Memorizing Common Magic Spells

windmark728

Mongoose
While looking through the section on Common Magic, I don't see a clear indication of what (other than Magnitude) determines what Common Magic spells a character may cast.

Sorcery is spelled out clearly:
...no sorcerer can ever memorise more spells, from one or multiple grimoires, than he
has INT, with one spell occupying one point of the INT Characteristic.

Does this imply that Common spells do not need to be memorized? As long as a character has magic points available, he or she can cast any Common magic spell that he has learned?
 
That looks like something from the Sorcery section.

Actually, the only portion of the book that covers how much INT Common Magic occupies has this pearl of advice:-

A spell’s Magnitude also defines the intellect required by the individual to absorb, memorise and
articulate its fabric. The maximum Magnitude of a Common Magic spell any Adventurer can
learn is equal to his INT divided by three (rounding up).


See p. 158, under the Learning Common Magic Spells table.

It doesn't actually say anywhere in the book anything like "Each Common Magic spell occupies one point of INT per point of Magnitude," only that the maximum Magnitude is equal to INT/3, rounded up.

Unless a rule to the contrary appears in the core rulebook that I haven't seen yet, it looks like you could theoretically learn every Common Magic spell going, in that case ...
 
Yeah, the quote was from the Sorcery section and to clarify: Sorcery spells must be memorized and cast from memory (limited by the character's INT). Do Common magic spells follow the same rule?
 
OK, I just wasn't sure if the "intent" of Common Magic was to make it so "common" that it's weaker spells were meant to be thrown around and cast like crazy!
 
windmark728 said:
OK, I just wasn't sure if the "intent" of Common Magic was to make it so "common" that it's weaker spells were meant to be thrown around and cast like crazy!

In Legend, a person can theoretically learn every common magic spell available. The RQII rulebook emphasized that certain common magic spells are only available to members of certain cultures, but the new rulebook has dropped most of the sidebars suggesting that the GM should control the availability of Common magic on the basis of culture. The only surviving reference is the Cultural Background Magic table on p33, but it only applies during character creation.

If you want to place a hard limit on the number of common magic spells a character can learn, try INT x 2 or INT+POW. If we assume that each point of Magnitude uses one point of this capacity, there is an reasonable limit on how many spells a character can learn. Unfortunately, this may still allow characters to master most of the common magic spell in the core rulebook because the selection of spells available provided there is fairly limited. This may change as future supplements are released.
 
Seeing that Spirit Magic has just two skills, also that almost anybody can learn, it means that any sorcerer can practically learn any sorcery spell he wants to, any Common Magic spell he wants to ... and he can learn how to summon and bind spirits, if he can find an urbanised shaman who can help him.

:shock: :o :D 8)
 
alex_greene said:
Seeing that Spirit Magic has just two skills, also that almost anybody can learn, it means that any sorcerer can practically learn any sorcery spell he wants to, any Common Magic spell he wants to ... and he can learn how to summon and bind spirits, if he can find an urbanised shaman who can help him.

:shock: :o :D 8)

And if he has a fetch, by just gaining spirit binding and walking on their base level, he'd get 1d6+12 extra magic points (for an intensity 2 fetch), and 200 skills points that can be spend on common magic, as well as 6 points of magnitude in common magic spells.
Oh and a nifty spirit ability as a cherry on top.

The downside is he has to have a spirit companion for life, which makes your character more interesting. Wait, is this a downside?

Spirit Magic is awesome.
 
The only limit seems to be where you can learn them - hence the importance placed on the communities and cults sections. If your only source of new common magic spells is a cult or a teacher - you can't just magically learn them from thin air - then your limit will be more on who will or can teach you.

G.
 
GJD said:
The only limit seems to be where you can learn them - hence the importance placed on the communities and cults sections. If your only source of new common magic spells is a cult or a teacher - you can't just magically learn them from thin air - then your limit will be more on who will or can teach you.

G.

Exactly. It's an old school approach where the GM is responsible for maintaining game balance by restricting the availability of spells using methods unique to each game world.

For a swords & sorcery campaign, I might opt for a secret magic campaign where magical lore tends to be jealously guarded by its weilders - most of whom are members of sinister cults or cryptic cabals of sorcerers. Adventurers can only learn new spells by pledging themselves to one of these groups or by tracking down and lost grimoires of forbidden lore. If spellcasters wish to learn spells from a cult or cabal, first they must perform tasks to prove themselves worthy. And then they need to commit to whatever political or religious agenda the organisation represents, possibly including an oath of secrecy. Finally, they are expected to cover all of the costs associated with their training. Even then, the organisation decides which spells to teach the new intiate - the Adventurer has little choice in the matter. Needless to say, most organisations will reserve the more desirable spells for senior members, teaching newcomers mere scraps of magical lore - but always dangling the promise of future knowledge in front of the character to ensure obedience ("You're not ready to be taught the mysteries of the bladesharp spell yet, initiate. Not until you ascend to the third circle. But we will teach you the repair spell now so that you can perform your temple duties more efficiently...").
 
I'd also point out that, again depending on your characters' access to resources such as Spirit Binding or forms of spirit combat, they can meet with, and bargain with, various spirits to learn the Common Magic spells they know.

Of course, those spirits may well exact a price for this privilege, even if they have been defeated in straight spirit combat. The spirit combat part of the encounter might have just been to get them to stand still long enough to listen to the characters' request: the characters might still need to come up with a suitable chiminage for the spell.

Now if that spirit happens to be a mischievous imp, or a succubus who wants a son ...
 
alex_greene said:
Of course, those spirits may well exact a price for this privilege, even if they have been defeated in straight spirit combat. The spirit combat part of the encounter might have just been to get them to stand still long enough to listen to the characters' request: the characters might still need to come up with a suitable chiminage for the spell.

Now if that spirit happens to be a mischievous imp, or a succubus who wants a son ...

Agreed. In westerm mythology, people often bargain with infernal spirits for magical knowledge - and the results aren't always happy (just ask Doctor Faustus). Devils are only too happy to enter into a pact with those who need to know some new spells, but the price can be steep.
 
I'm coming in a bit late, sorry if I am rehashing this after the fact. However I find it's useful to limit where the Common Magic can come from. If certain cults, secret organizations or guilds have access to certain spells then you are limited from learning them without being in those organizations. And half of them want you to do something for them in order to get access to those "secrets" no matter how common they might be.

Some religions might give out common magic like candy but they might be nasty cults that frighten most people away while the friendly cult on the corner only gives them out after you do quests. Even so they might only have access to 3 Common Magic Spells.

Money can also be a limitation. Perhaps you can buy any Common Magic spell in "the great library" for a an ever escalating price.
 
Combine the idea that spells have limited sources - you must be a cult member, for example, to get a particular spell - with some of the ideas from the "New Common Magic Spells" thread where the old standbys get new and evocative names and special effects that are appropriate to the cult or source, and you've got the makings of a fine addition to any campaign.

Who wants to play in a world where every sod's son has "Bladesharp 2", when you can be one of the handful of secret society members with access to "The Puissant Arm of Huitzilopochtli" instead?
 
jwpacker said:
Who wants to play in a world where every sod's son has "Bladesharp 2", when you can be one of the handful of secret society members with access to "The Puissant Arm of Huitzilopochtli" instead?
I agree completely with every word above, and especially with the spirit of the post.

Having said that, my players would end up saying "I cast the sword-spell-thingy at strength 2" rather than the excellent name above nonetheless :wink: .
 
RangerDan said:
jwpacker said:
Puissant Arm of Huitzilopochtli" instead?
Having said that, my players would end up saying "I cast the sword-spell-thingy at strength 2" rather than the excellent name above nonetheless :wink: .
Not to mention some of them would pronounce "Puissant" with a silent U ...
 
alex_greene said:
Not to mention some of them would pronounce "Puissant" with a silent U ...
Au contraire... We have no native English speakers, so it would be:

  • Pussant? Pus-ant? Infected ants? Are they sick?
    No, it means..
    I attack!
    What?
    I attack the pus-ants! How far are they?
    (sigh)... They're in the gazebo...
 
alex_greene said:
RangerDan said:
jwpacker said:
Puissant Arm of Huitzilopochtli" instead?
Having said that, my players would end up saying "I cast the sword-spell-thingy at strength 2" rather than the excellent name above nonetheless :wink: .
Not to mention some of them would pronounce "Puissant" with a silent U ...
Really? You're concerned with "Puissant" when I picked the most difficult to pronounce war god I could? No love for Hutzlopitchtlee?
 
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