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Sorcerer
Among those who study the art of spell casting is a small group of renegades who refuse to follow a strict path. These people have studied long and hard to uncover secrets that were meant to be left undisturbed. Because of this research these men have discovered how to imitate clerical magic and have become known as sorcerers. However, there is a severe price for this knowledge. The gods have abandoned all who follow this path and sorcerers are hunted constantly by clerics, bounty hunters, and assassins. Life is difficult for these people and as a result they are forced to learn to fight and live on their own. Even with these problems, most sorcerers believe the risk is worth it. Besides, there are always people willing to travel with someone who has mastered multiple types of magic.


Prime Requisite: Intelligence
Minimum Score: A sorcerer must have a Wisdom of 13 or higher.
Experience Bonus: 5% for Intelligence of 13-15, 10% for Intelligence and Wisdom of 16-18.
Hit Dice: 1d4 per level up to 9th level. Starting with 10th level, +1 hit point per level, and Constitution adjustments no longer apply.
Maximum Level: 36
Armor: None; shield not permitted.
Weapons: Dagger, staff, blowgun, net, sling, and whip.

Special Abilities:
  1. Cast and memorize spells from the Sorcerer Spells list in the same manner as a magic-user.
  2. Sorcerers always suffer a -2 penalty to hit, damage, and saving throws when fighting against clerics and templars. This is because all sorcerers have been singled out and cursed by the gods.
Other Details:
Sorcerers use the magic-user experience, thaco, saving throw, and weapon mastery charts.


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