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