Subject: A Sorcery Rules Variant

From: Simon Hibbs yfcw29@castle.ed.ac.uk

System: Elric!

I am using the Elric! rules as the basis for a fantasy campaign, but
not one tied to the Million Spheres/Eternal Champion milieu.  Chaos,
Law and Balance points have no meaning in this campaign.  However, I
like the idea of sorcerer characters having to make moral choices
about their use of sorcery.  Also, I want sorcery to be much rarer
than Elric! implies.  The following rules bring back a term familiar
to Stormbringer players, but substantialy changed.

INSIGHT

Insight is bought from the character's initial allocation of 250
points, just like skills.  It represents the degree of spiritual
enlightenment of the character.  Only characters with a score in
Insight can cast magic, with a chance equal to their Insight on
percentile dice.

Learning to cast magic is a very vulgar use of metaphysical discipline
and hinders the character's advancement towards enlightenment.  To
reflect this, learning a spell costs points of Insight.

1. Learning a new spell costs Insight equal to three times the points
of the spell.  Variable point spells always cost their maximum point
value.

2. There is usually no Insight cost to casting a spell, but summoning
an elemental costs 1D4 Insight and summoning a demon costs the demon's
POW in Insight.

3. Insight may be used to meditate and thus regain MPs more rapidly
than usual.  For every hour the character spends meditating, roll
percentile dice against the character's Insight score.  If successful
add 1D3 points to the character's MPs (so long as this does nor raise
the character's MPs above current POW).

4. Insight can be used as a defence against hostile magic.  If a
character's Insight divided by 5 (rounded down) is greater than the
character's POW, then the character may resist spells with this
instead of POW.

These rules mean that it is only really practical to be a sorcerer if
you are prepared to specialise.  The sorcerer also has to trade off
between having a broad battery of spells and being proficient in their
use.  This reflects the fact that they must choose between spiritual
enlightenment and mundane power.

Notes:

I don't want to make sorcery complicated; the ELRIC! rules are an
admirable example of clarity and simplicity.  But, I think this
modification has a lot of potential for enhancing the roleplaying of
sorcerers.

Idealy I would like to tailor the Insight cost to the nature of the
spell, but for the moment the three to one ratio should be enough to
test the concept.  The choice between learning a spell and conserving
Insight should be a tough one.  Thus, having a high Insight should
have real benefits which reflect the enlightened state of the
character, hence the option to use high Insight to resist hostile
spells.  Is this enough of an incentive?  Does anyone else have any
ideas how Insight could be used?

Simon Hibbs
yfcw29@castle.ed.ac.uk

Back to Eternal Index