Sorcerer

Page history last edited by Jessie Kline 1 yr ago
Sorcerer

 

    Social Class: Any

    Category:  Rare

    Casting Time:  Standard - Fast

 

 

 

Description:

  Sorcerers siphon energy from thaumic beings like gods and demons.  Sorcerers are rare and free sorcerers even rarer.  A sorcerer spends his life walking the knife edge between weakness and servitude.  The weak sorcerer risks being unable to defend himself againt those of his neighbors who fear what sorcerers can become, while a strong sorcerer is often little better than a thrall to their chosen god.

 

Sorcerers get an innate +1 to Tha. and another +1 for every 5 standard Tha. Points.

The number of Tha. points a Sorcerer has determines the number/quality of spiritual beings from which the sorcerer may draw power.

 

  The pathway a sorcerer takes to reach their current power level remains open to them such that someone who can call on a Primal can also call on (individually):  2 Greater Gods   3 Lesser Gods   5 Greater Demons and    18 Lesser Demons OR any such combination as long as they are the same beings the sorcerer had previously contracted with and all the individual requirements of the being are still met i.e. if the sorcerer's alignment has changed certain entities may nolonger be accessable to him.

 

First Contact:

    When first connecting to a new thaumic entity the Sorcerer must make a will save (DC's listed below).  Failing the Will save means that the sorcerer suffers a conversion experience and become a Thrall/Divine Agent of that entity. 

    The sorcerer must also make an Endurance save to see if they can survive being a conduit for the new thaumic energy.  If the sorcerer has become a Thrall/Agent their compatibility with the thaumic entity, no matter what it was before, is now a 10 (the player must also change all parts of the sorcerer’s alignment to match that of the thaumic entity).

 

 

    If the sorcerer does make their Will save they remain themselves.

 

 

 

  If the sorcerer fails their Endurance save by more than 10 points the sorcerer will, immediately, explode doing 10 times their number of Tha. points of damage to everything within 1m/Tha point. 

    If the sorcerer fails the Endurance save by 10 or less they must make a Concentration save.  If the sorcerer fails the Concentration the will explode.  If the sorcerer make the Concentration save they have successfully survived their first contact with a new thaumic entity.

 

Spell Casting:  Because every time a sorcerer uses their abilities they are channeling divine (or at least somewhat divine) thaumic energy they must make an endurance save whenever they open the gate way between themselves and a thaumic entity.   If they fail their endurance save they take physical damage.

 

Duration:  Possible duration of a spell is the number of rounds equal to the endurance stat of the sorcerer - 3.

 

A sorcerer's control of an element not tied to their thaumic being is dependent upon their knowledge of the Lore of that element

 

 

Simultaneous Spells:

    Simultaneous spell casting i.e. more than one spell at the same time or casting a second (or third) spell while the effects of the first spell are still in play requires making a concentration check. 

 

     The concentration check is made for each active spell with a penalty equal to the spell difficulty for each.  Thus a sorcerer with three active spells each with a difficulty rating of 3, upon casting a fourth spell, must make 4 concentration checks each with a penalty of +9.

 

 

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