Sorcerer
Ability Requirements: Constitution 13
Intelligence 13
Wisdom 13
Prime Requisites: Intelligence, Wisdom
Races Allowed: Human, Elf,
Half-Elf
Sorcerers are potent magic users, able to tap into ambient raw magical energy itself (known as Manna) to release a staggering number of effects. They can also unleash spells that are more powerful than normal, and under certain conditions, spells of a higher level than they have mastered (this is at considerable risk). Also, socerers require no materials to cast spells, all the energy come from within.
In addition, sorcerers learn types of magic one at a time, in the same way that psionicists lean disciplines. Sorecerers can even learn types of spells normally reserved for priests only.
Unlike other wizards, Sorcerers do not use the standard spell progression table (They do use the same experience points table for levels). Instead, they use Spell Points. These points represent the amount of manna a sorcerer can draw on at any given time. The amount of spell points which can be spent on a single spell is a function of experience levels. Spell points are regained through rest, in the same manner as Psionic Strength Points.
Sorcerers do not gain a bonus to experience points for exceptional prime requisites.
Sorcerers and Spell casting.
Spells cost 5 spell points per level to cast. Therefore, a fifth level spell costs 25 spell points. Spells can also be modified as follows:
Sorcerers can control the potency of a spell: This ability can be used to increase or decrease damage a spell will cause. To increase damage (or modify any random dice total), the sorcerer must spend 5 extra spell points for every +1 to the dice rolled. To decrease the damage or effectiveness of a spell, the caster need only state the maximum damage a spell will cause, or a modifier to be applied to the dice total, this action does not cost any spell points.
Sorcerers can modify the saving throw versus a spell they cast: To use this ability, an additional 2 spell points spent equals a -1 to the target's saving throw. If for some reason, the caster wishes to add a bonus to the saving throw, this can be done for free. The maximum a saving throw can be modified positively or negatively is 5.
Sorcerers can lower the casting time of a spell: In an emergency, a sorcerer may want to cast a particularly difficult spell very quickly. In such a situaiton, 1 additional spell point will lower the casting time by one segment (to a minimum of one), or for spells with longer casting times, 10 spell points will remove one round, and 100 spell points will remove one turn!
All of these modifications are subject to certain limits, which are examined in the next section.
The aquisition of spell points.
Total spell points are a function of level and attributes. First, determine the number of spell points a sorcerer has based on experience level:
Level Base Total Spell Points
1 5
2 10
3 15
4 20
5 25
6 30
7 35
8 40
9 45
10 50
11 60
12 70
13 80
14 90
15 100
16 110
17 120
18 130
19 140
20 150
21 165
22 180
23 195
24 210
25 225
26 240
27 255
28 270
29 285
30 300
Bonus Spell Points
Sorcery depends on inner strength, as much as the amount of magic energy surrounding the caster. For every point of constitution, intelligence, and wisdom over 14, one bonus spell point is gained each level (max = 10) as follows:
Con, Int, Wis Bonus spell points
15 +1
16 +2
17 +3
18 +4
19 +5
20 +6
21 +7
22 +8
23 +9
24,25 +10
Example: a 9th level sorcerer with an 13 CON, 15 INT, and 17 WIS would have a total of 81 spell points: 45 base for 9th level, plus 9 for a 15 INT, and 27 for a 17 WIS bonus (+3 per level, times 9 levels).
Limits on spell point usage.
The absolute total amount of spell points a sorcerer can use is dependant upon level. Also, the total points a caster can use to modify a spell effect is limited by level. A sorcerer also has difficulty casting high level spells, due to the sheer amount of raw magic coursing through him. Spells of 7th level or higher require a system shock check, modified by -1% for every point over 35 spent. Failure means the sorcerer will pass out, and the spell will not function correctly, or not at all. If a system shock roll ever yields a '1', the sorcerer dies.
Level Max Pts / Level Max Mod
1 5 (1st) 0
2 7 +2
3 10 (2nd) +3
4 12 +4
5 15 (3rd) +5
6 17 +6
7 20 (4th) +7
8 22 +8
9 25 (5th) +9
10 27 +10
11 30 (6th) +11
12 32 +12
13 35 (7th*) +13
14 37 +14
15 40 (8th*) +15
16 42 +16
17 45 (9th*) +17
18 47 +18
19 50 +19
20 52 +20
*Spells of 7th level or over require a System Shock check, because of the enormous amount of power the sorcerer is attempting to channel though his body.
The Aquisition of sorcerer spells.
Sorcerers gain access to various types of spells (hereafter refered to as schools) as he gains levels. At first, a sorcerer is very weak, and may be even more limited than a normal spell caster in the feats he can perform. But as he grows in power, a sorcerer becomes a force to be reckoned with. By the time he is 20th level, there are few things a sorcerer cannot do, and he can also do many things other mages cannot.
Schools are divided into two types: Major and Minor. A sorcerer starts out with access to the Minor school of Wizardry which contains the fundamentals of magic, spells accessible to all wizards, and one Minor school of magic of his choosing. Within a learned school, the sorcerer must still learn the ritual needed to cast the spell by studying a spellbook or scroll with the appropriate type of spell. As with mages, a change to learn roll applies.
The following information lists the schools of sorcery. Unlike schools of magic for specialist wizards, they are collections of spells of certain types, spells which perform certain feats, or deal with certain elemental forces. They have no opposition schools, and include both wizard and priest magic. The following table shows the number of schools a sorcerer attains per level. Once a sorcerer chooses a school, it can never be changed.
Sorcerer Abilities
Level Major Schools Minor Schools
1 0 1
2 1 1
3 1 2
4 1 3
5 2 3
6 2 4
7 2 5
8 3 5
9 3 6
10 3 7
11 4 7
12 4 8
13 4 9
14 5 9
15 5 10
16 5 11
17 6 11
18 6 12
19 6 13
20 7 13
21 7 14
22 7 15
23 8 15
24 8 16
25 8 17
26 9 17
27 9 18
28 9 19
29 10 19
30 10 20
Major Schools of Sorcery: Alteration, Conjuring, Chronomancy, Demonology, Divination, Elements, Enchantment, Evocation, Illusion, Ley Magic, Necromancy, Neuromancy, Wards, Wild Magic.
Minor Schools of Sorcery: Air, Animals, Astral, Chaotics, Cryomancy, Electromancy, Geomancy, Hydromancy, Law, Light, Lore, Meta-magic, Numerology, Plants, Prismatics, Pyromancy, Runes, Shadow, Time, Travellers, Weather, Wizardry
Many other schools of sorcery are possible (especially minor ones). The following information lists the general composition of the basic schools.
Manna Flow and Spell casting.
Certain areas are inheirantly more magical than others. In these areas, it is easier for a Sorcerer to cast spells. These points are usually called Nexus points. A Nexus point is any location of great magical concentration, usually where Ley lines converge. To reflect this in game terms, spell point cost can be lowered by one point, one point per level, or a percentage of points.
The Witches of Kaladyn.
The priests of the Goddess Bragone are called witches (male priests are called warlocks, they are much less common). They have the spell powers of a Sorcerer, but all other class abilities (weapons, attacks, and saves and 8 dice for hit points). They advance using magic user progrssion tables, and cannot wear any sort of armor (just as a mage or sorcerer).