Magic Points

Each sorcerer starts out with 4 Base Magic Points (4 MP) plus his Wisdom modifier. This is the standard amount of MP a sorcerer has available, assuming there are no special circumstances. The absolute maximum MP a character may have is equal to double his Base MP, unless otherwise specified.

Gaining and Losing Magic Points

When your MP is higher than your Base MP for any reason, it gradually begins to revert back to your Base MP. Each hour that passes will cause your MP to fall by 1 until it is back to your Base MP again.

Your Magic Points are reduced whenever you cast a spell, or sometimes if you are the victim of certain magical attacks. In addition, if you are ever reduced below 1 hp by any means, your Magic Points are also immediately reduced to zero. You cannot regain MP until you have been brought back to 1 hp or above by some means.

If you rest, you can regain Magic Points that have been lost for any reason, up to your Base MP as usual. 1 MP is regained per full two hours of rest.

You may learn other ways to gain additional Magic Points by purchacing ranks in Arcana.

Pushing It

It is possible, though not always advisable, for a sorcerer to reduce his Magic Points below zero due to the performance of an especially powerful piece of magic. A sorcerer’s Magic Points can be reduced to a negative number equal to his Base MP. For example, a sorcerer with a Base MP of 7 could reduce his Power Points as low as -7. It is simply not possible to go below this number.

A sorcerer whose Magicr Points are below 0 may regain them by rest, but only at the rate of 1 MP per full day of rest, until he is back at 0 once again at which point the usual rapid restoration of
Magic Points begins. He may also regain them more quickly by the usual means of sacrifice, use of special drugs, and so forth.

While his Magic Points are below 0, the sorcerer may not cast any further spells (even if he could theoretically reduce his PP still further) and is considered to be fatigued until his Power Points are somehow restored to 0 or above once more.

The Law of Success

Every round in which a sorcerer successfully slays at least one opponent, either by sorcerous means or by combat, he gains a morale bonus to all attack rolls and magic attack rolls made for one round after he killed them. This bonus is as follows:

Enemies Killed Morale Bonus
1 +1
2 +2
5 +3
10 +4
20 +5
50 +6
100 +7
200 +8
500 +9
1000 + +10

The bonus is immediately cancelled if the sorcerer loses any hit points during the round following the actions that gave him the bonus. Note that these benefits are in addition to any bonus Magic Points the sorcerer may gain for having sacrificed one or more of those he kills.

Furthermore, the rule of success makes it far easier for a sorcerer to repeat a spell that was successful. If he ever casts a spell that succeeds in all that it was intended to do, he may cast the same spell the following round at half the previous Magic Point cost for the spell. This even affects spells with a casting time of greater than one round, so long as the spell is re-cast within one round of the previous casting being finished. A further success halves the Magic Point Cost again for the next casting, to a minimum Magic Point cost of 1. Both the magic attack bonus and the reduced MP cost from the Law of Success can apply simultaneously, if applicable.

The Law of Impermanence

Any time a sorcerer is reduced below 0 hit points, he must make a separate Will saving throw (DC 25) for each of his sorcerous creations, of whatever kind. If this is failed, the creation ceases functioning. In the case of a spell, this means it simply stops working. For a magic item of some kind, it crumbles into dust or shatters into tiny fragments, becoming not only non-magical but also non-existent. Furthermore, if a sorcerer is killed or left for dead, all his sorcerous creations immediately cease functioning as above, with no chance to be saved.

The Law of Obsession

For most sorcerers, magic is an obsession that drives them on, forcing them to seek out new sources of knowledge and new forms of power. Diluting that obsession by any means, whether this is falling in love, pursuing a new career, or demonstrating overmuch loyalty to a cause other than their own sorcerous masters, tends to weaken their magic considerably. However, if they can somehow draw the source of the distraction into themselves – for example, by sacrificing their loved one or rising to the top of a non-sorcerous organisation only to entice all its members to their own destruction as a mass sacrifice – their power is significantly boosted.

In effect, the rule of obsession is played out somewhat like a minor quest or sub-plot alongside the main campaign. A sorcerer
can always declare himself obsessed with something other than sorcery. If he does so, his Base Magic Points are reduced by -1
to -3, depending on the strength of the obsession. These may be regained – with interest – only by somehow drawing the object of the obsession into himself. Until that point, his Base MP will remain penalised, though of course the character’s current Magic Points can still go up and down as usual. Maximum Magic Points are calculated from his new Base MP.

The Games Master may also rule a sorcerer to be so obsessed if:

  • The sorcerer has more levels in a class other than Magic-User.
  • The sorcerer acquires an Allegiance to someone or some group other than his own sorcerous master or masters, or some demon or other.
  • The sorcerer is acting in an obsessed manner and the obsessed cannot tell. The Games Master is certainly permitted to make statements along the lines of "you are clearly obsessed with hunting this particular individual down – if this continues, I will certainly rule you to be Obsessed".

The Games Master is also always at liberty to veto any obsession that the player chooses for his character, to avoid abusive or just plain implausible obsessions.

A sorcerer with an obsession can regain his lost 1 to 3 BPP, and gain a permanent increase equal to the same amount he originally lost, by somehow incorporating the essence of the obsession into himself and his sorcery – a form of symbolic (or in some cases literal) cannibalism. The precise nature of this incorporation depends on the obsession but some guidelines are given below. The key to understanding the Rule of Obsession is that in essence the sorcerer is ‘gambling’ between one and three permanent points of MP.

Generally speaking, a sorcerer should not be permitted more than one obsession per year. The Law of Obsession never applies to a sorcerer who does not have any levels in the Magic User class.

For example, the sorcerer is a 10th level Magic User with a Wisdom of 14, so his Base MP are 9 and his Maximum Power Points are 27. He has an Allegiance to the kingdom of Alrra, which has developed over some years living in that land and working directly for the King. The Games Master decides this to be an obsession worth 2 points of MP, so the sorcerer's Base MP is reduced to 7 and his Maximum MP to 21.

The sorcerer realizes he must somehow draw the obsession back into himself and proposes a plan to the Games Master. He intends to hypnotise the King of Alrra on a long-term and complete basis, forcing the unfortunate monarch to tear apart the kingdom in a series of futile wars, punitive taxes, and bizarre laws. Eventually, when the kingdom is on the brink of revolt, he intends to slay and ritually devour the King and seize power himself. If he succeeds, he will have drawn both king and country into himself and be in harmony once more. The Games Master agrees that if he succeeds, his lost 2 Base MP will be returned, and he will be further rewarded with a +2 bonus to Base MP for the increase in power gained by incorporating his obsession into himself, for a total of 11 Base MP and 33 Maximum MP.

The Law of the Master

Any character with the Acolyte background, or any character who later joins a sorcerous society or learns the Demonic Pact spell, or who takes on apprentices of his own, is subject to the Law of the Master.

The Rule of the Master concerns any character who has learnt sorcery from a more powerful sorcerer or demon, who is known as the master. His apprentices, coven novices, or other students are known as thralls.

The master of any coven, sorcerous society or even just an apprentice or two, always gains a +2 circumstance bonus to Bluff and Intimidate checks targeting any of his thralls and a +1 circumstance bonus to magic attack rolls against them.

The master may, at any time, attempt to remove or grant a number of Magic Points to any or all of his thralls. This requires either physical touch with the apprentice, or the master to have on his person some form of magical link to the apprentice. Once per round as a free action, the master may take up to 5 Power Points from any one thrall for his own use, or grant said thrall up to 5 Power Points for the thrall’s use. If desired, the thrall may attempt to resist this by making a Will saving throw, with the DC set by the master’s magic attack roll. Most masters will ensure they gain some kind of magical link to the thrall before teaching them a single spell – perhaps a contract signed in blood, or a lock of hair.

The master can perform ritual spells with his various thralls. Any spell he knows can be cast in a ritualistic manner. The spell’s casting time is equal to (1 hour + 10 minutes per participating thrall) or the spell’s usual casting time, whichever is greater. Additional incenses, oils, smoke-powders and other accoutrements must be expended, to a cost of 50sp per participating thrall. The Power Point cost of the spell is raised by +2 per participating thrall. Each thrall who succeeds at a Perform (ritual) check (DC = 10+ total MP cost of casting the spell, including the +2 increase per participating thrall) grants the master a +1 bonus to the magic attack roll or skill roll he makes as part of the spell. For spells with a greater range than touch, each +1 bonus granted in this way also increases the range of the spell by +10%.

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