Sorcerous Magic

The sorcerer learns the basis of magic words and items throught he magical theory skill. When a sorcerer casts a spell they use their level in this skill times the succeses to determine the effect of the spell. Furthermore sorcerers can learn new runes based on their knowledge of instance runes.

A sorcerer must be able to verbalize power words, gesture with their hands, and have material components for the spell. For each one of these pieces that is missing from the spell, the sorcerer is penalized 1 penalty die.

The sorcerer’s Magic Theory spell can be concentrated in as a normal skill, giving the caster bonus dice in a particular rune. Magic Theory (Heal) is as acceptable as Magic Theory (Elemental).

Runic skills have no penalized concentrations, all are “free”; therefore at each level in a runic skill, the character can concentrate in a specific instance. Instances are generic terms for a class of thing (Used in the Object Oriented Programming sense). For example, a typical Instance is Human or Sword. Specific things, such as this particular book or that particular individual are considered Singularities. Parts of wholes are also considered Singularities. For example, an eye or a hilt is typically a Singularity. Two singularities can be derived from any known Instance. Furthermore sorcerers can derive categories and meta-categories from any two runes (or more) they know. This entire hierarchy is very subjective and should be made as an agreement between the player and the GM. For example, if we compare the sword-runes of three different mages we find different results.

The differences between these three individual’s perceptions is the amount of familiarity with the objects. Someone who builds swords see individual pieces that are crafted and made into a larger whole, while to those unfamiliar with swords, they may not even know what a hilt is or what is the difference between a long sword and a bastard sword. The bonus for the category (or meta category) is the average (round down) of the bonus dice for each of the supporting runes. For example, a character with Heal 5 may have the following

Spell Power

The power of sorcerous magic is determined by multiplying the Intensity of the spell by the caster’s Magical Theory skill. In this way a caster with Magical Theory 5 and using 4 Effort will have a power of 20.
Rune/TypeSwordssmith/Mage Swordsman/Mage"Classical" AD&D Mage
Hilt InstanceSingularitySingularity
Long SwordCategoryInstanceInstance
Melee WeaponsMeta-CategoryMeta-CategoryCategory
Number of unknown runes Penalty Dice Type of rune not known penalty dice
One and only one 2 Verb, Singularity or Meta-Category 4
Two or more 8 Instance or category 2
Instances Human +1, Dog +1, Armor +1, Pigeon +1, Hawk +1
Categories Mammals +1, Birds +1
Meta Categories Animals +1, Creatures +1, Living Things +1

Example 1: Appolonius knows Weaken (level 3) Door and runs across a portcullis. The GM rules that these are significantly different that the character would not think of them as the same thing. Previously, he hasn’t studied enough to derive entryway or entry device (or something similar) so, he cannot use a category. He decides to use Weaken Portcullis and derive the rune from his knowledge of door. He knows the action rune, but not the portcullis rune, therefore there is one unknown rune, resulting in two penalty dice. There are another 2 penalty dice for the unknown Instance for a total of 4 penalty dice. He will now roll with a skill of 3-4.

*Example Two: Appolonius is having an unlucky day and breaks his leg. Unfortunately, he does not know the Heal rune, nor does he know the human rune. Since he is not a healer, the character and the player agree that Human would be an Instance to him. Since he doesn’t know two runes, he will derive his runes from his best skill: Move 7. He will roll 7 dice, but will be penalized 10 penalty dice (8 for not knowing two runes and another 2 for the Instance rune) and so his skill will be 7-10.

Example Three: Finally, Appolonius’ day is changing. However, he now has to create the door. He knows the Door rune, but not the Create spell. Nor does he know transform. So, he decides to, once again, make up a spell on the fly. He uses Create Door based on his Door skill. He knows one of the runes and so is penalized 2 penalty dice for one unknown rune. He will roll 3-2.

Unknown rune combinations

Any rune combination not known by the caster can be improvised on the spot for a penalty. The table below shows the number of penalty dice. These penalties are additive.