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One (unexpected) feature of The Smoking Ruins is that we get our first glimpse at Sorcery in full action. We get a look at a Rokari sorcerer who knows five runes and four techniques (why so many? they all can be inferred from one or two), and we get a short introductory description of the House of Black Arkat. The description of the House of Black Arkat in The Smoking Ruins p.136 (sidebar) mentions that I seem to have been under the wrong assumption that the Magic Rune in sorcery spells was a place holder for other runes as it is in divine rune magic. This makes it just another bloody point of INT above 11 blocked, making even an accomplished sorcerer like the one presented quite limited in his abilities - effectively almost as much as a priest of an alemental deity, although under a different paradigm. I really need to produce a chart which allows to search for spells by runes and techniques (and applicable inferred runes or techniques replacing these). The RQG pdf unfortunately doesn't support a text search for the runes. No idea if this functionality could be knit into the pdf, e.g. as an invisible hidden text behind all the graphics. Spells using the Magic Rune include Attract Magic (Magic, Command) Castback (Magic, Stasis, Combine, Command) Drain Soul (Magic, Dispel) Identify Spell (Truth, Magic, Command) Magic Point Enchantment (Magic, Command) Neutralize Magic (Magic, Dispel) Pierce Veil (Magic, Truth, Combine) Protective Circle (Magic, Command) That's actually a fairly big and important selection of the spell, and requires just two condition runes to be able to learn all of these. Let's have a look at the sorcery rules portion in TSR. Spoilers Ahead! Runes and Techniques: Urgantan's mastered runes are Fire, Illusion, Magic, Movement, and Spirit, which gives him also the inferred runes of Earth, Water, Truth and Stasis at doubled MP cost. He has mastered (wastefully) four Techniques, Command (inferring each of the Techniques), Dispel and Summon (which only fail to infer Combine and Separate) Combine (which only fails to infer Dispel and Summon) While this wealth of techniques avoids a couple of MP cost doublings, I wouldn't let a sorcery-using character of mine be so spend-thrift with these rune/technique slots. Dropping either Summon or Dispel for the Air or Darkness rune would give access to all elements but moon. I would probably sacrifice another technique (any but Command) for Fertility or Death, and it would be nifty to have the Man rune, too. But then I am not entirely certain whether one can use a single mastered technique to infer a second technique in spells that require two techniques. Spells: Two of Urgantan's spells have been inscribed to his abode, Create Image 90% and Disappear 90%. In a bending of the rules, the guardian spirit of the entrance is able to re-activate the created image, possibly with the use of the key. RQ3 has a rule for enchantments that adds such conditions to trigger activation or deactivation, but I haven't seen this applied to a long-lasting sorcery spell. Strictly speaking, it should be possible to design a spell allowing such added conditions, but that spell would need to have its own casting skill and memorization slot (or inscription), and it would probably add another rune and a combine technique to the basic Create Image runes. Urgantan has memorized four spells Create Hallucination (50%), 2 points [Illusion, Combine - no MP cost doubling] Create Wall of Flames (50%), 2 points [Fire, Summon - no MP cost doubling] Dominate Discorporate Spirit (50%), 2 points [Spirit, Command - no MP cost doubling] - Shouldn't this be specified for a specific type of spirit? Dominate Fire Elemental (50%), 3 points [Spirit, Fire, Command - no MP cost doubling] He knows a couple more spells but needs to recall these through meditation before being able to cast them: Bind Elemental (25%), Ritual, 3 points POW [Spirit, Fire, Command - no MP cost doubling] (and possibly double cost for Earth and Water elementals, unless these have to be learned separately) Bind Spirit (35%), Ritual, 2 points POW [Spirit, Command - no MP cost doubling] Conflagration (25%), 2 points [Fire, Summon - no MP cost doubling] Enhance INT (25%), 2 points [Fire, Summon - no MP cost doubling] Logical Clarity (25%), 2 points [Illusion, Dispel - no MP cost doubling] Summon Fire Elemental (35%), 3 points [Fire, Command, Summon - no MP cost doubling] Summon Guardian Spirit (35%), 3 points [Spirit, Command, Summon - no MP cost doubling] Identify Otherworld Entity (25%), 3 points doubled [Truth (inferred from Illusion), Spirit, Command - single MP cost doubling] And he has a very own secret spell for which the runes aren't given (and frankly I wonder whether his assortment of runes should allow this spell) Brew Unaging Potion 25% Create Image (inscribed to the tower 90%) 3 points [Illusion, Fire, Combine - no MP cost doubling] Disappear (inscribed to the tower 90%), 4 points [Illusion, Fire, Combine, Command - no MP cost doubling] FInger of Fire (inscribed to a bracelet 70), 3 points [Fire, Movement, Combine - no MP cost doubling] Neutralize Spirit Magic (inscribed to ring 75%), 2 points [Spirit, Dispel - no MP cost doubling] Neutralize Magic (inscribed to ring 60%), 2 points [Magic, Dispel - no MP cost doubling] Spirit Warding (inscribed to diadem 65%), 2 points [Spirit, Dispel - no MP cost doubling] Protective Circle (inscribed to silvery ink pot 35% with 8 POW additional intensity), 2 points [Magic, Command - no MP cost doubling] Looking up the runes for these spells took me about half an hour (ok, writing down the comments included). But it was necessary to note down the basic magic points the spell would need. His magic items include a cheat item ("a special Teleportation spell matrix, allowing this spell to be cast for 6 magic points instead of 3 Rune points"), a POW storage crystal with capacity 17 (two above the 2D6+3 maximum of 15 that you can roll as per Adventure Book p.122), a sorcery spell-strengthening crystal (+3 to spell strength) a 24 MP magic point matrix I wonder: does a sorcery spell-strengthening crystal differ from any other spell-strengthening crystal? One of the Arkati is an excommunicated (or, with the current terminology, Banned) Lhankor Mhy philosopher with a bit of sorcery. Both sorcerers have the average INT (average for a somewhat playable sorcerer) of 20. Yes, this is irksome. These characters are just one point of INT away from species maximum. Both have been optimized so that their sorcery doesn't incur double magic point cost (they still can manage maybe two big spells a day at most with their entirety of available MP, except that the excommunication probably was over the Arkati's knowledge of Tap Body which allows other means of collecting MP). Zindaulo, the sorcerer among the Arkati, has Ward Against Weapons (Death, Dispel) but lacks the Death rune or the Fertility rune (to infer it at double MP cost). His runes are Magic, Man, Disorder and Truth, and he has a lavish three Techniques with Combine, Command, and Tap. Let's have a look at his sorcery spells: Bind Spirit (25%), Ritual, 2 points POW [Spirit, Command - no MP cost doubling] - wait, he doesn'T have the Spirit rune. Castback (40%), 4 points [Magic, Stasis (inferred from Disorder), Combine, Command - doubled magic point cost] Dominate Human (25%), 2 points [Man, Command] Identify Spell (35%), 3 points [Truth, Magic, Command] Magic Point Enchantment (50%), Ritual, 2 Points (plus variable amount of POW?) [Magic, Command] Pierce Veil (20%), 3 points [Magic, Truth, Combine] Tap Body (35%), 2 points [Man, Tap] Ward Against Weapons (30%), 2 points [Death (which he cannot infer), Dispel] This guy has 15 points of Spirit Magic (including an unnecessary duplicate of Magic Point Enchantment), which added to his sorcery spells puts him at -3 points of Free INT. I will assume that my grasp of the rules is flawed, so please correct me if I am wrong anywhere here.