be
called a "lake", "marsh", etc. is too large to be affected. The pond will melt
normally if the temperature is not cold enough to keep it frozen.

Chill Drink (5) Infinity,Ice
Touch,Passive,Temporal
Duration cost : 1
This spell chills liquid. it takes 1 Law point to chill a flagon, and 5 Law points
to chill a cask. Anything larger is too big to be affected. The liquid will be
very cold (but not cold enough to freeze) for the duration of the spell.

Infinity/Plant

Sprout (20) Infinity,Plant
Touch,Passive,Temporal
Duration cost : 1
2 Law points
This spell causes a small bush to sprout up from the earth at the caster's
fingertips. The caster has no control over what type of plant he gets; the spell
creates plants local to the terrain in which it is used.

Grow Tree (60) Infinity,Plant
Touch,Passive,Temporal
Duration cost : 1

This spell causes a sapling to spring forth from the ground and grow 6" in
diameter. The type of tree created depends on the locale.

Create Healberry Bush(70) Infinity,Plant
Touch,Passive,Temporal
Duration Cost : 1

This spell causes a magic bush to sprout and grow to maturity, yielding magic
berries. The bush will have 1 berry for each Law point thus spent. When the
duration of the spell expires, the bush will die and any unused berries will die.
Each berry will heal 1 point of damage to a hit location if smeared on the hurt
location, or one point of total hit point damage if ingested.

Infinity/Spirit

Release Intelligence (80) Infinity,Spirit,Beast
Touch,Passive,Instant
Law Points : 25

This spell replaces a creature's fixed INT with normal INT. The creature is no
longer ruled by (and no longer has access to) instinct. If the creature's fixed
INT was 5 or more, it gets a nonfixed INT of 3d6. If the fixed INT was 4 or
less, it's new INT will be 2d6. Any offspring the creature bears will have
fixed INT. A version of this spell which allowed the creature to breed true
would be difficulty 150. and would require 40 Law points. The caster must
overcome the POW of the creature if it is unwilling (this will almost always
be the case).

Fix Intelligence (80) Infinity,Spirit,Beast
Touch,Passive,Instant
Law Points : 25

This spell fixes the INT of a creature. The creature is now a beast and cannot
use any knowledge skills, magic skills,or spells.It gains instinct and can live
off of the land. If the creatures INT was 3d6 or better, it gets a fixed INT of
7. If it was less than 3d6, it gets a fixed INT of 4.

Transform POW to INT (80) Disorder,Spirit
Self,Instant
Law Points : 25

This spell transforms the caster's POW into INT. Each casting of this spell
reduces the POW of the caster by 3 and increases his INT by 1.

Enhance Species Max Pow (100) Disorder,Spirit
Self,Instant
Law Points : 30

This spell increases the caster's POW species maximum. Each casting of the
spell decreases the caster's POW by 3 and increases his species maximum
POW by 1. Increasing one's species maximum POW makes it easier to
make a POW check and makes it possible for one's POW to climb to the new
level.

Destroy INT (80) Death,Spirit
Touch,Instant
Law Points : 20

This spell destroys the INT of the target, whose POW must be overcome by
the caster. each casting of this spell destroys 1d6 of the target's INT.

Tap POW (80) Disorder,Spirit
Touch,Passive,Instant/Temporal
Chaos Points : 25 + 5/d6 POW
Duration Cost : 1

This spell transforms the target's POW into magic points or fatigue points,
which are added to the caster's totals. The POW loss is Instant, but the magic
point gain is only Temporal. Magic points are added to the caster's personal
magic points and can go as high as twice the caster's POW. Fatigue points
can go twice as high as the caster's normal fatigue.This spell can only be cast
using the Chaos rune.

Tap INT (80) Disorder,Spirit
Touch,Passive,Instant/Temporal
Chaos Points : 25 + 5/d6 POW
Duration Cost : 1

This spell works exactly like Tap POW, except that it affects the target's INT.

Telepathy (40) Infinity,Spirit
Ranged,Passive,Temporal
Duration Cost : 2

This spell creates a mental link between the caster and one or more people,
allowing them to hold mental conversations with each other. One person
besides the caster can be in the link for each point of Law devoted to the spell
for that purpose. If multiple people are in the link, everyone in the link can
hear what everyone else says over it.

Mind Meld (80) Infinity,Spirit
Ranged,Passive,Temporal
Duration Cost : 2

This spell creates a mental and spiritual link between the caster and one other
person. The effects vary with the number of Law points put into the spell
(not including Law points devoted to duration and range). At 10 Law points,
both participants in the meld can use each other's personal magic points. At
15 Law points, both participants can use each other's spells. At 20 Law
points,both participants can use each other's bound spirits and familiars as if
they were in direct contact with them. Other skills do not transfer. All effects
are cumulative. Spells which target the mind of a participant in a mind meld
affect both participants and bypass any defensive magic the secondary
participant possesses, though both targets get to resist with their current magic
points. Participants in a mind meld can communicate telepathically and read
each other's surface thoughts. Anyone participating in more than one mind
meld at once must roll INT times 3 when it ends or go insane for 1d10
weeks, losing 1-3 points of INT permanently.

Fear (40) Mastery,Spirit
Ranged,Passive,Temporal
Duration Cost : 3

This spell causes intense fear in the target. The spell must have 1 Law point
for every 3 full points of POW that the target possesses. If the caster
overcomes the target's magic points with his own, the victim is affected as per
the Shade Fearshock Table.

Demoralize (20) Mastery,Spirit
Ranged,Passive,Temporal
Duration Cost : 3

This spell demoralizes the target. The spell must have 1 Law point for every
5 full points of POW that the target possesses. If the caster overcomes the
target's magic points with his own, the victim is Demoralized as per the spirit
spell.

Stupefy (60) Mastery,Spirit
Ranged,Passive,Temporal
Duration Cost : 3

This spell causes the target to sit in a dreamlike state until the spell's duration
expires. The spell must have 1 Law point for every 2 full points of POW that
the target possesses.If the caster overcomes the target's magic points with his
own, the victim is Stupefied for the duration of the spell. This spell has no
effect on fixed-int creatures.

Dominate <Creature> (80) Mastery,Spirit,<forms of target>
Ranged,Active/Passive,Temporal
Duration Cost : 3

This spell must be learned separately for each creature type. It allows the
caster to completely control the actions of the target. Simple directions (ie.
attack all trolls on sight, attack that thing, etc. can be given and will be carried
out without the active concentration of the caster but more complex actions
must be actively controlled by the caster, who can do nothing else.
Dominated creatures talk in a dead tone when speaking and their eyes become
glazed over. Dominated creatures have no access to their own knowledge or
magic skills, and cannot enter into mindlink/telepathy type spells with other
beings. As is always the case with Spirit spells, the caster must overcome the
target's magic points with his own for the spell to take effect.

Mind Blast (80) Death, Spirit
Ranged, Passive,Temporal
Duration Cost : 2

This spell drives the target completely insane (i.e. catatonic) for the duration of
the spell. The spell must have as many Law points as the target's INT. This
spell has no effect on fixed INT creatures

Mind Blast (60) Lunar, Death, Spirit
Ranged,Passive,Temporal
Duration Cost: 2

This spell is identical to the previous Mind Blast spell but requires the Lunar
rune as a Form rune.

Madness (70) Death,Spirit
Ranged,Passive,Temporal
Duration Cost : 2

This spell forces the target to role on the Lune Madness table. The spell must
have as many Law points as the targets INT divided by two, rounded down.

Madness ( 50) Lunar,Death,Spirit
Ranged,Passive,Temporal
Duration Cost : 2

This spell is identical to the previous Madness spell but requires the Lunar
rune as a form rune.

Infinity/Earth

Infinity/Magic

Infinity/Undead

Infinity/Movement

Infinity/Stasis

Previous Experience for Sorcerers

This section replaces the previous experience charts for sorcerers, which are
not compatible with this system. The GM should exercise control over which
form and empowering runes a sorcerer may study, since this learning is
dependent on the availability of sorcery texts and the knowledge of his fellow
sorcerers.

Brithini Zzabur (Arolanit)
The Zzaburs are sorcerers and religious functionaries. They are the only
Brithini caste which can use sorcery. Many have lived since before time and
are among the most powerful sorcerers in Glorantha.

Skills: Any Lore (Sorcerer's choice) x6, Read/Write Own Language x3,
Ceremony x4, Enchant x3, Summon x3, Law Rune x5, 1 Empowering Rune
x4, 2 Form Runes x4, and Spells x10

Magic: 1d4 sorcery spells plus a 1 point increase in POW per year.

Apprentice Sorcerer, Civilized

Acceptance: Western cultural restrictions take precedence over these
acceptance criteria when applicable.
1. Have a magic skills modifier of at least 10 percentiles
2. Know Read Own Language, World Lore, and Law Runeat 25% or
        more.
3. Cast all Divine magic spells, if any.
4. Roll d100 equal to or lower than the characters POW x 3.
5. Sacrifice 1 point of POW to the applicant's master or familiar.

Skills: Throw x1, Orate x2, Speak Other Language x1, Craft a specific
substance x1, any 1 Lore x3 or any 1 Ritual skill x3, Read/Write Own
Language x3, Devise x2, Law Rune x4, 1 Empowering Rune x3, 1 Form
Rune x3, Spells x10 (divide as desired), Dagger attack x1, 1H Weapon Parry
or Shield Parry or Dodge x1. Magic: (Sorcery) 3 spells upon acceptance.
All apprentices receive 1 sorcery spell per year, chosen w/ regard to the runes
they know well.

Adept Sorcerer, Civilized

Acceptance: An apprentice qualifies to become an Adept if he/she has a
minimum 75% ability in the Law Rune 1 Empowering Rune, 1 Form Rune,
and 2 Spells.

Skills: Fast Talk x2, Orate x2, Speak Other Language x2, Evaluate x1, Any
1 Ritual or Any 1 Lore x3, Read/Write Own Language x2, Devise x2, Law
Rune x2, Any 2 Form or Empowering Runes x 4, Spells x10, 1H Weapon
attack x1, 1H Weapon Parry or Shield Parry or Dodge x2. Magic: (Sorcery)
1d3 spells and a 1 point increase in POW per year.

Becoming a Magus

While any sorcerer who dares to can call him/herself Magus, in the West
more formal distinctions apply. An Adept who publicly proclaims
him/herself a Magus may, for a period of 1 year and 1 day, be challenged
freely by any other Sorcerer to Wizard's Duel. (See rules for Wizard's
Duel).

Any Sorcerer who bests the self-proclaimed Magus at Wizard's Duel may, at
his or her discretion, strip the bested Sorcerer of the title of Magus and
require a year of service from the beaten Sorcerer. Powerful Magi will often
allow a beaten Sorcerer to retain the title of Magus if they feel it is
deserved, and in such cases no debt of service is incurred. If the challengee
wins the Wizard's Duel, the loser owes no debt of service.

Typically a candidate for Magus knows Law and at least 4 other Runes, at
100% or more.

Well that's all I've got for now.

Ken McKinney (currently using mad@ccwf.cc.utexas.edu, a friend's account)
707 W. 21st St.
Austin, TX 78705
(512) 476-8956

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