Cyllian:Sorcerer

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Revision as of 18:18, 22 July 2016 by 104.180.226.135 (talk) (Complexity 1 Spells)
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The Sorcerer is a character with the ability to learn and manipulate magic.

Sorcerer Abilites Table

Levels Experience Points Hit Dice Combat Bonus Magic Bonus Spells Known
1 0 4 +0 +1 1 - - - - -
2 125 6 +0 +1 2 - - - - -
3 250 8 +0 +1 2 1 - - - -
4 500 10 +0 +2 2 2 - - - -
5 1000 12 +0 +2 2 2 1 - - -
6 2000 14 +1 +2 3 2 2 - - -
7 4000 16 +1 +3 3 2 2 1 - -
8 8000 18 +1 +3 3 3 2 2 - -
9 16000 20 +1 +3 3 3 2 2 1 -
10 32000 22 +1 +4 3 3 2 2 2 -
11 64000 24 +2 +4 4 3 3 2 2 1
12 125000 26 +2 +4 4 4 3 3 2 2

Hit Points

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

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

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

To come....

Combat Bonus

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

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

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

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.

Complexity 1 Spells

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

Purify Food & Water

Read Magic

Read Languages

Remove Fear

Shield

Silence

Sleep

Sound

Strength

Travel

Turn Undead

Unseen Servant

Complexity 2 Spells

    • 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