Supplement Four said:
I still haven't played with the magic system. I need to give it a good read. From my cursory examination, though, magic is pretty simple, no?
It's not particularly complex compared to other games, but there are a lot of rules for sorcerers beyond just casting spells, so it's complex in comparison to a lot of other rules in Conan.
Supplement Four said:
Everybody has power points.
Nope. You only get PP if something says you do. All scholars, by my reading, get PP even if the character never learns a sorcery style. Having PP, by the way, is incredibly useful for acting as a magic battery for sorcerers.
Supplement Four said:
It takes power points to cast a spell.
There's a spell that costs 0 PP, but yes.
Supplement Four said:
In order to cast a spell, one needs training (feat), a spell (plus components), and power points. If you have those three things, you can cast magic in the Conan rpg.
Nope. While Dabbler enables any character to become a sorcerer, the usual way to cast spells is to know one or more sorcery styles (knowing a style gives the basic spell of the style and may give a defensive blast) and to know one or more of the spells in that style, to have the components, and to have enough PP to cast the spell.
What should be by far the most common way to do sorcery is to have levels in scholar.
I don't recall off the top of my head if any book has rules for it, but it's very in flavor for those who don't know a spell or any spells to be able to cast spells from tomes, with the help of demons/gods, etc.
Supplement Four said:
Power points can be increased in various ways as discussed in the book.
I'm not sure what the focus on PP is about. There are some nonobvious things about PP, like remembering how many you get for sacrifices and the "rule of success" cost reductions (which, btw, I don't understand*), but the basic mechanic of spending PP to pay for spells is reasonably straightforward.
* Really, I don't understand when the cost reduction kicks in. There are a bunch of spells with no target, so do you get to cast these autosuccess spells for half cost? Was the intent that only spells that are opposed in some way get the cost reduction?
Supplement Four said:
That's pretty much the gist, correct?
Am I missing any large part of it?
The gist of how to cast a spell? ... Know the spell, take an action to cast it, pay for it is kind of the gist.
Being an effective sorcerer, though, is tricky. A lot of spells are useless to PCs because they are so expensive. A lot of spells (hypnotism style comes to mind) require being clever to get much out of casting.
There are a number of things to keep track of with sorcerers from how any sorcerer can instantly recognize another and attempt to learn about Corruption and current PP levels to the lack of timing rules for defensive blasts (we ruled that DBs happen whenever it is best for the sorcerer) to the rule of success which nobody in our campaign has ever remembered to apply to obsession to power draining (doing Wisdom damage to PCs is common for our PC sorcerers; always drain before sacrificing as they go off two different tracks) to everything else that makes sorcery one of the more difficult things to understand in the rules.