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====Sorcerers==== If we kept the spells for sorcerers, we might say something like this: all sorcerers begin knowing all the appropriate 1st level spells for their provinces. Further spells will have to be bought, found, traded, or stolen. Casting calls for a Simple contest in which the sorcerers rolls INT + PER + Sorcery versus the spell’s CR. The CR is +5 for 1st level spells and increases by +1 for each further level (so 9th level spells are CR +13) Sorcerers who use all 4 provinces are limited to spells of level 1-2. Further power requires specialization. Rejecting 1 province allows knowledge of spells up to level 4, while rejecting 2 provinces allows knowledge up to level 6. The ability to cast spells of levels 7+ requires committing to one and only one elemental province. One-province sorcerers are not distrusted because everybody thinks they are part of the True Flame (that’s such a dumb rationale), but rather because the heavy-hitter sorcerers are all specialists. Even when they are aligned with you, having a nuclear bomb nearby is disconcerting. Of course, you could be specialized and have no particular power to speak of, but that’s not commonly realized. On the other hand, even the humblest village has a healer or cunning man with some first-level spells and no specialty; they are respected like any other craftsman, but not feared.
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