Husbaleve: Sorcerer
- Main Page; The Liberation of Husbaleve
Description: Sorcerers have studied the arts of magic and can cast spells. A sorcerer begins play having mastered a single spell, but with experience can master more spells.
Restrictions: Sorcerers have access to any weapons and armor, but due to lack of training they never do more than 1d4 damage with weapons. However, encumbrance affects their ability to work magic.
Prime Requiste: Their prime requisite ability is Intelligence. Sorcerers with an 13-15 Intelligence gain one additional 1st level spell at first level. Sorcerers with an 16-17 Intelligence gain one additional 2nd level spell at 3rd level. Sorcerers with an 18 Intelligence gain one additional 3rd level spell at 5th level.
| Levels | Title | Experience Points | Hit Points | Casting Bonus | Combat Bonus | Spells Known |
|---|---|---|---|---|---|---|
| 1 | Medium | 0 | 3 | +1 | +1 | 1 - - - - - |
| 2 | Seer | 2500 | 6 | +1 | +1 | 2 - - - - - |
| 3 | Conjurer | 5000 | 9 | +1 | +1 | 2 1 - - - - |
| 4 | Magician | 10000 | 12 | +2 | +1 | 2 2 - - - - |
| 5 | Enchanter | 20000 | 15 | +2 | +1 | 2 2 1 - - - |
| 6 | Warlock | 40000 | 18 | +2 | +3 | 2 2 2 - - - |
| 7 | Sorcerer | 80000 | 21 | +3 | +3 | 3 2 2 1 - - |
| 8 | Necromancer | 150000 | 24 | +3 | +3 | 3 3 2 2 - - |
| 9 | Wizard | 300000 | 27 | +3 | +3 | 3 3 3 2 1 - |
| 10 | Wizard | 450000 | 28 | +4 | +3 | 3 3 3 3 2 - |
| 11 | Wizard | 600000 | 29 | +4 | +6 | 4 3 3 3 2 1 |
| 12 | Wizard | 750000 | 30 | +4 | +6 | 4 4 3 3 3 2 |
| 13 | Wizard | 900000 | 31 | +5 | +6 | 4 4 4 3 3 3 |
| 14 | Wizard | 1050000 | 32 | +5 | +6 | 4 4 4 4 3 3 |
| 15 | Wizard | 1200000 | 33 | +5 | +6 | 4 4 4 4 4 3 |
Starting Spells: Select one first level spell. If the Sorcerer has an Intelligence of 13+, select another first level spell.
Spell Casting Procedure: Roll 2d6 + <spell casting bonus> - <encumbrance> - <fatigue>. Compare to the following table.
| Adjusted Roll | Result | Explanation |
|---|---|---|
| 2 or lower | Fumble | Spell Fails, possibly in a spectacular manner. Sorcerer takes 1d6 fatigue. |
| 3-5 | Failure | Spell Fizzles. Sorcerer takes fatigue. |
| 6-8 | Delayed | Spell takes another Round/Turn of uninterrupted concentration to complete. Sorcerer takes fatigue |
| 9-11 | Success | Spell goes off immediately. Sorcerer takes fatigue. |
| 12 or more | Critical | Spell goes off immediately. Sorcerer does not take fatigue. |
Fatigue: Fatigue is fully recovered from a full, uninterrupted rest. It only accumulates through spell casting. This is not related to physic Fatigue.
Spells[edit]
1st Level:
Charm Person
Detect Magic
Floating Disc
Hold Portal
Light
Magic Missile
Protection from Evil
Read Languages
Read Magic
Shield
Sleep
Ventriloquism
2nd Level:
Continual Light
Detect Evil
Detect Invisible
ESP
Invisibility
Knock
Levitate
Locate Object
Mirror Image
Phantasmal Force
Web
Wizard Lock
3rd Level:
Clairvoyance
Dispel Magic
Fireball
Fly
Haste
Hold Person
Infravision
Invisibility 10' radius
Lightning Bolt
Protection from Evil 10' radius
Protection from Normal Missiles
Water Breathing
4th Level:
Charm Monster
Confusion
Dimension Door
Growth of Plants
Hallucinatory Terrain
Massmorph
Polymorph Others
Polymorph Self
Remove Curse
Wall of Fire
Wall of Ice
Wizard Eye
5th Level:
Animate Dead
Cloudkill
Conjure Elemental
Contact Higher Plane
Feeblemind
Hold Monster
Magic Jar
Pass-Wall
Telekinesis
Teleport
Transmute Rock to Mud
Wall of Stone
6th Level:
Anti-Magic Shell
Control Weather
Death Spell
Disintegrate
Geas
Invisible Stalker
Lower Water
Move Earth
Part Water
Project Image
Reincarnation
Stone to Flesh
- Main Page; The Liberation of Husbaleve