Re: Sorcery

From: David Cake (davidc@cs.uwa.oz.au)
Date: Thu 03 Feb 1994 - 04:09:32 EET


>
> Sorcery has a number of advantages. It is flexible.
        It is almost impossible to pick up a new sorcerous ability in a period
less than months at any reasonable level. The abilities that a sorcerer
develops early in his career are pretty much the same ones that he is stuck
with. This is opposed to shamans that learn spells in a day or so, and Priests
that often have a wide range of spells available to them, that they can learn
in a few days (though not often).
        The people who are really flexible are the Lunar magicians.

> You can learn both death and healing magic without every
> claiming that you are some sort of evil illuminate.
        A quick glance at GoG reveals (aside from the obvious 7 Mothers)
Storm Bull: aside from Berserk, teaches Healing, has Heal Wound as a common
spell, gets Cure Chaos Wound from CA
Orlanth: Thunderbolt, Lightning, Bladesharp, Healing, Restore Health, Heal Wound
Babeestor Gor : Axe trance, Slash, Berserk, Bladesharp, Heal Wound, Healing,
and Heal Body from Ernalda.
        Even Humakt has Healing and Heal Wound!
It is true that few cults have useful combat magic and Resurrect (only 7-Mothers
and Aldrya really spring to mind) the sorcerers can't Resurrect at all!

> Sorcerors
> don't have to gather together with a few hundred fellow initiates
> five times a year to keep their magic from going away.
        They still have priestly duties, though. I would like to see them

get some benefit for this as well.

> 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.
>
Shamans and Priests grow in both power and flexibility. Sorcerers mostly grow
only in power. Your example of knights + wizards vs. rune lords points out a
lot of the problem - sorcerers are less able and less flexible than most
divine magic users, and frequently less powerful as well.

> I do agree with Paul, Graeme, George, and others that
> the RQIII range table worked fine.
>
Yes indeed.
> Mark S.
>


0,,


This archive was generated by hypermail 2.1.7 : Sat 05 Jul 2003 - 20:33:48 EEST