Advanced Sorcery Is a Supplement to the Magic World Roleplaying Game

Advanced Sorcery Is a Supplement to the Magic World Roleplaying Game

Sample file Sample file 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 SampleISBN13: 9781568823690 file Printed in USA Contents 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 Sample file 4 Advanced Sorcery Sample file Introduction Advanced Sorcery 5 Introduction “Even I never dreamed of Magic like this!” Within this book are seven distinct chapters: -C.S. Lewis • Advanced Sorcery: over two dozen “Disbelief in magic can force a poor soul into new powerful Sorcery spells to add to believing in government and business.” your Sorcerer’s repertoire. – Tom Robbins • Deep Magic: Mages learn to pull and The worlds of fantasy are vast and diverse. re-weave the threads that form the web Whether steeped in philosophy and exis- of reality, rather than learning magic by tentialism, or action and carnage, the one rote and formula. commonality to all tales of fantasy is the in- fluence of the supernatural on the natural • The Summoner’s Art: Expands the world. Mages, wizards and sorcerers force rules for summoning demons and ele- the world to bend to their will. They grab the mentals. fundamental essence of the universe and • Glyphs: Magical symbols which can force it to do their bidding. be used for intricate and devastating Advanced Sorcery adds new options to effects. players of the Magic World game, as well as other Basic Roleplaying-based roleplay- • Necromancy: Whether to cheat or en- ing games. The magic systems in this book slave Death, necromancers are among may be used alongside the Sorcery rules the most foul magicians ever known. from Magic World, or replace them. As with all rules additions, the Chronicler and play- • Arete: A mystical system of power for ers are the final arbiters of the need for characters of vast skill potential. Now, new material. If you do add these new sys- when your character achieves 100+ in tems to an existing campaign world, con- skills such as Navigate, Art, etc., great sider how they can be introduced. Perhaps things may be accomplished. different cultures in your world are the lore • Herbalism: Details simple and natural keepers of individual magic systems. Pos- concoctions of herbs which can heal, sibly a great network of mages share these harm or entrance the imbiber. secrets amongst themselves. But in the end, remember that it’s magic; it requires logic as a roaring fire needs dousing with water: Samplenot at all. file Introduction.

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