I never got to finish this post last year as my life fell apart and I had to move to the other side of the world to build a new situation for sonny and myself. Now it is time to shake the rust off and get this posted.]
What I'm Talking About
In previous Stormbringer redux posts I outlined how to determine the motivations and conditions of entities summoned (post # 5 HERE), and how to create randomized lesser demons (post # 15.2 HERE). I also proposed a Summoning skill (post # 15.1 HERE).
Now in this epic two parter, I hope to make sorcery clearer, simpler, and more evocative of the source material.
WHO CAN BE A SORCERER?
So, this is a good place to review the official rules, as they are somewhat convoluted and always grow dimmer in my mind as I age. I will examine both the 1E and 4E rules, then give my take on them.
The rules of 1E and 4E tell us this,
“Player-characters with INT and POW adding to 32 or more, with a minimum INT of 16, have the potential to be sorcerers or wizards (the names are interchangeable). A Melnibontan, Pan Tangian, or Priest character of any country with a combined INT and POW of 32 will have been trained as a sorcerer. A Noble or Merchant character has a 50% chance of having been trained as a sorcerer if he qualifies as one.” [5.3]
Honestly, I have no problem with these rules, except maybe also including the Noble or Merchant chaances in the Character Generation rules would have been useful. After this follows an explanation of how other characters with the requisite INT and POW to be sorcerers can learn to do so during play, which is both a great piece of world building and an excellent adventure seed.
RANKS OF SORCERY
Here is the first great split between the editions of classic Stormbringer. 1E ranked the sorcerer’s power based on the entities they could summon [5.3.1 Sorcerous Abilities], while 4E ranked the entities [5.3.1.2 Types of Magical Entities].
1E Ranks
4E Ranks
I understand the reason for the change, to incorporate the 4E demon power point-buy system, but I prefer the elegant 1E system of sorcerous ranks. Also, since the requirements for summoning Elemental, Beast, and Chaos Lords are the same as 1E but scattered throughout the rules, the 1E ranking works best.
To simplify, here are the ranks again:
1st (INT + POW = 32) Can summon one type of elemental.
2nd (INT + POW = 36) Can summon two types of elemental, one type of demon.
3rd (INT + POW = 40) Can summon three types of elementals, and three types of demon.
Can try summoning 1 Elemental Ruler if near the element.
4th (INT + POW = 44) Can summon all types of elementals, and five types of demons.
Can attempt to summon two Elemental Lords, and if Melnibonean, one Beast Lord.
5th (INT + POW = 48) Can summon any elemental or demon type.
Can summon any Elemental Ruler, plus any one Lord of Law or Chaos if ceremonies performed & entity is willing. If Melnibonean, can summon three Beast Lords.
NB: As I noted in a previous post, I have modified this ranking in a few ways for convenience:
I strip out the various percentages and just use the straight Sorcery roll (INT x 3% to start).
I would let noble sorcerers from any nation summon the entities listed in their Nationality & Religion description [2.3.7.2]. Pan Tang sorcerers could summon Chardros or Pyaray, for example.
Similarly, noble sorcerers from any nations with ‘none’ or ‘other’ written choose an appropriate Beast Lord, so a noble sorcerer of Oin or Yu could try to summon a Lord of Jaguars, for example. The GM could also allow them to summon minor godlings or entities from different mythos.
Priestly sorcerers could also attempt to summon entities if in great need and of great service to the deity. Sorcerors who are neither noble nor priest would have to make great sacrifices or become noble to have a chance at summoning lords.
STARTING SORCERY SKILL
This is somewhat vague and muddled in the text, so here is how I break it down.
All sorcerers start with INT x 3% in Sorcery skill, which replaces the varied percentages in 1E tables [5.3.1] and [5.3.3.1].
During character creation, if they succeed at the roll, they may start with one bound elemental or demon of their choice.
They can either have grimoires for each type of elemental or demon they can summon, as well as for each high lord they know how to contact, or have them memorized, which takes up their FREE INT.
FREE INT
Although I didn’t quite ‘get’ this rule in my younger days, it now makes complete sense. By limiting the number of demons a sorcerer has memorized by INT, game balance is preserved, and the player has to choose which summonings to keep ‘active’ in their Memory (which would have been a better term than Free INT), and which to transfer to a grimoire.
Since I won’t be using Chaos Value (CV points, ugh), instead I’ll tie used FREE INT to the summonings possible at each caster level. Strangely, the 4E rules omitted CV values for Lords, so this also rectifies that oversight.
FREE INT Costs
Each elemental type = 1 pt
Each demon type = 2 pts
Each Elemental Ruler = 3 pts
Each Beast Lord = 4 pts
Each Chaos (or Law) Lord = 5 points
NB: For spell like effects (ie summoning Stormbringer’s brothers), or calling entities not in the list above (ie calling the Grahluk), a blanket 2 pt cost seems sufficient.
Since Elric has a supposed INT of 25 according to the rules, let’s see how he works out:
Arioch 3, Air elementals 1, Grahluk 2, Strassha 3, Creature of Matik 2, Stormbringer’s Brothers 2, Weakening Belbane 2 (and others I have doubtless forgotten)
Total = 15
So Elric has used a little more than half his FREE INT, which can be turned to impromptu spells and learning new summonings in the course of gameplay. I like the low point cost of unique summonings or spell effects, as it frees up the player and GM to make the game more freewheeling and like the books. If the sorcerer eventually fills up or exceeds his FREE INT, he must ‘download’ some summonings or spells into a grimoire.
Speaking of grimoires…
GRIMOIRES
In review, the grimoire rules of 4E integrate very well with my suggested houserules.
First, if we take the stated “10, 000 LB per spell contained” and change it to “per FREE INT point stored within,” we get an idea of how pricey and rare grimoires are. Elric’s sorcery calculated above would thus cost 150, 000 LB, a proper sum for the magic of a Melnibonean emperor!
In addition, the reference to a blank grimoire costing “500 LB per 1 FREE INT” also means a 25 FREE INT spellbook will cost 12, 500 LB. These are thus rare works of craft, and should only be purchasable from Chaotic bookbinders with skill of 90% or more, although being a member of a Chaotic clergy may provide a discount in cost offset by limits in size and restrictions on content.
Finally, there is the reference to grimoires giving a bonus to summoning any of the entities locked therein, but without any details. If we take + 5% per point of FREE INT used in this way, we get a neat way to use up the extra FREE INT of a grimoire - to reduce the chance of summoning failure. Since sorcerers can attempt to summon from any grimoire, this could give starting sorcerers a leg up and a reason to adventure for discovering old grimoires.
Aesthetically, I would rule that the pages used for inscribing summonings or spell effects would be 8 pages per 1 FREE INT, and full of arcane scribblings and mind bending illustrations. Conversely, grimoires giving a bonus to summonings would be embossed with gems in equal number to the bonus they give. Removing the gemstones would also destroy the bonus.
However, there are also some weird grimoire rules in the Stormbringer rulebook that need changing. There is the 1E rule that you can raise your sorcery level from a grimoire by studying it for 40 - INT game months and making a successful Sorcery roll, with the risk of dying if you fail it [5.3.2]. This seems rather harsh, in that it takes the character out of the game, and penalizes a simple roll with instant death. I would instead give the player the choice of studying the 40 - INT months, during which time they must play another character, or instead make the Sorcery roll resulting in death if failed. Of course, this death could just be being dragged to a hell plane, giving other characters an incentive to go rescue them.
Meanwhile, 4E Stormbringer says grimoire doubles summoning time, and that summoning from a grimoire requires intense concentration [5.2.1.2]. As we shall see in the summoning times rules below, I think the length of summoning is already long enough, and concentration is a given, so I will ignore this.
At some later date, I might consider rules for cursed spellbooks and sample grimoires, but I think this is enough for now. As a final note, Moorcock’s work describe High Melnibonean as “the language of high sorcery,” but I would like to think this is insular Melnibonean arrogance, and that other tongues have their own sorcerous traditions in their own languages.
SUMMONING TYPES, TIMES, & COSTS
Funnily enough, 1E had a makeshift summoning times insert called simply ‘Magic’ that disappeared by the time 4E was published. It vaguely suggested 2D10 minutes for elemental or demon ‘quick’ summoning, and an unhelpful ‘hours’ for longer summoning. The only reference in 4E to summon times was 1 hour per type of entity according to [5.3.1.2], with this referring to the first time ever summoning.
To clarify this and link up to my rules suggestions, let’s split summonings into two types.
TWO TYPES OF SUMMONING
1) Quick or Short Summoning - For entities already memorized and previously summoned. Also applies to impromptu magic spells.
2) New or Long summoning - Applies to entities memorized but never summoned before. Also applies to summoning from a grimoire, whether for the first time or previously memorized but transferred to a grimoire and no longer in FREE INT.
SUMMONING TIME & SUMMONING ROLL
Next, time to summon and the number of Summoning rolls required depend on the type of summoning.
For Quick / Short Summoning, time is 1D8 minutes per entity level. (Elementals = 1, Demons = 2, Elemental Lords = 3, Beast Lords = 4, Lords of Higher Worlds = 5). So summoning an elemental would only take 1 to 8 minutes, and could conceivably help in a battle while allies held off foes. Conversely, trying to summon a Beast Lord would take between 4 to 24 minutes, a risky proposition on a battlefield, but useful if imprisoned in a dungeon teeming with rodents and insect life.
(NB: Spell like effects should be on GM fiat, both in terms of time and effect. Just as Elric supposedly used spells to keep a magical door open or temporarily weaken a monster, such effects should be instantaneous and of small scale)
For New / Long Summoning, time is 1 hour per entity level (Elementals = 1, Demons = 2, Elemental Lords = 3, Beast Lords = 4, Lords of Higher Worlds = 5). If summoning from a grimoire, the sorcerer can choose to enter the summoning into FREE INT, or leave it unmemorized.
As stated in the rule book, the sorcerer must make one roll EVERY HOUR, and has to start the process over if one is failed.
NB: This fits well with the Elric novels, where the first time contacting Arioch cost Elric much in time and energy, but became much quicker as the saga progressed. Also, the GM should feel free to shorten times if the entity wants to come or has urgent business with the summoner.
SUMMONING COSTS (POW & SACRIFICE)
There are two types of costs, 1) temporary POW drain, representing fatigue and 2) a sacrifice if the sorcerer is not a noble or cleric, or is not affiliated by nationality to the entity summoned.
POW drain is equal to the level of entity summoned (Elementals = 1, Demons = 2, Elemental Lords = 3, Beast Lords = 4, Lords of Higher Worlds = 5). If a sorcerer’s POW is reduced to 0 by multiple summonings or spells, they collapse unconscious for 3D8 hours.
Sacrifices are as follows:
Elementals require the sacrifice of a life from an opposing element (ie an Earth elemental would require a fish, Fire a bird, Water any land animal, and Air a salamander or fire beetle.
Demon sacrifices depend on the type of demon, and prefer humans close to them. A Combat Demon would prefer a soldier, Passion a harlot or casanova, Knowledge a scholar, Transport a charioteer or boatman, etc.
Elemental Lords require human souls lost in their element (ie drowned sailors, those burnt in volcanos, thrown off mountains, buried in sand, etc).
Beast Lords require the sacrifice of a giant version of their prey, or else a human trussed up to devour.
Lords of Higher Worlds may answer a summons accompanied by the sacrifice of a few souls, but demand a much higher price. Once you deal with them, they expect fealty and will interfere with your life forever.
SUMMONING PROCEDURE
(NB: This is for Summoning without Binding. Bargaining and Binding will be covered in part two)
Each elemental type - First, prepare a handful of the element. Follow with 1D8 minutes (short) or 1 hour (long) of undisturbed chanting. Sacrifice at the end if required. As stated previously, elementals will not oppose their Elemental Ruler, and may not be 100% cooperative or competent.
Each demon type - First, prepare burning herbs, then the octagon of Chaos (unless you want to be immediately attacked). Follow with 2D8 minutes (short) or 2 hours (long) of undisturbed chanting. Sacrifice at the end if required. As stated previously, demons have their own agenda, and may not be 100% cooperative or competent.
Each Elemental Ruler - First, the summoning can only be done in a biome of the element. Follow with 3D8 minutes (short) or 3 hours (long) of undisturbed chanting. Sacrifice at the end if required. As stated previously, Elemental Rulers seek to preserve their element first and foremost, and protect the world second. They may not be swayed from these goals.
Each Beast Lord - First, the summoning can only be done in a habitat of the creature. Follow with 4D8 minutes (short) or 4 hours (long) of undisturbed chanting. Sacrifice at the end if required. As stated previously, Beast Lords seek to preserve their species first and foremost, and protect the world second. They may not be swayed from these goals.
Each Chaos (or Law) Lord = Follow with 5D8 minutes (short) or 5 hours (long) of undisturbed chanting. Sacrifice at the end if required. As stated previously, Lords of the Higher Worlds only contact summoners when they want to, and if it suits their mysterious agendas.
SORCERY SUMMARY
QUICK / SHORT vs NEW / LONG
SOURCE Memorized From grimoire
TIME 1d8 minutes per level 1 hour per level
ROLLS Once Once per hour, restart if failed
Next time, we take a deep dive into the muddled rules of BARGAINING and BINDING!
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