(I was just going to post this to Sanjar, but then I figured someone else who hasn't used sorcery much might appreciate it.)
Sanjar Zand:
Given the recent magical discussions I think I will maintain only on the previously warded folks and rethink my scheme a bit. I confess that while quite an enthusiast of this system I have very little play experience with it. Don't feel bashful about suggesting things or correcting me... that is one reason I asked. I want to make sure I am using Sanjar's abilities to best effect.
I must admit, RQ has also always been my favorite system, even though I've probably spent at least 10x as much time reading rulebooks as actually getting to play it.
I don't want to do full on char sheet advice, as I like being surprised by what other characters are able to do, but I can give some advice on the magic. Sorcery was always the most interesting branch, I think. It has the most flexibility. Unfortunately that flexibility brings complexity.
You said you're at 72 grimoire, 64 manipulation. The 72 grimoire skill gives you 8 points of intensity. That's for every spell, and you don't have to divvy that up in any way. The 7 points of manipulation you get does have to get divvied up to enhance the spell.
For each aspect adjusted with manipulation, regardless of how many points are applied towards that aspect, the spell costs 1 more MP than the base 1 cost.
- You can make the spell sturdier by increasing its Magnitude. This is solely to use in comparison to the magnitude of another spell. Sorcery spells start at 1 magnitude and go up 1 per manipulation applied towards that end. At 1 magnitude, any enemy caster who has the right spells will be able to cancel your Damage Resistance, but they'll need to do it to each target. The same applies for damage spells, a higher magnitude will be needed to punch through defensive wards.
- You can add Range to the spell. Default range is touch, it goes up very quickly from there. 1xPow, 5xPow, 10xPow, 50xPow, etc. You still need to have some way of observing the target though.
- You can increase the Duration (tremendously so in Age of Treason.)
- You can add Targets. You get 1 target per spell for free, each additional takes a point of manipulation.
- You can Combine other spells to cast at the same time. All spells combined affect all of the targets specified. The benefit of this is that you can conserve MP by casting multiple spells together and they get all the benefits of manipulation spent. Since this is can be rather powerful, there's a cumulative -10% to the casting test per extra spell combined in.
So, where does that leave us in regards to the Damage Resistance spell?
For 3 targets, you, Safra, Tanek, that requires 1 MP to manipulate
Targets, and 2 points of manipulation to add 2. With your 5 remaining manipulation, you can increase the
Duration of the spell to 1 day (24 hours). I'm assuming Simlacrum will use the Game World Time column rather than the abstract time, which would be 2xPow hours. This adds a 3rd MP to the cost.
So, for 3 MP, you can affect 3 people for the 8 points your intensity provides. As long as one of the targets is yourself, you can easily touch 2 more. Those 3 MP won't start regenerating until the spell's duration ends.
To affect all 5 of us for the same 4 MP, you'd spend 4 manipulation on
Targets, spend 1 on
Range, and spend the other 2 on
Duration. This would cause the spell to only last 1 hour and everyone would need to be withon Pow range. Although you could try to say everyone huddles up and grabs on to you, then the touch range is sufficient and you can save an MP and put the manipulation point into duration and have it last for 2 hours.
For 2 MP, you can affect just 1 target, and spend all 7 manipulation on
Duration. This would make the spell last 1 month. To affect 3 people for that long would be 3 castings for 6 MP, but again, you won't start to regain that MP for a month, which could reduce your flexibility.
If you have another protective or beneficial spell, you could spend 1 manipulation to
Combine them, 6 manipulation on
Duration, and affect 1 target with both spells for 10 days. This would cost 3 MP.
If that sounds quite powerful, well, it is. With the caveat that if you don't spend any manipulation on
Magnitude, your spells are easily dismissed by anyone who tries. If you're a sorcerer in a game with no magical enemies, you may as well be the proverbial fox in the henhouse for how unstoppable you'll feel.
Deciding on how much
Magnitude to apply to a spell is the difficult choice then. Too much, and you'll feel like those manipulation were wasted and could have been spent elsewhere. To few and your spells will crumple before the first enemy caster who looks at them. All of 1 MP for a 1 magnitude common magic Countermagic will take down your 1
Magnitude resistance. For sorcery, it'd be 3 (1 to cast, 1 to add
Range, 1 to add
Magnitude), but someone with your manipulation could easily push that Neutralize Magic up to 6
Magnitude and just spend 1 on
Range. Then you'll have no defenses and you'll probably also have less MP available than said enemy.