Raven's Rules for Sorcery v 1.1

Legal stuff

Raven’s Rules for Sorcery 1.2 is a variant system for the Conan RPG system published by Mongoose Publishing. This work is intended for private entertainment purposes only. No attempt is being made to violate the numerous copyrights involved in this work.
 
Raven’s Rules for Sorcery 1.2

Introduction


What is sorcery? In the simplest terms sorcery is the manipulation of the universal life force that all of Creation is composed of to produce a tangible result. Those who learn to bring about these changes are sorcerers- the blessed, the challenged, the cursed of society. They possess a power they can never truly understand that may in fact be using them as much or more as they use it themselves. Such is the disquieting nature of such an ‘interesting’ life…..

Raven’s Rules is an attempt to expand the magic system of the excellent Conan role playing system. While Mongoose Publishing has decided for good or ill not to greatly expand the magical system to date, the system itself is a good core for the easy use of magic within a role-playing game. Thus this system could be used to expand on any d20 system looking for a more ‘low-key’ magic system as well as Conan games. Feel free. I like to inspire creativity.
 
On being a sorcerer

What is a sorcerer? In game terms this is any person capable of using sorcery by either taking levels in the core Scholar class, those who take the Dabbler feat [see Feats] or those creatures whose prenatural nature allow them to produce what are called ‘spell-like effects’. All of these individual cases will be referred to as sorcerers in this text.

Each object that exists within Creation contains a portion of Creation’s life force within it. A sorcerer on the other hand is one who knows how to use it to produce change within creations. The measure of this life force available to the sorcerer is referred to in game terms as Power Points or PPs. This energy is finite and once expended must be recovered by rest or other means. Sorcerers can also learn to tap the life force inherent from other sources in methods of greatly varying levels of wholesomeness. These methods are covered below. [See the Feats and Alchemy & Herbalism sections below]
 
On Power Points

Power Points are the ‘fuel’ of sorcery. Each spell costs a set amount of Power Points which are expended upon the casting of the spell whether it is successful of not. If a sorcerer does not have enough Power Points for a spell, he cannot cast it.

Each sorcerer has a set amount of Power Points normally available to them and a set amount the vessel of their body can hold before becoming saturated. The first value is referred to as the Base Power Points of a sorcerer. This level is the amount of Power Points the body can maintain indefinitely. This level is determined by the nature of a sorcerer and is more clearly explained in the individual Class, Feat or creature entry. In most cases this comes to a value of four plus the character’s Wisdom characteristic modifier [minimum one] for a character who possesses the first level of the Scholar Class. This value will increase one point at the second level of Scholar and each additional five levels of Scholar the character takes in the future. For those sorcerers using the Dabbler Feat, they possess two plus their Wisdom characteristic modifier, again with a minimum of one. This value will not normally increase unless they take a level of Scholar class in the future in which case they are now bound by the rules of that class. The Base Power Point level of prenatural creatures are different for each one and are detailed within their individual entries. A sample creature is presented in this work’s appendix.

The second value is known as the Maximum Power Points and is usually a multiple of the sorcerer’s Base Power Points. This is the most Power Points a sorcerer can possess at any time. If the sorcerer gains Power Points in excess of this they must expend them immediately or else they are lost. They can be expended by using them to cast a spell, giving them to a person you have formed a Magical Link to [see Magical Links below] or store them in an appropriate Vessel [see Vessels below]
 
Recovering and Losing Power Points

Power Points are easily lost and not so easily gained. Power expended by a sorcerer must be recovered by various means. Sorcerers also often seek to temporarily possess more Power Points than their Base level for their more advanced works or a simple megalomaniacal need for power. These rules cover those events.

The body of a sorcerer, like all things in Creation, seeks its natural equilibrium. If a sorcerer’s current Power Points are below their Base Power Points level then with adequate rest and care they will recover their Power Points until they reach that level again. Engaging in light activity such as talking, walking, reading, etc. will recover one Power Point per hour. Complete bed rest or sleep recovers two Power Points per hour. No Sorcery or combat or other strenuous activity must not occur during that time. If it does then the period of rest is ended until the activity has ceased and the sorcerer must begin to rest again.

If a sorcerer possesses Power Points in excess of a their Base Power Points for any reason then the excess Power Points will begin to bleed off the sorcerer at the rate of one an hour until the sorcerer returns to their Base Power Point level. Most sorcerers choose to expend these excess Power Points before losing them in this fashion.

Sorcerers can also gain power Points by various methods such as forms of Meditation, Sacrifice or by various herbal extracts such as the Black Lotus. The individual entries on these Feats and Herbal Products will state whether the method can raise the level of a sorcerer’s Power Points above their Base Power Points. Remember though that no sorcerer can have Power Point in excess of their Maximum Power Points and Power Point levels higher than a sorcerer’s Base Power Point level will decay one per hour as explained above.
 
On Spells

Spells are the arcane formulas that sorcerers use to create the effect they desire. Some spells are simple combination of gestures or words that take no more than a few moments while truly world altering spells can consist of elaborate rituals taking hours, days even weeks. By channeling their Power Points into these formulae, sorcerers hope to produce a desired predetermined result. While simple spells usually go off as planned, the more elaborate spells can produce interesting side results to say the least. [See Runaway Magic below]

In order to cast a spell, a sorcerer must have learned it. [see Learning Spells below] Once learned a spell can be cast any number of times by the sorcerer so long as they have the Power Points to expend and fulfill the other requirements of the spell.
 
I) Expend the necessary Power Points for the spell

The first action a sorcerer must do when casting a spell is to draw the necessary Power Points from within themselves or another source. Upon drawing upon this power it is now committed to the purpose of creating this spell. The sorcerer cannot use them for any other purpose- they will either be used in the successful casting of the spell or lost if the spell is not properly cast or aborted by the sorcerer.

This process is considered a Free Action.
 
II) Cast the spell

The sorcerer now must weave the arcane formula to shape the raw power into the effect they desire. This process takes a period of time referred to by the spell’s description as the Casting Time which can vary from a single Free Action to hours or even days for extremely power spells. During this time the sorcerer may take no other action other than ones necessary for casting the spell. If the sorcerer is interrupted in this process or encounters distracting circumstances they must make a Concentration skill check or lose the spell and the Power Points they have raised. Casting in difficult conditions can also require a Concentration skill check. More details about this can be found under the entry for Concentration in your core rulebook. If your core rulebook refers to a DC set by the ‘level of the spell’ treat the effective level of the spell as equal to the Power Points raised for the spell.
 
III) Make a Magic Success Roll

Upon completing the spell’s casting the player of the sorcerer must make a Magic Success Roll to determine if they cast the spell directly. Each spell description lists the DC for this roll. To make this roll, the player rolls a d20 and adds to it their character’s Base Magic Attack Bonus and their Charisma attribute modifier plus any appropriate miscellaneous modifiers to the casting. If this result equals or exceeds the DC of the Magic Success Roll the spell is successfully cast. If it is less than the DC the spell is failed and the Power Points raised by the caster for the purposes of casting the spell are lost. If this roll is botched [i.e. the player rolls a 1] the sorcerer loses control of the power they raised and it discharges in an unpredictable fashion. [See Runaway Magic below]
 
IV) Optional- Holding the Spell

Once a spell is cast, the sorcerer need not release it immediately. This takes considerable effort on the sorcerer’s part- the sorcerer must commit one Move action each round to maintain the held spell. During this time the sorcerer may not cast any other spell without first dropping the spell they are carrying. Dropping a spell voluntarily causes the stored energy to dissipate harmlessly- there is no adverse effect to this but the Power Points invested in casting the spell are lost forever. Dropping a held spell is a Free Action.

Distracting circumstances such as being wounded may cause the sorcerer to lose their old over the spell. Check the entry on the Concentration skill in the core rulebook for a list of these conditions. If these conditions are met the sorcerer must make a Concentration skill check or involuntarily drop the spell. Dropping the spell in this manner is a less controlled manner. If this occurs roll a d20. On a 1 the spell’s energy is discharged in an unpredictable way. [See Runaway Magic below]

At any time the sorcerer may release the held spell as a Free Action. [See below]
 
V) Releasing the spell

After successfully casting the spell the sorcerer can release it and allow the spell to take place. When released the caster releases the spell the caster must designate one or more legitimate targets for the spell- otherwise the spell is wasted and the Power Points invested in it lost. If there is no legitimate target for the spell exists then it is wasted as described above. Legitimate targets are those that match the description in the Target entry of the spell description and are within the distance of the Range entry. [See the Spell Descriptions below]

Once released the spell will attempt to affect the target or targets selected. The target may have other ideas though…..
 
VI) The spell takes effect

The successfully cast and released spell now takes effect on the designated target(s). How effective the spell is greatly determined by the nature of the spell. Most spells are unresisted- they take place automatically unless an outside force interferes. Other spells, normally those meant to have a baneful effect, on the target are resisted. The target of these spells can choose to make an appropriate saving throw to negate or lessen the effects of the spell. The spell description will provide further information on the effect of the saving throw. The DC of this saving throw is equal to the value of the Magic Success Roll the sorcerer made when initially casting the spell. If the resisting target’s saving throw equals or exceeds this value, the target has successfully partially or fully resisted the spell as per the spell’s description. If the saving throw is less than this amount the spell takes full effect upon the target.

Most creatures will automatically attempt to resist an unknown spell. Inanimate unenchanted objects and unintelligent life forms such as nonmagical plants usually lack the ability to resist spells and receive the full effect of the spell automatically.
 
I was just wondering, Oh Great And Powerful Raven [where's the emoticon for shameless toadying when I want one? :oops: ] will you be doing a 'Raven's Rules For Sorcery In MRQ Hyborian Adventures'? Your works show a good knowledge of Cthulhu Mythos, so I'm guessing that you might be a Call Of Cthulhu player so be comfortable with d% systems, and I'm sure folk who don't like d20 and won't/can't be bothered to do their own conversions would be appropriately appreciative of your grimoires.
 
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