Hmm..here's my two cents' worth.<br><br>Sorcery is the most complicated yet most flexible form of magic. It's strictly for a character with very high Intelligence who's going to be dedicated solely to becoming a mage. It's best to try to start at Adept level but even then the most successful (i.e. survivable) Adept is one that becomes essentially a one-trick pony until he can get his skill levels up. The most effective player sorcerer I've ever had in any of my campaigns (since 1982) specialized in Palsy and created an item that allowed him to boost its Intensity to a very scary level. He became one heck of a sniper with it. Anyone working toward Magus level will become a support spell caster for the group out of necessity and should have at least one decent weapon skill for self-protection. Oh, and the Magus wannabe had better work on being able to bind Power spirits as fast as possible..sorcery spells suck Magic Points like a desert sucks moisture.<br>
<br>Spirit magic is great as quick response ability boosting magic used by everyone. Becoming a shaman can be tough in that having a fetch leads to random, unexpected attacks from the Spirit plane. All of my players over the years chose to use spirit magic either by itself or in conjunction with Divine magic. Speaking of which...<br>
<br>Divine magic has three major downsides. The first is it requires a permanent reduction in a character's Power to buy spells, reducing said character's ability to protect themselves _and_ reducing the Magic Points used for casting spirit magic spells. The second downside is regaining spells (i.e. praying for them in a safe, Sanctified area) is nearly impossible out in the wilderness. The third is a full-fledged priest must give 90% of his time to his cult, blocking the player's freedom most of the time. Given these negatives, divine spells are essentially RQ's heavy artillery. If a player really wants a divine magic caster, I recommend he/she become an Acolyte instead and combine a few select divine spells with some really choice spirit magic spells. For details on Acolytes, see the RQIII's section on Glorantha.<br>