Cyllian:Sorcerer

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The Sorcerer is a character with the ability to learn and manipulate magic.

Sorcerer Abilites Table[edit]

Levels Experience Points Hit Dice Combat Bonus Magic Bonus Spells Known
1 0 4 +0 +1 1 - - - - -
2 100 6 +0 +1 2 - - - - -
3 200 8 +0 +1 2 1 - - - -
4 400 10 +0 +2 2 2 - - - -
5 800 12 +0 +2 2 2 1 - - -
6 1600 14 +1 +2 3 2 2 - - -
7 3200 16 +1 +3 3 2 2 1 - -
8 6400 18 +1 +3 3 3 2 2 - -
9 12000 20 +1 +3 3 3 2 2 1 -
10 24000 22 +1 +4 3 3 2 2 2 -
11 48000 24 +2 +4 4 3 3 2 2 1
12 96000 26 +2 +4 4 4 3 3 2 2

Hit Points[edit]

Sorcerers start with 4 hit points (adjust by Constitution bonus). At each level, the Sorcerer gains an additional 2 hit points (adjusted by Constitution bonus) that represent incoming attacks that the Sorcerer avoids due a combination of luck, skill, fatigue, magical essence, and experience. Only their original first level hit points represent any substantial damage to the Sorcerer.

Magic Bonus[edit]

Sorcerers start with a +1 bonus to all casting rolls. Every three levels this improves by one. This bonus is also applied to Saving Throws against the spells of others.

Saving Throw Bonus[edit]

Sorcerer's add their Magic Bonus to all Saving Throws against Magic. They add their Combat Bonus to all Saving Throws against natural phenomenon, such as poison and disease.

Counter Spell[edit]

To come....

Combat Bonus[edit]

Sorcerers start with on bonus to combat but at 6th level gain a bonus due to their inherent magical nature and experience. They gain an additional bonus at 11th level.

Spells Known[edit]

Sorcerers start with 1 known spell at 1st level. Levels represent the Sorcerer's increasing ability to command and work magic. At each level the Sorcerer has the ability to learn a new spell. The table above shows the maximum possible complexity of spell the Sorcerer can command at each level. It is always possible to learn a lower complexity spell in place of a higher one, but not vice versa.

Sorcerers do not automatically learn a spell upon gaining a level. This only represents the ability to learn spells. The character must seek out knowledge of knew spells and then spend down time learn those spells. Once learned a spell can never by unlearned to open up memory for other spells.

Casting Magic[edit]

To cast a spell, declare the spell desired to be cast, roll 2d6 + Magic Bonus - Spell Complexity - Encumbrance - Fatigue. Consult the table below for the result.

Adjust Roll Spell Result Fatigue Cost Description
2 or less Fumble 1 Spell Fails and Catastrophic Result
3-5 Failure 1 Spell Fails
6-8 Delayed 1 Spell Delayed One Time Segment, Goes Off with Full Effect if Caster Uninterrupted
9-11 Immediate 1 Spell Goes Off Immediately with Full Effect
12 or more Critical 0 Spell Goes Off Immediately with Full Effect and No Fatigue Cost

Ritual Magic[edit]

Many spells can be cast as rituals. These rituals can be maintained indefinitely by the Sorcerer. However, each such spell costs the Sorcerer 1 point of Magical Fatigue. As such, Sorcerers will tend to either specialize in casting all ritual spells and maintaining them or in casting no such spells and using other spells on the spot.

Spells[edit]

   Complexity Level 1:
       Charm
       Courage
       Command
       Cure Wounds
       Detect Enemies
       Detect Magic
       Diminution/Enlargement
       Faerie Fire
       Feather Fall
       Hold Portal
       Identify
       Jump
       Light/Dark
       Magic Aura
       Mending
       Message
       Protection
       Cyllian:Purify:Purify Food & Water
       Read Magic
       Read Languages
       Remove Fear
       Shield
       Silence
       Sleep
       Sound
       Strength
       Travel
       Turn Undead
       Unseen Servant

Complexity 2 Spells[edit]

    • Augury
    • Delay Poison
    • Enthrall
    • Heat Metal
    • Heroism
    • Resist Cold
    • Resist Fire
    • Detect Invisible
    • Force of Forbidment
    • Forget
    • Invisibility
    • Knock
    • Levitate
    • Magic Mouth
    • Mirror Image
    • Phantasmal Force
    • Weakness
    • Speak with Animals
    • Stinking Cloud
    • Wall of Fog
    • Web
    • Wizard Lock