Sorcerer

Sorcerers are practitioners of magic who have rebelled against the formal system of learning magic. Sorcerers have devolved so much of their learning that they now focus on development of their magical skills through elemental arts handling the raw energies and channeling them to their purposes.

Role

Sorcerers are formal practicing mages in many respects, they simply refuse the industrial nature of the formal magical study, rank achieving system. Sorcerers feel the energies flowing about them and are able, through the elements, to pull and shape the energies to their will. One must not mistake a sorcerer for being a savage by any means; they are often well studied and highly disciplined… it is because of this knowledge and discipline that they cannot adhere to a indoctrinating system of magic.

Distinctive Appearance

None

Special Benefits

Each sorcerer may specialize in two elemental factions, choosing among sand (earth), wind (air), wave (water), and flame (fire). The wizard is permitted to use spells in those factions, as well as non-elemental spells. In addition, sorcerers gain a 20 percent bonus to their chance to learn spells within the two elemental provinces they have chosen. Spells designated “universal” are learned normally.

Special Hindrances

Sorcerers cannot use spells from the two elemental provinces in which they have chosen not to specialize. For example, if Kasim is a sorcerer of sand and sea, then he can never learn flame or wind spells.

Class

Wizard

Attribute Requirements

None

Barred Beliefs

None

Race Requirement

None

Bonus Weapon Proficiencies

None

Required Weapon Proficiencies

Sorcerers are limited much like standard wizards; they must choose from among the dagger, staff, knife, jambiya, dart, and sling.

Recommended Weapon Proficiencies

None

Barred Weapon Proficiencies

None

Bonus Non-Weapon Proficiencies

Disguise

Recommended Non-Weapon Proficiencies

Endurance, Survival (Desert), History (Local), Spellcraft, Language (Ancient), Reading/Writing

Equipment

Sorcerers may buy and use the dagger, staff, knife, jambiya, dart, and/or sling. Members of this kit may not wear armor of any type, but they are permitted to improve their Armor Class by magical means.

Wealth Options

The sorcerer receives (d4+1) x 10 gp as starting money.

Homeland Terrain

None

Economic System

None

Recommended Discipline(s)

None

Recommended Devotion(s)

None

Recommended Science(s)

None

Barred Discipline(s)

None

Preferred Schools

None

Barred Schools

None