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Sorceror

Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories - just raw power that they can direct at will. Some sorcerers claim that the blood of dragons courses through their veins. It may even be true - it is common knowledge that certain powerful dragons can take humanoid form and even have humanoid lovers, and it's difficult to prove that a given sorcerer does not have a dragon ancestor. Sorcerers have striking good looks, usually with a touch of the exotic that hints at an unusual heritage. Still, the claim that sorcerers are partially draconic is either an unsubstantiated boast on the part of certain sorcerers or envious gossip on the part of those who lack the sorcerer's gift.

Due to the Sorcerer's commitment to their magic, they lack the training necessary to utilise weapons other than magical staffs. Sorcerors receive no bonus from weapons.
Base Stats Hit Points Initiative Magicka Stamina
80 7 100 0
Ability Mod Cost Flavour Rules
Rank 1
Deceitful Image 5 5 From birth sorcerors conjure their own friends. Such phantoms never fail to aid in battle. Conjure an illusion to deceive or entertain. Out of combat it performs generic tricks. In Combat +5 to defense for 5 rounds.
Disassemble 10 15 Armour is useless against a sorceror. They can dent even steel plate. Target loses any armour mod they have for two rounds
Fiery Cloak 15 10 Fire flickered about her like a cloak. The first thug stretched out his hand and caught alight. For three rounds anyone who hits you suffers 1d10 damage
Gale 10 10 Magic may move as the wind does, even more so under a sorceror's touch. No damage. Your target is pushed back 3 spaces
Elemental Blast 10 10 Every sorceror can instinctually unleash basic blasts of fire or ice. Damage
Lightning Arc 10 10 A sorceror may unleash sparks that incapictate a target but leave them uninjured. Few bother with such mercies. No damage. The target is dazed for 1 round.
Weapon Enchant 20 20 If you want the most powerful blade you ask the most powerful people. Enchants a weapon, see the list of enchantments for more.
Rank 2
Animate 10 20 Magic infuses everything a sorceror touches. Woe betide those who let a sorceror lay hands on their ancestors. Summon a friend from beyond the grave. You can call up an allied undead with 10HP who may make a single +10 attack each round in addition to your action. Alternately if cast on a dead target, they rise under your command with 10HP. They may only use whatever items they have on them, no abilities. You may only ever have one Animate active at a time.
Chain Lightning 10 20 Lightning jumped from his fingers, a split second later there was an earthshattering boom. His foes already lay dead. You may make two immediate +10 attacks on separate targets
Dragon's Breath 10 30 Not all sorcerors spit this from their mouths but most prefer the impression of breathing oily dragon smoke. All foes take a -10 to their attacks and suffer an extra 10 damage from your attacks. Lasts 3 rounds
Shield Mine 15 20 They hold up like steel from a distance but touch one and it will shatter, unleashing the energy within. Energy discs form about you, providing a defensive barrier. Defense +15/3 rounds. If anyone moves within 1 space of you the discs explode as an immediate +15 attack and the spell effect ends.
Spatial Rip 15 15 A wizard through much study may discover the secret of teleportation. Sorcerors are far less subtle. Teleport. The distortion effect leaves the target dazed for 1 round. May be used as an escape roll.
Spellbreaker 15 15 Magic can be dealt with in two ways. It can be carefully decomposed through wisdom and experience, or it can be blown apart. Destroys all magical effects on a target
Hammer 20 20 The sorceror gestured and I felt a blow like a smith's hammer in my gut. Damage
Rank 3
Energy Drain 30 20 Even the mightiest wizards struggle to keep their power intact in the face of a sorceror. Damage target's MP, you regain half the damage in MP
Exile 20 80 At first we thought the poor victim simply vapourised. Then he reappeared with horror in his eyes. The target is blasted clear of reality. They must defend or they are for all intents and purposes gone. They may return to existence after three rounds, though they may be somewhat worse for wear.
Overcharge 30 50 Put a sorceror's back to the wall and they will gladly burn themselves out taking you down. 1d20+30 and for every 5HP you pay you deal an extra +5 damage
Reshape 20 30 The land itself accords to a sorceror's will. The land shifts to suit your mood. Dead rock may become lush with life, or snowy barren smouldering lava. Everyone except you must roll defense or lose their footing, gaining a -20 to their next attack. Then they suffer 1d20 damage.
Respawn 30 -All I swear she was dead when we put her in the coffin. I swear. Death can hardly keep you. This ability may be used while dead. You immediately return to life, just as if you had been raised. Fill out the paperwork noting yourself as the caster
Disintegrate 30 30 The beam caught her and her flesh dissolved, what was left was a skeleton. With this attack you may choose to inflict 1d20+30 damage or destroy an item possessed by the target. The item is ruined until repaired by a merchant/smith.
Sunscorch 30 40 Perfected by the Royal Line. Few witness the fires of a sunscorch and live to tell about it. Blast 2. Everyone within 2 spaces of the target is hit by this attack.
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