Sorcerers
From Harath Rules
The sorcerer learns the basis of magic words and items through the magic 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. For example, a typical Instance is Human or Sword.
- Categories are derived from any two runes (or more) they know.
- Meta-Categories are derived from any two Categories (or more) they know.
- Parts are things which are considered (by the caster) to be sub-parts on an instance. For example, to most people an eye or a hilt is part. To an eye doctor, an Eye may be an Instance. Like categories, Parts can be derived from two instances. Casting a spell on a part is difficult and the caster gains two penalty dice when trying these spells.
- Specific things, such as this particular book or that particular individual are considered Singularities. Casting a spell on a singularity is difficult and the caster gains two penalty dice when trying these spells.
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.
| Rune/Type | Swordssmith/Mage | Swordsman/Mage | "Classical" AD&D Mage |
|---|---|---|---|
| Hilt | Instance | Singularity | Singularity |
| Long Sword | Category | Instance | Instance |
| Sword | Meta-Category | Category | Instance |
| Melee Weapons | Meta-Category | Meta-Category | Category |
| Weapons | Meta-Category | Meta-Category | Meta-Category |
| 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 |
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.
Unknown Runes
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.
| 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 |
Example 1: Appolonius knows Weaken (level 3) Door and runs across a portcullis. The GM rules that portcullises are significantly different than doors and 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.