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common for sorcerers to gather into groups, known<br />

as covens. Sorcerers are dabblers, and for this reason<br />

cast only chaos magic (see Chap. 11: Magic). Most<br />

sorcerers practice black magic.<br />

Roll 1d4 to determine the number of disciplines<br />

to which a sorcerer has access. Next, roll<br />

1d100 and consult the list of disciplines presented<br />

as follows:<br />

Roll<br />

Discipline<br />

Roll<br />

Discipline<br />

01-20<br />

Air<br />

61-80<br />

Fire<br />

21-40<br />

Earth<br />

81-100<br />

Water<br />

41-60<br />

Ether<br />

This roll randomly determines a discipline<br />

from which the sorcerer is able to cast, and must be<br />

rolled a number of times equal to the number of<br />

disciplines to which they have access; reroll any repetitious<br />

numbers.<br />

A sorcerer begins knowing 1d10 spells, which<br />

they may choose from their accessible disciplines.<br />

Upon advancing an occupational level, sorcerers gain<br />

1d6 spells, also chosen from their available disciplines.<br />

Ability Requirements: Discovering and<br />

casting spells as a sorcerer has requirements that vary<br />

depending on the level of the spell (not the caster).<br />

If any requirement is unmet, then the sorcerer is<br />

unable to cast spells of that spell level.<br />

Spell<br />

Level Drive<br />

Intuition<br />

Reflection<br />

1 110<br />

100<br />

105<br />

2 115<br />

105<br />

110<br />

3 120<br />

110<br />

115<br />

4 125<br />

115<br />

120<br />

5 130<br />

120<br />

125<br />

6 135<br />

125<br />

130<br />

7 140<br />

130<br />

135<br />

8 145<br />

135<br />

140<br />

9 150<br />

140<br />

145<br />

10<br />

155<br />

145<br />

150<br />

Sociality: Peasant or serf. As sorcerers are<br />

not well-received by most societies, they tend to hide<br />

their powers and conduct magic privately. It is common<br />

for jealous wives to consult a witch. Though<br />

laws are common in societies against sorcery, they<br />

are not always enforced, but usually provide drastic<br />

punishment.<br />

Religion: Sorcerers tend to worship gods<br />

concerned with self-indulgence and shameless acts.<br />

Skills: Divination (Astrology) + 3,<br />

Spellcasting (Combat) + 3, Cosmos (General Planes)<br />

+ 3, and Constellations + 3.<br />

Equipment: Sorcerers tend to shun armor<br />

and most weapons. Often, sorcerers carry a dagger<br />

or a quarterstaff.<br />

Magic Points: Sorcerers begin with (38 +<br />

1d20) MP and recover a number of points per hour<br />

equal to twice their current level, or thrice their current<br />

level if asleep. For example, a 3 rd level sorcerer<br />

recovers 6 MP per hour while awake. As sorcerers<br />

advance in occupational level, they gain an additional<br />

(38 + 1d20) MP. MP’s are explained in Chapter 11:<br />

Magic.<br />

Advancement Points: Sorcerers gain AP<br />

by casting spells, though not for trivial reasons. To<br />

gain points, the casting of a spell must be done while<br />

in danger, life-threatening conditions, or as a means<br />

to an important purpose. Points gained equal the<br />

number of MP expended multiplied times 3.<br />

Training: None.<br />

Guild: None.<br />

Chapter 7: Occupation<br />

Gender: Either. A male is called a sorcerer<br />

or warlock, a female is called sorcereress or witch.<br />

Race: Any but ogre.<br />

Disposition: Since others typically do not<br />

respond well to sorcerers, most sorcerers are unethical<br />

and tend toward immorality. An immoral<br />

sorcerer may be called a Maleficus, meaning a character<br />

who uses evil magic.<br />

Temperament: Sorcerers tend not to be<br />

sanguine.<br />

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