Classes > Mages > Sorcerer

Also known as Channeler or Hedge Mage. A natural bender of the arcane weave that permeates the world whose talent comes from birthright, divine blessing or unconventional training.

Contrasted with other mages who must slowly and methodically induce themselves into the world of the supernatural, Sorcerers are thrust into it by virtue of an external force turning them into a living mana battery. They are much less concerned with the study or exact measures of the art, and instead control the weave of magic through natural instinct, likening it to an animal entering a thoughtless hunting trance. Unlike wizardry, of which the rules and balances are thoroughly studied and documented, sorcery treads an uncharted territory in which there is no guarantee of success or safety. Powerful sorcerers are ones who have survived the repeated gamble of dealing with the weave, and know how to balance ambition with restraint.

Sorcerers do not carry spellbooks, instead memorizing all their known spells at once. They also do not use spell slots, unlike other mages. They tap into a powerful metaphysical resource called Mana.

Level 1: Sorcerers are expected to hail from a certain "tradition", which is somewhat similar to a Wizard's specialization. Depending on the source of their power, they may change their title and gain bonuses:

1- Teleport randomly.

2- Cast Fireball centered on a random target.

3- Go invisible and be silenced for one round.

4- Polymorph self into a sheep for one round.

5- Gain a free extra action this round.

6: d20 into a random race until "remove curse" is cast or their next level-up.

Level 4: Sorcerers may equally split the damage of targeted damage-dealing spells among any number of chosen targets.

Level 8: Sorcerers may substitute any spell reagent for precious stones of equal cost.

Level 12: Sorcerers rolling for Use Magical Device can reduce the DC to 5 or 10 (whichever higher is still lower than the original DC). They may also use a target within range as the proxy origin for the purpose of calculating distance to reach a second target.

Level 16: Sorcerers may empower a spellcast with any dice roll to deal its maximum potential value, up to once per day per 5 levels.


Level

Mana Pool

Bonuses

Level

Mana Pool

Bonuses

1

1+(INT/2)

Mana, Sorcerer Tradition

11

11+(INT/2)

-

2

2+(INT/2)

-

12

12+(INT/2)

Feat, Devices, Proxy

3

3+(INT/2)

-

13

13+(INT/2)

-

4

4+(INT/2)

Feat, Split Damage

14

14+(INT/2)

-

5

5+(INT/2)

Control Magic, Counterspell

15

15+(INT/2)

Absorb Magic II

6

6+(INT/2)

-

16

16+(INT/2)

Feat, Empower Spellcast

7

7+(INT/2)

-

17

17+(INT/2)

-

8

8+(INT/2)

Feat, Substitute Reagents

18

18+(INT/2)

-

9

9+(INT/2)

-

19

19+(INT/2)

Feat

10

10+(INT/2)

Absorb Magic

20

20+(INT/2)

Absorb Magic III