SJE said:
Well isnt that the purpose of the MLG Character creation guidelines? So I can create a legal character that I can play at any Living Glorantha con game without it being rejected? To have consistency across the campaign and not according to the GM at the tables personal preference?
For example, if the guidelines says that Smother isnt for PC's, then I wont take it. But if it is, then I'd expect to be able to cast Smother at any bad guy in any MLG scenario (if the circumstances allowed it and I had sufficient magnitude etc) without the GM suddenly telling me that its banned at his table because in his or her opinion its over-powered.
SJE
I think what you're missing is that sorcerers in Glorantha don't acquire individual spells but that they acquire packages of spells through pre-defined Grimoires and they acquire access to those grimoires by joining an order.
Therefore, if you want your character to have access to a spell that kills with a glance (Wrack or Smother are good bets) then you need to join an order which has a grimoire with one or both spells in.
At the moment, there's not much detail in published material so we're all a bit short of knowing what grimoires are available. If you have the Glorantha core book, check through the various grimoires listed.
Now it is of course always possible for players and GM's to make up their own orders and grimoires for campaigns. I don't know what the rules for Living Glorantha will be, but I suspect that they'll disallow player-designed grimoires because, frankly, not all grimoires are equal.
On the other topic, Brithini are not good choices as PCs. In many ways heir mindsight is as alien as the mostali and dragonewts. Possibly an interesting challenge in a local campaign but again I wouldn't mind betting that they're not a permitted species for PCs in Living Glorantha.
As for making a nasty sorcerer. The most obviously painful spells are Wrack and Smother. Wrack is quicker. Palsy may not be a kill spell but it can render someone helpless faster than the other two. Enhance INT (and DEX) is always good to give you a boost to both spell casting and Combat Actions. Damage Enhancement can be cast on magic so you can Enhance your Wrack spell. Neutralise Magic is always a good weapon because theists tend to use a lot of magic routinely, especially the Orlanthi. neutralising a Fly spell is pretty much kill with a glance. Be aware however that theists can easily get much higher divine spell magnitude than a sorcerer can easily cope with. A grimoire with access to a reasonable number of those spells should get you what you want to do.
Finally though, you may have good magic to kill people with but if your order frowns on gratuitous violence then you're in the wrong place. RQ in general has a premise that checks and balance are not necessarily a part of the game system but are a part of the setting. An order full of wizards who go around killing at a glance is going to be such a threat to the world in general that it'll either be hunted down and exterminated by peasants with pitch forks or be so isolated that members of it will be feared, distrusted and generally avoided that they'll spend their times cackling madly to themselves in towers.
If your character *is* a weapon then people out there with more power than you will either use you or destroy you.