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
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