Sorcerers are trained to use their powerful magics to hinder or destroy the enemy. It is during combat that a mage has to come to terms with his deepest fears, and measure the depths of his courage. Combat spells and rituals are narrowly defined, but relatively quick in casting and reliable. Important considerations for battlefield use, whether it is to sap the enemy's defences, healing allies wounded in combat, or unleashing other powerful spells directly against the enemy armies.

Step 1: Attributes
Roll attributes as normal but raise INT to 15, or if already over 15 add +1. Hit points = CON +8, +8 per level.
Step 2: Skills
Choose skills in the normal manner but also gain the following free ones;
Alertness
Fast Cast
Knowledge Artifacts
Knowledge Demons
Knowledge Geomancy
Knowledge Magic
Step 3: Abilities
Sorcerers gain all the following free;

Bonuses - +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 1, 3, 6, 9, 12, 15 and 18. +1 Sanity save at levels 1, 5, 9, 13, 16 and 19. +1 Willpower save at levels 2, 4, 7, 11, 14, 17 and 19. +1 Spell Bonus at levels 3, 7, 11, 14, 17 and 20. +1 Pain save at levels 5, 8, 10, 13 and 15. Pick 1 extra spell at levels 3, 7, 10, 13, 17 and 19.

Additionally Sorcerers start with 50 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Spellcast 5 The cost is for each sphere of magic the Sorcerer wants to learn from. The first sphere is free and must be Combatic, each subsequent sphere costs 5 points each. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 4 spells +4 per level. The spells can come from Combatic, Transmutanic, Common and Chaotic.

Sorcerers can tap into the world’s natural mana at a rate of INT + WIS x4. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.

Astralwalk 10 The ability to shift one's soul into the astral plane. The character's spirit is intangible and invisible while in this plane but he can see and hear others. He can instantly appear at a known location or fly to an unknown one at 2.997925 x108 metres per second. He can remain in the astral plane for 1 minute per WIS, +1 minute per level.

While in this form he can still use all his abilities and cast any of his spells.

Attribute Bonus 5 Can focus mana into either STR, DEX, CON or MR at a rate of 2 mana for every attribute point raised. This lasts for 1 round per WIS. 
Damage Bonus 5 +1 or +25% damage each time bought (whichever is highest) and only applies to one sphere of magic. Must be rebought for each additional sphere.
Extend Duration 10 Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere.
Heightened Senses 5 The Sorcerer can at will double the normal range of his sight or hearing.
HP Bonus 5 CON +10 HP instead of 8, +10 per level.
Range Boost 5 +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere.
Save Bonus 10 This is the cost for each additional +1 added to the character's spell save.
True Sight 10 Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic.
Step 4: Careers
Possible related careers include; Soldier, Mercenary, Police Officer,  Marine, Weapons Dealer and SWAT.

 

 

Modern Classes