Initial sorcery spells

gran_orco

Mongoose
A sorcerer must start the game with a grimoire. Has the sorcerer learned the spells of the grimoire, or should he learn them later during the game?
 
The rules aren't clear on this. The only place where a number of spells is mentioned is in making up a grimoire, where you choose 4 spells. Some people have interpreted that to mean that you start off by knowing 4 spells. I'm giving my players 4 spells if they are in a sorcerous career, i.e. Sorceror or Witch, and allowing them to learn more for 10 Free Points each. Other, non-sorceror careers have to purchase all their spells at this price. I'd like to hear an "official" opinion on how many spells each type of career should get.
 
I had the same problem but assumed that since you'd spent forever learning the Grimoire, you'd have learned all the spells in it, but could only memorise at one time (incl. your common magic spells) a number equal to your Int.

Probably needs to be added to the erratta list along with how many improvement rolls it takes to learn a new combat style/weapon

SJE
 
I use the same rule as PhilHibbs.

I would base the maximum number of Grimoire skills one can learn at character creation according to its Cult rank.

For instance :

Lay member : 1 Grimoire
Apprentice : 2 Grimoires
Adept : 4 Grimoires
Mage : 8 Grimoires

As official Grimoires seem to contain roughly 6 spells, this allows for a maximum of 6 spells per rank.
 
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