weasel_fierce said:
Sorcery is learnt as advanced skills, through advancement rolls. Starting characters dont receive sorcery, unless your GM makes an exception (f.x. let any profession beginning with a rune trade it for a spell instead. Fairly easy stuff really)
EDIT: Got kind of carried away, and made an inappropriate remark.
WOW....dude. What a cop-out...I'm getting really frustrated with these vague "Ohh...we dont know, so make stuff up" and "Ohh...no rule for that..make stuff up"...and, "Ohh...if you forget the number 4, it can get you killed"...WTH are you talking about?
I'm a new player. I wana play a Sorcerer. Ok...HAVE 2 RUNES.
OK...lets see. Hmm, Fertility (makes me heal 2x faster, and I know how to cast a heal spell) and Death...yea!
I'd rather teach a new Wizard a spell, or skill, than give him 2 RUNES...
The basic book was there to get you started playing something that resembles a Wizard, or a Priest - some magic, the only one they could fit into that tiny book. Then they bring out the Companion...and NOTHING.
Oblivion...gone. Are you even remotely hearing what I'm trying to say here...they goofed, or, if they did this on purpose (Wizards getting Runes even after the companion was published) then they have some explaining to do...like WHY do I wana loose 2 POW at the start? Or are those just free - be power losses? So when I start a Priest, and have 2 Runes, and 18 POW....thats not only giving me 2 spells, and 2 abilities, but also 2 FREE power points...right?
Q...