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Tier: 2
Alignment: Neutral
Wiki Information
Exits:
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Sorcerers are practitioners of the magic arts. They have managed to attune their souls to the cosmic energies that bind reality together - so much so that they are able to manipulate it to their own ends.
Sorcerers are a non-aligned character class. Choosing this class means that the character can never ascend to a Divine class or descend to an Infernal one: the raw moral factions of Good and Evil are closed to them. This does not mean that the Sorcerer cannot be "good" or "evil" - quite the opposite. It means, rather, that these individuals believe in free will and freedom of choice over a particular ethos.
There are no particular alignment requirements to enter this character class.
This class is automatically granted the skill Cast Spell.
| | | Alchemy (20 CP)  You are able to craft potions using various components. This ability allows the character to perform alchemical experimentation, provided that he or she has access to an alchemical workbench. When the required components are provided in the correct amounts, the character's efforts will produce a potion. The character need not know beforehand how to create a specific potion: alchemical recipes may be found or discovered. However, caution is warranted: incorrect components can sometimes lead to unforseen, negative consequences. |
| | | Cast Spell (20 CP)  You are capable of learning and casting spells. This skill allows you to learn spells. Learning spells costs additional Character Points. Casting spells costs Magic Points. |
| | | Transcribe Spell (40 CP)  You are capable of scribing spells that you know to paper or scroll. You are then able to cast the spells directly from the scroll. This skill allows the sorcerer to write spells he knows down for later casting. While all spellcasters can cast spells directly from scrolls, they do so at a cost of Magic Points near equal to that of the spell. Spells that the sorcerer has transcribed may be cast cheaply (1 Magic Point), though the Magic Point cost of transcribing the scroll is very high. The ability to cast from a scroll for only 1 Magic Point applies only to scrolls the sorcerer has himself transcribed. |
| | | Heal Self (20 CP)  You are able to use your magic to repair minor injuries to yourself. This ability represents your understanding of how magical energy flows through the corporeal shell. You may manipulate this magic to heal yourself. You may heal 5 Hit Points of damage per 6 Magic Points that you spend, up to your maximum Hit Points. |
| | | Infuse (20 CP)  You are capable of binding locations to your faction. Binding a location will increase your overall power. The more locations you bind, the stronger your faction becomes. This ability allows you to infuse a location with Magic Points. The more Magic Points spent, the stronger the binding; however, a location that is bound at +10 grants no more power than a location bound at +1. The more Magic Points spent binding a location, the harder it will be for an opposing faction to bind the location to them. You may only infuse 1 Magic Point at a time. |
| | | Flag Warden (40 CP)  You are capable of re-energizing the flag shield for your faction. This ability grants you the ability to "heal" damage done to your faction's flag shield. You must be in a faction to use this ability, and your faction must have a stronghold, and you must be within the stronghold to use it. This ability will not grant the flag shield Hit Points above its maximum total. |
| | | Tap Ley Line (40 CP)  You are capable of pulling magic from locations that are bound to your faction. This ability allows you to suck a number of Magic Points from a location that is bound to your faction. These Magic Points are then added to your own personal pool. The location's binding is weakened by an amount greater than the amount absorbed, however. |
| | | Sorcerer's Might (20 CP)  This skill allows you to trade Hit Points for Magic Points. Through the use of your arcane knowledge, you are able to augment your own internal power - though this is done at the expense of your own health. |
| | | Spell Combat (20 CP)  You are better capable at aiming your ranged combat spells. This ability increases the character's chance to hit with ranged spells by 20%. |
| | | Battle Magic (40 CP)  Your skill with ranged spells has improved, further increasing your ability to hit. This skill improves the character's ranged spell ability by a further 10%. |
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