Sorcery

From: Mark S. c/o Tom Yates (marks@slough.mit.edu)
Date: Thu 03 Feb 1994 - 00:27:32 EET


>> Sorcery in Glorantha does not consist of sorcerers,
>> even master sorcerers, that can maintain dozens of small spells, or
>> easily cast spells at great ranges, and the mechanics intentionally
>> reflect this.
> Well if they aren't made significantly more effective, either by having
>better spells or less skills (say the skill Tap to tap any stat, or Enhance
>to replace the various Enhance (Characteristic) spells), then I doubt that
>there would be any Sorcery in Glorantha.
 
        Sorcery has a number of advantages. It is flexible.
You can learn both death and healing magic without every
claiming that you are some sort of evil illuminate. Sorcerors

don't have to gather together with a few hundred fellow initiates
five times a year to keep their magic from going away.
Sorcery spells grow in power as your skill grows. You can cast
Disrupt for three decades and you'll still only do 1d3. The feudal
western societies prosper because they have specialists who know a
lot about fighting (knights), and specialists (wizards) who cast
powerful magic on the knights adding to their shock value. A sorceror
does not fight a rune lord; a knight, backed by a wizard's magic, fights
the rune lord.
 

        I do agree with Paul, Graeme, George, and others that
the RQIII range table worked fine.
 

                         Mark S.


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