Sorcerer

By Luminos

Sorcerers are very similar to Wizards, in that they cast spells and have little prowess in battle. However, they have a different method of manipulating the Winds of Magic. When the Winds are Strong, they concentrate on storing the power within themselves, and releasing it at their whim.

Starting as a Sorcerer

The Sorcerer begins with the same stats as the Wizard, but he begins with 2D6 Power Store rather than 1D6. To choose staring spells, he may choose one spell from each deck as the Wizard, or any 3 spells from any deck (3 Attack spells, 2 Defense and 1 Healing spell, etc.). Each turn the Sorcerer does not use the Power Roll to determine his available magic. Rather, he draws from his Power Store to cast spells. On any turn that the Sorcerer has less than his full amount of power, he can add a number of point of power equal to the power roll at the end of the turn. He begins each adventure at full power.

He does not begin with the Hand of Death scroll; his equipment is the Aegis Medallion. This magical amulet can be charged with power from the Winds of Magic, and grants the Sorcerer protection from harm. At the end of any turn where the Sorcerer has full power, has not cast any spells, and the Power Roll was 3 or more, the Aegis Medallion may be charged with magic. It can be used whenever the Sorcerer chooses, and grants +1D3 Toughness for one turn when used. After use, it is drained until he can charge it up again. At the beginning of each dungeon, the Aegis Medallion is fully charged.

Miscellaneous

The Sorcerer is so close to the Wizard that there is little need for separate sections on Settlements, Treasure restrictions, etc. The Sorcerer may visit any location open to the Wizard, and buy anything the Wizard can buy. He will have to roll an extra D3 when paying for a consultation in the Wizard’s Guild, however, as he is not whole-heartedly accepted by other Wizards. He may not purchase a Wizard’s Staff or change spells, but he can buy potions. The Sorcerer may use any item of Treasure available to the Wizard, but he may not charge power-storing items himself, once they are used they are drained for good. When training to go up battle-levels, the Sorcerer refers to the Wizard’s profile for all attributes (except for Power, which will always be 1D6 higher). Each time he trains to a new battle-level, he learns 1D3+1 new spells, each with a Casting Number of (his new battle-level) + 1D3.