Sorcerer

Masters of Dark magic who tirelessly spend their lives immersing themselves in the study of devious and mischievous rituals, all in the pursuit of achieving everlasting life, Sorcerers are often referred to as an unstoppable army unto themselves, wielding formidable power and influence over the realms in which they dwell. Those who choose to follow this captivating adventurer class wield a truly terrifying potential that can reshape their world. The darkness, after all, is where the most destructive forces are conceived and birthed, and Sorcerers possess direct and intimate access to it. Unlike the Messorem, who recklessly steal dark essence and abuse Dark magic with little thought to the consequences, Sorcerers approach this formidable power with care and deliberation. They harness it correctly, ensuring that they can control its immense strength, allowing it to achieve its true potential in a way that is both thrilling and awe-inspiring.

Many people often say that Sorcerers are evil and wicked, but that is usually because some may shamelessly destroy an entire village just to obtain a rare and powerful magical artifact, or even kidnap an innocent civilian with whom to practice their dark and mysterious rituals. I am sure it’s all just one big misunderstanding, and perhaps they just have a different way of expressing themselves! They have many fascinating methods in which to summon allies to their side. Their primary ally tends to be their ghostl companion. It is not unusual to see a Sorcerer surrounded by a few… unsightly friends, each one more peculiar than the last.

What sets Sorcerer apart from most other spell casters is their affinity for rituals. They possess a grimoire of which they record intimate and detailed instructions for performing a variety of different rituals. This allows them to cast spells they would not ever be able to otherwise cast, such as spells from other schools of magic besides Dark. For an experience Sorcerer, nothing is beyond reach.

Rituals: A huge part of being a Sorcerer is your ability to ritually cast spells. This can only be done after recording instructions for the ritual within a unique item called a “Ritual Grimoire”. Each Sorcerer has their own, and each one possesses that Sorcerer’s unique ritual list. There is no real limit to the number of rituals that can be stored in this grimoire, but there are rules to both learning and performing a ritual. First and foremost is that with a ritual grimoir, you cannot perform any rituals. Only those who follow the path of the Sorcerer may use a Ritual Grimoire to ritual cast spells. You are able to ritual cast spells from a different Sorcerers Grimoire, so long as all other prerequisites have been met.

  • Learning a Ritual: To add a spell to your Ritual Grimoire, you must obtain a scroll containing the desired spell, at its base Tier, without any alterations or spell link traits. You must then spend a total amount of time equal to 2 hours per Tier of the spell, studying the scroll, and transcribing its ritual form into your grimoire. This time can be spread out, and you can be working on more than one spell at a time, so long as the duration of time spent transcribing the spells are separated. Think of it as doing homework. Once the total amount of time has been spent to transcribe the ritual into the grimoire, it is ready to be ritually cast. Keep in mind that you cannot ritual cast a spell that is of a Tier that is higher than the highest Tier spell you know, outside of your Grimoire.

  • Performing a Spell Ritual: Performing a spell ritual requires a ritual kit that is of a Tier equal to the spells Tier. You will also need at least 2 square meters of open space, your Ritual Grimoire, and any material components demanded by the spell you are trying to ritual cast. If the spell normally consumed the material component, then the ritual will consume it as well. Otherwise, the material may be used again for a later casting. Ritual casting a spell this way will take 1 minute of time per Tier of the spell, and will not consume any spell power, unless it requires additional spell power to be spent in order to maintain its effects. In this instance, your Dark magic spell power will suffice. Ritual kits used to cast a spell cannot be re-used. Any other effects of the spell play out as if you just cast it the normal way.

Becoming a Sorcerer

When you become a level 1 Sorcerer, you will gain the following.

  • How much damage you can take before dying or becoming unconscious

  • Determines how much damage you deal with melee weapons.

  • Determines how much damage you deal with ranged weapons.

  • Determines how well you mitigate incoming damage.

  • Determines how potent your magical abilities are.

  • How many meters of distance you can move during each of your turns.

  • Roll 2 six-sided die and add them together. The total will be your characters starting Life stat.

  • Roll 2 six-sided die, and add them together. The total will be your characters starting Melee Attack Stat

  • Roll 1 eight-sided die. The result will be your characters starting Ranged Attack Stat.

  • Roll 1 six-sided die. The result will be your characters starting Defense Stat

  • Roll 3 six-sided die, then add them together. The total will be your characters starting Magic Stat.

  • This is a Sorcerers starting Movement. Add this to any Movement Increase you gain from your Race. The total is your characters starting Movement Stat.

  • 5 skill points in your Brewing skill

  • 5 skill points in your Mystic skill

  • 7 skill points to distribute freely

Starting Skill Bonuses

  • Ritual Grimoire

  • You learn the “Shadow Speak” language

  • Efficient with staffs, crossbows, and two-handed swords

  • You gain 1 new Ability

  • You learn 1 new Elemental Art

  • You start with a spell power maximum equal to 3d6+6

  • 2 Tier 1 spells from the Sorcerer spell list

Other Things

Ghost Companion: During your studies to become a Sorcerer you formed a pact with Nyro, the lord of the Void. This pact allows you to summon a contracted ghost familiar, from the void, into your current Plane of existence. The pact is simple; the ghost familiar does your biding, obeying your every command. In exchange, the ghost get the privelage of wandering about mortal realms. The only condition is that you do not knowingly or intentionally, participate or conspire to participate, in anything that could potentially end the existence of your ghost companion. If such a thing happens, Nyro will take your soul by force to replace the one who’s existence you just ended.

You are able to summon your ghost companion, once per rest, into an occupied space that is adjacent to you, or dismiss it back to the void, during your Action Phase. While in the mortal realm, it will obey your every command without question. The stats of this ghost companion scale with your Sorcerer level, according to the chart below. Its Feature and Natural Resistances are static. It has the same Dodging Ability as you, and RTH bonus equal to your Battle Caliber, and a critical range of (20). It can only attack things that are adjacent to it, and has a levitation speed of 8 meters.

Your ghost companion is, in fact, a ghost. This means that it has the ability to become incorporeal, making it appear as a semi-transparent version of itself. It can switch between being corporeal and incorporeal during its Action Phase. While incorporeal, your ghost companion is immune to physical damage, and will effortlessly pass through mundane obstacles. While in this state, it cannot interact within anything that is corporeal. While summoned, your ghost companion can communicate with you by speaking Shadow Speak.

Whenever your ghost companions life would be reduce to 0 or less, it will instead vanish into a puff of smoke; retreating to the void, and awaiting for its resummoning. If this happens via radiant of divine damage, your ghost companion will be unsummonable until you complete a full rest.

Sorcerer Gift

Poison: 8
Bleed: 6
Sleep: 5
Stun: 5
Infection: 7
Luck: 3

Starting Natural Resistance

Scared: 9
Hinder: 4
Freeze: 7
Burn: 3
Charm: 9
Curse: 10


Leveling as a Sorcerer

Any time your Sorcerer level increases by 1, you will gain the following.

  • Roll 1 six-sided die. Your characters base Life Stat will be increased by the result.

  • Roll 1 eight-sided die. Your characters base Melee Attack will be increased by the result

  • Roll 1 eight-sided die. Your characters base Ranged Attack Stat will be increased by the result.

  • Roll 1 six-sided die. Your characters base Defense Stat will be increased by the result.

  • Roll 2 eight-sided die, and add them together. The total will be how much your characters base Magic Stat will increase by.

  • Roll 1 twelve-sided die. Your characters maximum spell power will be increased by the result.

  • 2 skill points to distribute freely every 5th Sorcerer level

  • 1 new Ability every 16 Sorcerer level

Additional Bonuses

  • Level 25 = Advanced Spell Rituals: When ritual casting a spell from your grimoir, you are able to increase it Tier. This can only be done with spells that are normally able to be cast at an increased Tier, and the Tier you cast the spell cannot exceed the highest Tier spell you know, outside of your Grimoire. To increase the Tier of a ritual spell, simply use a ritual kit that is of the Tier you wish to cast the spell. The spell will then be cast at a Tier that is the same as the ritual kit used to perform the ritual.

  • Level 50 = Ritual of Spells: You are able to perform a ritual that will allow you to cast additional spells, without consuming spell power. This ritual will require a Tier 3 ritual set, and will take 1 hour of uninterrupted time to complete.
    Once the ritual has been complete, you will roll 1d4 until you get a result that is greater than 1. The result will be how many spells you can store within your body. You can choose any spells that you know, or that you have in your Ritual Grimoire, and are of a Tier no higher than the highest Tier spell you know, outside of your Grimoire. They must be stored at its base Tier, be unaltered by spell link traits, and do not require a material component. You may cast each of these stored spells once, as if they were spells you were casting like normal, except they will consume no spell power. You cannot perform this ritual if you currently have spells stored within you. After one week, any spells stored this way, that were not cast, will fade from you body with no effect.

  • Level 75 = Ritual of Death/Life = Controlling Dark magic allows you some control over life and death. You are now able to perform a ritual to either abruptly end one’s life, or bring life back into some one who has perished. This ritual will require a Tier 4 ritual set, and will take 2 hours of uninterrupted time to complete. This ritual may not target the same entity more than once per month. Entities immune to death effects will be immune to this ritual.

    • Life: Attempt to ressurect an entity who has died within the past year. Most of that entities body must be present as part of the ritual, as well as something important to them. Once the ritual has finished, roll 1d100. If the result is 25 or lower, the targets soul will be pulled from the void, and placed back into its vessel, which will then be restored to a survivable condition, and they will be ressurected with 1 Life.

    • Death: Attempt to brings one’s life to an abrupt end. A lucid vial containing only the targets blood must be present as part of the ritual. Once the ritual has finished, roll percent. If the result is 30% or less, the target will suddenly drop dead, as if stabbed through the heart. The success of this ritual will decrease by 5% for each time the target Constitution Feature has been enhanced.

  • Level 100 = Ritual of Immortality: The time has come. You are ready. You are now able to attempt the elusive ritual of immortality. This ritual will impart a portion of your life force within an object of your choosing. As long as that object is intact, you cannot die. This ritual will require a Tier 5 ritual set, the desired object to be imparted with your life force, and 5 hours of uninterrupted time. The imparting object must be of large size or smaller.
    Once the ritual has been completed, your current Life will become (not be reduced to) -101, and you must make a successful RR 30 Constitution Feature check or die. If your Constitution Feature check is successful, then you will become unconscious, and begin a full rest.
    Upon the success of this ritual, you will be unable to die, and will be immune to death effects as long as the durability of your parting object is greater than 0, and is in the same Plane of existence as you. You can still become unconscious, but you will not be making Constitution Feature checks to resist death. You may only have 1 imparting object at a time.
    If at any point your imparting object is destroyed, you will feel a sudden sharp stab of pain as you gain a -8 modifier to your Constitution Feature, and become stunned. This modifier will decrease by 2 after each full rest you complete. If your current Life is -101 or less when your imparting object is destroyed, you must immediately make an RR 30 Constitution Feature check or die.

Sorcerer Talents

Sorcerers use Dark magic spell power to cast their spells. This can be recovered by reading from a Dark Magic Spell Book. Sorcerer learn spells according to the chart below.

Spell Casting