Yeah, it's super,
super unclear. Conan 2d20 is many things -- most of them pretty cool -- but it is not a well-organized book, the rules are not very clear in general, and the magic rules in particular are contradictory all over the place. It's really pretty bad. The game desperately needs a revised edition.
First, go
the Modipheus forums and look at the FAQs there. You'll want both the
Conan Rules FAQ and the
Sorcery Cheat Sheet. David Thomas is the author of the system, so this is getting two documents from the game's designer.
There's also this
older Sorcery FAQ, which is sometimes useful as another opinion. David wrote this one as well, but it's a bit older.
This section from the Cheat Sheet describes learning sorcery:
To learn only Petty Enchantments, a character may skip the Sorcery skill and Talents altogether and only needs Alchemy skill and Talents. Each type of Petty Enchantment is a seperate [selection of the] Master of Formulae Talent.
To learn actual Sorcery, the character must follow these steps:
- Begin by learning the Patron Talent. This gives the character 1 free Master of Formulae Talent, plus unlocks the ability to learn more Master of Formulae Talents. It also allows the character to learn the Sorcerer Talent. This Patron also comes with a Demand, which is the equivalent of 5[CD] in Gold, Vigor, or Resolve paid at each Upkeep. (Harms caused may be dealt with as per the Upkeep healing rules)
- Learn the Sorcerer Talent. This reduces the character's Resolve permanently by 2[CD]. The character then learns 1 Spell (which may also permanently lower the character’s Resolve further).
- Learn a Pact Talent.
- Each Pact Talent can be with a new Patron, or with one you already have. A character may only ever learn 2 total Spells from any one Patron/Pact.
- The character gains a new Spell (or Master of Formulae Talent), which may result in permanent Resolve loss from the specific Spell, and the character must take another Demand.
- The character can now continue to retake the Pact Talent numerous times to learn more Spells. They may instead move on to step 4 to avoid new Demands.
- The character may now learn the Barter Your Soul Talent. The character gains 1 new Spell, but also permanently reduces Resolve by X+2[CD], where X is the total number of Spells the character will now know. This Talent may be taken multiple times, paying the Resolve cost each time.
If a sorcerer character ever loses a Patron, it’s bad for them. See “Losing a Patron” on p.169 of the Sorcery Chapter.
If you want a PC to be a spellcaster, you probably need to use the "Weed of Sorcery" rules (p44 of the Adventures in the Age Undreamed of book, aka, the core book the GM has). It basically lets the player force caster options during chargen, but that's basically required to actually get a
playable sorcerer. That said, sorcerers are
very potent. Dismember can easily kill most NPCs, and then the resulting grisly explosion of gore will make the rest give up. It's basically a fireball.
My sorcerer never knew more than 2 spells: Dismember and Enslave (yeah, he was not a nice guy). I also had one Petty Enchantment as well (Blinding Powder I think) but remember that you can attempt
any petty enchantment with a difficulty D0 with Alchemy. I also took Mesmer from Book of Skelos, as that gives you something to do that doesn't require resolve. This all cost my character 4 permanent Resolve. 2 for pact and 1 for each of the spells. I started out with 12 Personality and 12 Willpower. GM didn't allow Ancient Bloodline. I still had 7 Resolve to play with.
You want a
lot of Resolve, so you should invest in Discipline and Discipline Talents. I then aimed to get the Jaded talent in Discipline. Also, don't forget that the Recover action (p116) allows you to spend your turn recovering spent Resolve. This means in combat when you want to cast a spell you Focus minor then Cast on the first turn, then the next turn you Recover to get your Resolve back. Then you can cast again. However, in my experience, you usually only needed one spell and you could then just use Displays the rest of combat. Sorcerous Might is really good.
The real dificulty is determining the exact trappings of your power, and then letting the GM determine if you can use the spell or not. In my case, Dismember was releasing a jinn that had been trapped inside me to destroy things. Enslave was sending the jinn to take control of another's body. The spells here are very open ended by design.