I’ve been puttering around with some rules for Conan-style sorcery.
Sorcery:
Casting a spell requires a magical research throw
Subtract level of spell from throw
Add INT modifier to throw
Modify the die roll based on time spent on the spell:
-2 attack
0 full round
+2 minute
+4 turn
+6 hour
+8 full day
+10 week
Using precious materials adds a bonus (takes minimum 1 full minute to use)
Using special components (minimum 1 full round) or human sacrifice (minimum 1 full turn) also adds a bonus
Using a foci adds a bonus
On a failed roll, the sorcerer loses 1hp per level of the spell.
Foci: Help sorcerers cast spells. They are created like scrolls/potions by sorcerers of any level. A lesser foci costs 100gp and takes 1 day per level to create. Each level of foci provides a +1 bonus to a specific spell. A greater foci costs 500gp and 1 week per level. Each level of foci provides a +1 bonus to a specific spell category. Foci are one use, but charged, multi-use, and permanent foci can be created by spending more time and money.
Foci can have precious materials to get a bonus. Foci require special components for the spell involved. Maximum level of foci is max level of spell the sorcerer can cast (6 for 11th level).
Foci can be powders and elixirs, staves, wands, rings, amulets, etc. For example: Smoke-powder (wall of smoke, +2 focus); Heart of Tammuz (restore life and limb, +5 focus); Serpent Ring of Set (all summoning spells, +6 focus)
Learning Spells: Spells knowable are defined by level + INT, as per mage.
Each time a new level of spells becomes accessible, gain a weakness (see below).
Learning spells requires a magic research roll and 2 weeks per spell level; time and cost halved and penalty halved if sample of spell is available. Add bonus from library as per spell research.
All spells are built as arcane spells, except for blast and wall spells, which must be built as divine spells.
Obsession: Each time a sorcerer learns a spell his Obsession increases by 1. (Obsession - Wisdom) is the target number against which a sorcerer must throw to:
•Physically slay a captured/helpless PC or NPC in lieu of keeping him for later use in human sacrifice/spell research
•Not go after a spell he has learned about
•Not go after a magic item he has learned about
Weakness: Each time a sorcerer learns a new level of spells he gains a weakness. Such as Disfigurement (like mortal wounds), Depravity, Madness, Animal Antipathy, Nocturnal, Enfeebled (drop to next lowest CON)