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ABOUT THIS BOOK
Advanced Sorcery is a supplement to the Magic World roleplaying game. With a trivial amount of effort on the part of the enterprising Chronicler, Advanced Sorcery may be used with the Basic Roleplaying
core rules.
This book reworks some information from Chaosium games and books originally published as Elric!, the Bronze Grimoire, The Unknown East, and Melniboné. Those texts have been revised and expanded for this book. New material has been added to enhance the themes of heroic fantasy. Many great supple-ments and rules additions have been published for Basic Roleplaying over the years. As a service to our many loyal fans and friends, Chaosium is currently working to bring some of those books back into print, with revisions to bring them in line with current Basic Roleplaying rules. We hope that those of you who used these rules in the past, as well as those who are new to this material, will find enjoyment in this book
and that it enhances your game.
The authorial credits for those earlier works are as follows:
Elric!: Lynn Willis, Richard Watts, Mark Morrison, Jimmie Pursell, Sam Shirley
Bronze Grimoire: Ross Isaacs
Unknown East: Lawrence Whitaker
Melniboné: Richard Watts, Geoff Gillan, Penelope Love, Mark Morrison
Basic Roleplaying: Jason Durall, Sam Johnson
RuneQuest Vikings Players Book: Sandy Petersen and Greg Stafford
Most, if not all of those books were skillfully edited by Lynn Willis and Charlie Krank. The compilations, revisions, and additions to the current text are by Ben Monroe. The Advanced Sorcery chapter was written by Charles Green. Nick Middleton wrote Arete. Special thanks also to David Ackerman, Jason Durall, Ian
Kaufman and Steven Leary for helping out with a million bits and bobs throughout the revision.
Cover Art by: Ilich Henriquez
Interior Art by: Celeste Burcham and Scott Heiney
Layout and Production by: Nick Nacario
Advanced Sorcery is published by Chaosium Inc. Portions of Advanced Sorcery are copyright ©1985, 1993, 1994, 1995, and as a whole ©2014, by Chaosium
Inc., all rights reserved. The names of public personalities may be referred to, but any resemblance of a scenario character to persons living or dead is strictly coincidental.
Contributions by Ross Isaacs to Advanced Sorcery remain his property, who otherwise reserves all rights. Except in this publication and associated advertising, all illustrations for Advanced Sorcery remain
the property of the artists, who otherwise reserve all rights.
This supplement is best used with the roleplaying game Magic World, available separately.
Find more Chaosium Inc. products at www.chaosium.com
Chaosium Item #2029
ISBN10: 156882369X ISBN13: 9781568823690
Printed in USA
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Introduction......................................................................... 5
Advanced.Sorcery..............................................................6
Deep.Magic..........................................................................20.
The.Summoner's.Art........................................................33.
Necromancy......................................................................69
Rune.Magic...........................................................................89
Arete..................................................................................102
Herbalism.......................................................................... 113
Fey.Magic.of.the.Southern.Reaches........................... 118
Contents
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4 Advanced Sorcery
Introduction
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5Advanced Sorcery
Introduction
“Even I never dreamed of Magic like this!” -C.S. Lewis
“Disbelief in magic can force a poor soul into believing in government and business.” – Tom Robbins
The worlds of fantasy are vast and diverse. Whether steeped in philosophy and exis-tentialism, or action and carnage, the one commonality to all tales of fantasy is the in-fluence of the supernatural on the natural world. Mages, wizards and sorcerers force the world to bend to their will. They grab the fundamental essence of the universe and force it to do their bidding.
Advanced Sorcery adds new options to players of the Magic World game, as well as other Basic Roleplaying-based roleplay-ing games. The magic systems in this book may be used alongside the Sorcery rules from Magic World, or replace them. As with all rules additions, the Chronicler and play-ers are the final arbiters of the need for new material. If you do add these new sys-tems to an existing campaign world, con-sider how they can be introduced. Perhaps different cultures in your world are the lore keepers of individual magic systems. Pos-sibly a great network of mages share these secrets amongst themselves. But in the end, remember that it’s magic; it requires logic as a roaring fire needs dousing with water: not at all.
Within this book are seven distinct chapters:
• Advanced Sorcery: over two dozen new powerful Sorcery spells to add to your Sorcerer’s repertoire.
• Deep Magic: Mages learn to pull and re-weave the threads that form the web of reality, rather than learning magic by rote and formula.
• The Summoner’s Art: Expands the rules for summoning demons and ele-mentals.
• Glyphs: Magical symbols which can be used for intricate and devastating effects.
• Necromancy: Whether to cheat or en-slave Death, necromancers are among the most foul magicians ever known.
• Arete: A mystical system of power for characters of vast skill potential. Now, when your character achieves 100+ in skills such as Navigate, Art, etc., great things may be accomplished.
• Herbalism: Details simple and natural concoctions of herbs which can heal, harm or entrance the imbiber.
Introduction
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