Learning new sorcery (grimoire ) skills

Antalon

Mongoose
The rules on page 52 and 129 of the MRQII core book that set out how you learn an additional Sorcery (grimoire) magical skill are contradictory.

Page 52 makes clear that a new Sorcery (grimoire) skill can only be learnt if a teacher or mentor is available. It states that this training takes one month, and the skill is then opened at its base score. No Improvement Rolls are necessary to initially open the new skill.

Page 129, on the other hand, sets out some requirments under 'acquiring sorcery' which include (last bullet) 'enough Improvement Rolls to learn the Sorcery (grimoire) skill for that grimoire.' It states that this study takes one week and the skill opens at its base score.

My questions:

1) If sorcery is not like other advanced skills (as stated on pages 51 and 52), in that a teacher rather than Improvement Rolls alone are necessary to gain a new skill, then how are grimoires for which no teacher exists meant to be learnt? For example, a long-lost grimoire that is newly discovered?

(And, in a similar vein, how would a PC create their own grimoire?)

2) If socery is like normal advanced skills, and Improvement Rolls can be spent to open the skill, does this also apply to Manipulation? What about the Spirit magic skills?

3) How long is it - a month or a week - to learn a new Sorcery (grimoire) skill?

I presume that learning the actual spelss takes a week and two Improvement Rolls as set out on page 129.

Any views?

Antalon.
 
In answer to question number:

1) This is entirely up to you as the GM. Personally I would require a whole lot of research, the deciphering of the Grimoire would be adjunct to several adventures. Running from city to city and digging through libraries for a clue as to the cipher used to code the grimoire, followed by learning the language it is written in, living or dead. A dead language makes it even more difficult. In other words it ain't easy, but it can be done, and afterwards the grimoire may very well be known by the PC's name, especially if he rewrites it.

2) Don't see why not on all counts, however I would not simply allow any old improvement roll. You are essentially asking if the character can self initiate. Sure, but there had better be one heck of a story. There has to be a starting point, there is no "Magic for Dummies" or "How to become a Sorcerer in 10 easy steps" out there. This knowledge is not just laying around, and any writings that coul dbe used for such are closely guarded and jealously kept for use by different cults, and orders. Of course it's your game and if you want it to be easy nothing is stopping you.

3) 1 week. Generally specific overrules general. Personally I would stick with the one month requirement, it just seems more appropriate to me.

So there are some views ;)
 
Faelan Niall said:
3) 1 week. Generally specific over rules general. Personally I would stick with the one month requirement, it just seems more appropriate to me.
I agree - p52 is generic rules for Advanced Skills, and although it does mention "Sorcery and Manipulation", it's sensible to consider the rules under the Sorcery section as superseding the generic rule. Or you could consider both as options - if you have access to a teacher and enough time, you don't need to spend precious IRs on it.
 
I had a PC who wanted to learn sorcery so I left a copy of "The Way of the Meldek*" in an old tomb. On reading it, the PC spiritually entered a minor HeroQuest. She passed the tests and ended up with Spell skills (this was MRQ1, so Grimoire in MRQ2) and Intensity (Manipulation in MRQ2) at the base level.

Later on, she was given a fragment of the Book of Arkat by Kyger Litor during another HeroQuest. She's gotten quite proficient at using the spells she has, but if she ever wants to advance further, she needs to seek out Arkati, or convert to Malkionism. Which means a whole sub-campaign for her.

In general, if you need some sort of enlightenment event, a Heroquest is often the best way to do it.

*An Orlanthi term for Sorcerer.
 
Thanks all for the comments.

I like the idea of using both options, depending upon whether a character can gain unrestricted access to the necessary grimoire. Using the generalised approach, a PC may not even need to know the language, as the teacher could help but it takes longer, requires access to teachers and costs more money.

Antalon.
 
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