2.1 Class - Sorcerer
  1. Notes

2.1 Class - Sorcerer

Core Rule System

SORCERER

Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the Sorcerer or Sorceress. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, revelling in the unbounded wonders of all magic. In either case, Sorcerers prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.

Role: While Sorcerers might study to prepare themselves for any manner of danger, Sorcerers can focus their spell choice that makes them exceptional within a specific focus. Yet no matter their choices, all Sorcerers are masters of the impossible and can aid their allies in overcoming any danger.

Theme: Mage, Wizard, Socerer, Warlock, Ost Volva, Enchanter, Magus, Necromancer, Shaman, etc...

Alignment: Any

Attribute Bonus:
+1 Mind
+1 Aptitude

Health: Body x 3
Power: Mind x 3

Armour Proficiency: Cloth (Sorcerers cannot wear any other armour and cast spells)
Starting EquipmentA simple yet sturdy set of clothes, a cloth gambeson, a knife, a leather bag, a spell component pouch, a writing set, a Spellbook and a journal.


Skill Priority
Primary: Advanced
Secondary: Basic
Tertiary: Combat

Basic Skills

Appraise +15%
Concentration +15%
Domestic +10%
Endurance +10%
Evade +10%
First Aid +10%
General Knowledge +20%
Insight +10%
Perception +10%
Persuasion +5%
Scavenging +5%
Choose 2 at +5%

Combat Skills 

Choose 2 at +10%

Advanced Skills

Spellcraft at +20%
Choose 4 at +10%

Craft
Expert
Investigation
Knowledge
Languages
Logic
Medicine
Philosophy
Profession
Scientific

Spells 
Spells known: A Sorcerer begins with 3 Arcane Spells up to a Magnitude equal to their Spirit modifier, he can hold in memory a number of spells equal to half his Mind attribute score.

 
Sorcerers Talents

Spellcasting
Casting Time 0, Power 0, Self
Trained in the art of Spellcraft this talent allows the Sorcerer to use Spells. This talent gives access to the Spellcraft skill.

Bloodmagic
Casting Time 1, Self, Power 1
If the Sorcerer finds themselves running out of Power then they can burn their own blood to power their magic 1 Health generates 1 Power, this is done often as a last resort as it can be fatal to the caster.

Identify
Casting Time 20, Self, Power3, Spellcraft 50%+, Knowledge Arcane 40%+
A Sorcerer can spend 10 minutes and identify the properties of a magic item, for each Mind modifier the Tier of a magic item may be identified. For example a Mind of 12(3) allows only Major items to be identified, whereas a Mind of 20(5) can identify Greatest items.