Official Answers from Chaosium
This covers the first part of Chapter 16, pages 381-390:
For the Sorcery spells section see : Chapter 16 Sorcery Spells Q&A
Sorcery Use (page 381)
Spell Strength vs POW augmentation
Can the Spell Strength vs POW roll be augmented, and if so, can a single augment affect both POW vs POW and Spell Strength vs POW, if both are needed?
See Augments to the Resistance Table (page 146) and Increasing Chances of Success with Magic (pages 244-246).
Does the Resisting Spells text from p. 244 of the Core book apply to Sorcery spells?
That is, are Sorcery spells that target an individual resisted with POW vs POW on the resistance table?
For instance, if A were to cast Identify Spell on B, who is either unwilling or unable to lower their resistance, would there be A’s POW vs B’s POW before A would know what spells B has on them according to the strength of the A’s spell.
No you are targeting a spell, not an individual. A spell can’t resist. Think of it as a sorcerous eye looking at the spell, the better you cast it, the more detail you see. Note that it only identifies one spell, likely to be the strongest one, if more than one is active.
Do Sorcery spells, in general, need to overcome the POW of an unwilling target, as per “Resisting Spells” on page 244? Some Sorcery spells say that they need to overcome an unwilling target’s POW with the Strength of the spell. Is this instead of or as well as a POW vs POW roll?
If it says the spell uses the Strength of the spell in the resistance roll, then use that. Otherwise it’s POW vs. POW where necessary.
See also Countermagic & Sorcery
Runes (page 381)
The Magic Rune (page 382) and associated spells
Can the Magic Rune be mastered like the other runes?
Is the Magic rune a free rune that all sorcerers receive automatically?
Is the magic Rune in the spell lists, a place holder for another rune, as with rune spells?
As the Magic rune is both a skill and a masterable rune, it will have its own description in the Condition rune section of any future sorcery supplement. For the moment use this slightly reworded description of the rune from the upcoming Gods of Glorantha book:
Mastering New Runes or Techniques (page 384)
How exactly, in game mechanics and character action terms, does a character master a rune, for sorcery purposes? How does that character master a new technique?
RQG page 384 does have a paragraph on his, which says there is an INT threshold and then there is an INT+POW roll, augmentable, to ‘achieve intellectual union”. Then sacrifice 1 POW. These attempts can be made at a rate of one per season.
But can the character just make that roll at the end of every season no matter that he has no instructor nor book on this, nor has he devoted any specific share of his time to researching it? Does it make any difference that he is a Lhankor Mhy initiate, or by profession a Philosopher, or an Aeolian, or on the other extreme can he be an Orlanth lay member who has spent his season herding sheep and looking at the stars at night and is illiterate, or a slave hoeing corn on a Lunar plantation? Same INT+POW roll in all cases?
The key part of that that section is (my emphasis):
The adventurer needs to be part of a cult, school or society that has a sorcerous aspect, otherwise they are not going to have the correct philosophy to support sorcery. Likewise they need to have the capacity to learn Runes & Techniques (the INT requirement).
In my game, a Lhankor Mhy initiate has expressed interest in learning sorcery. RQG p.389 says that every Lhankor Mhy initiate is taught to master the Truth rune and the Command technique upon initiation, so we can start with the assumption that he mastered these even though right now he doesn’t know boo about sorcery. But what if he wants to master a second rune and / or a second technique?
The easiest way of looking at this mastery of Runes & Techniques is as an initiation ritual. As it costs a POW, the ritual is likely an hour long (not including ritual preparation). In the case of a Lhankor Mhy initiate without a sorcerous mentor, they would need at a minimum, access to a sorcerous library for at least 4 weeks (with a teacher gives +30%).
Manipulating Spells (page 384)
Limits to Manipulating Intensity (page 385)
Spell Range (page 385)
Unlike the Intensity and Duration tables, the Range table doesn’t extend above 20. Is this intentional?
Yes, as the Intensity requires Free INT. For example, a Lhankor Mhy sorcerer casting Geomancy to cover a 100km radius (intensity 20) would need a Free INT of 20 to start with, needing at least an INT of 21 (1 point to used to know the spell if not inscribed). A further expansion of the intensity table may be included in any future update to sorcery.
Spell Duration (page 386)
For the last row in the table, shouldn’t the left-most column (Intensity) value be “Each +1” instead of “Each +4”?
No (note that the +4 step applies to Strength too), however the Magic Point Cost should be +4/+8.
I have include range as well, however please note that this may change in a future edition of the sorcery rules.
|Type||Intensity||Magic Point Cost|
|Sorcery Strength||Each +4||+4/+8||+1D6|
|Sorcery Duration||Each +4||+4/+8||Doubles|
|Sorcery Range||Each +4||+4/+8||Doubles|
Casting Spells (page 386)
If a sorcerer wanted to change how the intensity of a spell he was casting was allocated between strength, duration, and range, after he had started casting. Would you allow it?
After rereading the rules, I ruled that, because the sorcerer is in a semi-trance while casting, the range, duration, strength and target all had to be specified in the statement of intent of the round when the casting would start, and could not be changed after that. He could, per the rules, abort the spell at any time, but he could not change those parameters. The player was ok with the range, duration, and strength being fixed at the start of casting, but feels he should be able to change the target during the statement of intent of the round when the spell would take effect. He feels that, because sorcery takes so long, if the target should be killed, incapacitated, or moved out of range before the spell went off, he should be able to change the target, rather than have to have wasted all the time spent casting the spell.
So the question is, what is the intent of the rules on this? Can the spell target be changed after the sorceror has started casting the spell?
As written, the rules call for a statement of intent. This actually doesn’t require the player to identify the target of the spell. The example, for example, says an adventurer will “have my shield and sword at the ready if someone gets close” but doesn’t say who that someone is, or if they’ll attack or not. The gamemaster should be able to assume that the player means “I’ll attack if I get the chance” even if they don’t know who the attack would be directed at.
Similarly, my experience playing pretty much every BRP-based game over the last 35 years is that most of the time groups (my own included) don’t generally follow the formal statement of intent phase of combat, usually just allowing players to announce their actions as their strike ranks are called.
Or, for that matter, can how the intensity of the spell is allocated between range, duration, and strength be changed after casting has started?
Mixed Mastered & Unmastered Magic Point Costs
If you cast a spell that has more than two runes and techniques, is the cost of each added level of intensity doubled for each rune or technique that the caster has merely “a certain amount of knowledge” for (via minor runes, opposite runes, or opposite techniques)?
Yes, if you don’t have the complete knowledge, sorcery is costly.
So, casting a spell with a total of three runes and techniques, with no mastered runes or techniques, but insight to all of them, what is the base cost of this spell (my guess is six),
Three runes and techniques would normally cost 3 points, (1 per runes/technique). 2 for the first unmastered, 2 for the second unmastered, 2 for the third unmastered for a total of 6.
See the second example in Spell Cost on page 386.
how much does it cost to add three levels of added intensity into it (my guess is 8 per level, doubled thrice for three nonmastered runes and techniques, for a total of 24),
Intensity 1 is free, plus three levels = intensity 4, unmastered = +6. ,
double the amount of magic points if it uses a Rune or technique that the sorcerer has not mastered.
Manipulating Spells, page 384
not per rune/technique. So the total is 6+6=12mps.
and how long does it take to cast this spell (my guess is either Full Round + DEX SR + (2 * 3) or Full Round + DEX SR + (2 * 24) SR)?
So it was a 3 point spell, using 12 mps total – 3 = 9 extra mps x 2 = 18 SRs
Full Round + DEX SR + 18 SR
How long do ritual spells take?
Spell Cost (page 386)
Concentration (page 387)
The rules state that the sorcerer lapses into a semi-trance. On p. 387 it states that “A sorcerer cannot attack, parry, or Dodge while casting a spell”
I interpreted that to mean you can’t move while casting a spell. One of my players insists it doesn’t mean that at all. So, which is correct? Move or no move?
You can move up to 4 meters per round, carefully, just as if using an Active spirit magic or Rune spell (see page 247).
Sympathetic Magic (page 387)
Rune-appropriate Day (page 387)
Learning Sorcery (page 388)
Learning Sorcery and Read/Write skill
Learning Sorcery specifies that your knowledge of a sorcery spell is limited by your Read/Write skill, does this mean the language your written copy of the spell is written in, or just your highest language skill of any kind? If the former, how easy is translation?
The limit is based on the language the spell is written in.
Learning Sorcery and Auld Wyrmish
The cult of Pavis has grimoires written in Auld Wyrmish to which can’t be learnt by humans at more than 25%, but it is a good question for Lhankor Mhy sages reading Western or Lunar sources as well.
Humans can’t speak Auld Wyrmish at more than 25% (per pages 174-175 in the core rules), but there is no such restriction for reading and writing that script (see page 181).
Spells with no Mastery
Can an adventurer learn and cast a sorcery spell with zero Runes or techniques of sorcery mastered?
Yes. There are some spells, such as Open Seas (9 mps), that are self-sufficient, but they are not common.
Memorizing Spells (page 390)
Inscribing Spells (Page 390)
Sample Sorcery Spells (page 390)
Runes and Techniques Used (page 391)
For the Sorcery spells section see : Chapter 16 Sorcery Spells Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 01 Introduction Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 02 Glorantha Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 03 Adventurers Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 03 Pregenerated Adventurers Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 04 Homelands Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 05 Game System Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 06 Skills Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 07 Combat Q&A pages 191-206
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 07 Combat Q&A pages 206-225
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 08 Runes Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 09 Passions & Reputation Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 10 Magic Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 11 Spirit Magic Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 11 Spirit Magic Spells Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 12 Rune Cults Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 12 Rune Cults The Cults Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 13 Rune Magic Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 13 Rune Magic Spells Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 14 Shamans Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 15 Spirits & the Spirit World Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 16 Sorcery Spells Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 17 Equipment & Wealth Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 18 Between Adventures Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 19 Adventurer Sheets Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 20 Conversion Guide
- CHA4028 RuneQuest: Roleplaying in Glorantha – Index Q&A
Page Last updated: 2023-11-30 16:50:58