Sorcerer
O.C.C.
Alignment: Any
Attribute Requirements: I.Q. of 12 or higher.
Sorcerery, the ancient way of
magic. Across an infinite number of worlds, times, and places,
where magic energy flows free, the Sorcerers do dwell. They go by
many names, Black Mages, White Mages, Priests, Summoners,
Wizards, Witches, Warlocks, but the name of Sorcerer is the most
'universal' name to date. Sorcerers may have different talents
and areas of knowledges, but they are all the same in that they
weave the flows of magic to perform fantastic feats.
For an understanding of the personality of the Sorcerer, examples
cited the Palladium Fantasy Wizard & Warlock O.C.C.s are the
best.
Sorcerers &
Armour
Sorcerers have the same problems with armour as Palladium Fantasy
Wizards. However there are some extra notes to make. Iron is a
very powerful magic blocker, a person in a full plate suit of
iron armour would find themselves nearly invulnerable to all
effect magic (but not some attack spells, like lightning bolts or
fireballs). Meanwhile silver is a powerful medium for magic
energy (explaining it's effectiveness against vampires and
werewolves). Thusly, a Sorcerer wearing silver armour will not
find their abilities hampered in anyway. It should be noted
though, that silver armour costs 5x the price of normal armour,
weighs 10% more, has 25% less S.D.C, and loses 2 points of A.R.
Sorcerer O.C.C. Abilities & Bonuses
1. Talent: The first thing that should be determined is the Sorcerers field talent. Simply roll or choose from the table below.
2.
Minor Talents & Gifts(OPTIONAL)
If the GM allows it, a sorcerer can roll or choose on a second
table of minor talent table determined by their field talent.
Black Mage Table
- 01-41 - Dark Borne: The innate talent of the Black Mage is so great, that CA & CP bonuses gained at each new level of experience, are boosted by 10%. However, their bodies have become warped. Their skin is jet black, and their eyes become pupiless and glow yellow. This causes many Black Mages to be shunned and feared as "Dark Borne".
- 51-70 - Lightbane: This Black Mage, whether of evil or good alignment, is a source of perpetual dark energy. All sources of light within 5 meters (15ft) of the Black Mage, dim to half their usual intensity, even magical light, unless created by the Black Mage. Also, all of the Black Mages attacks, physical or magic do double damage to supernaturally good creatures. The Black Mage counts as supernatural evil despite all good intentions and indeals they may have.
- 71-00 - Daemon Sworn: Through some extraneous circumstances, not always of the mages choosing, the Black Mage has found himself linked to the race of daemons, deevils, and mazoku. The Black Mage will find themselves able to call on the power of the the dark ones with greater ease. All Black Magic which draws from a specific evil source (i.e., Gaav Flare, Dragu Slave, Laguna Blade, etc.) costs 35% less M.P. (this is not cumulative with the standard black mage bonus). However, the forces of evil will sooner or later attempt to force the Black Mage into their services, despite their alignment.
White Mage Table
- 01-30 - Darkbane: This White Mage is a perpetual source of light energy. All sources of light withing 5 meters (15ft) are increased by 50% of their usual intensity. Also, all of the White Mages attacks, magical or physical, do 50% more damage to supernaturally evil creatures. The White Mage counts as supernatural good.
- 31-70 - Healer: This mage is a natural borne healer. All Healing Magic , gains an extra +10% effect. However, this bonus is not added when being used to attack the undead.
- 71-00 - God Sworn: The White Mage has allegiance to a particular god (see PFRPG pg. 64), and is able to perform minor blessings. The White Mage at level one gets to select one specific blessing in place of a White Magic spell, and gains the Prayer of Communion. At levels 3, 6, 9, and 12, the White Mage gets one additional blessing (Prayers of Strength & Intervention can't be selected until level 9). Note that while White Mages may be in line for miracles from their god like other priests, their gods will expect much graver situations, as the White Mage has a greater variety of power than the common priest.
Shaman Table
- 01-50 - Communer: This Shaman has the talent of being able to 'commune' with their respective element(s). This gives the Shaman both abilities #9 & 10 from the PFRPG Warlock (see pg. 110). For Spirit Shamans, goto this link.
- 51-00 - Elemental Bond: This Shaman has the talent of being able to communicate with Elemental beings. This gives the Shaman abilities 7, 8, 11, and 12 from the PFRPG Warlock (see pg. 110 & 111). For Spirit Shamans, goto this link.
- Astral Mage: Spirit Shamans with no other Elemental Talent, may opt to take this Talent instead. They automatically start out with the spell Astral Portal, Astral Senses (as per Nightspawn World Book 1: Between the Shadows, pg. 52), and have 3d6x10+PE in terms of P.P.E. to create an Astral Domain.
Illusionist Table
- 01-50 - Dazzler: This Illusionist is known for putting a 'grand' touch on his magical mind tricks. Thusly, all Illusions designed to create fear or awe, have a +2 to their Horror/Awe Factor.
- 51-00 - Deciever: This Illusionist is able to make his illusions more 'convincing'. Thusly, all people attempting to disbelieve the illusion find their save vs. magical illusion at -2.
Wizard Table
- 01-30 - Diviner: The Wizard is skilled in using their magic to gain information. All Wizard Scrying Magic gets a 50% power increase (duration, range, informationed gain; the final is the GM's call).
- 31-60 - Temporalist: The Wizard in especially talented using their magic to warp Time & Space. All Temporal Wizard Magic costs 10% less (this bonus is cumulative with the standard wizard 20% bonus) and gains +10% power increase (duration, range, damage, etc.).
- 61-00 - Line Walker: The Wizard is at one with the power of the Ley Lines, and thusly gains abilities revolving around them. At level one the Wizard can select two of the Ley Line abilities (#1-7)from the Rifts Line Walker O.C.C. (see Rifts RPG. pg 83 & 84), and may select one more at levels 3, 6, 9, 12, and 15. Ley Line Phasing may not be selected until level 6.
Diabolist Table
- 01-50 - Reader: This Diabolist is well versed in reading all manner of magic symbols. Thusly, the Diabolist has Scribe Mage abilities #4 & #6 from PFRPG pg. 119.
- 51-00 - 'Bomb Squad': This Diabolist can literally detonate unfriendly wards, or even magic circles. This ability requires that the Diabolist be within atleast 1 meter's distance of the targeted ward/circle. They have a 15%+5% chance per level of safely destroying the magical symbol in a bright flash of magical fire. If they fail their skill role however, the Diabolist will suffer a nasty backlash, taking 1d4 hit point & 1d6 S.D.C. damage. By channeling 10 M.P. into the detonation effort, the Diabolist gains a +5% bonus to their skill percentage, up to a maximum bonus of +15%. This CAN be used to boost the skill above 98%, thus making it possible to not fail.
Summoner Table
- 01-50 - Summoners Horn: This Summoner was born with a unicorn like horn on their forehead. This horn enables the Summoner to communicate with animals and monsters, and the spirits of summonable creatures. Thusly, not only can the Summoner talk to animals, when drawing M.P. for summoning magic, they can draw twice as much M.P. in one action than they normally can (this is calculated after all other bonuses).
- 51-00 - Ancient Mark: Somewhere on the body of the Summoner, is a birthmark. This birthmark is actually a mystical circle of protection forever etched into their body. The character selects one Protection circle type, and gains all of the saving throw bonuses normally gained from the circle. Circles which prevent the entry of certain creatures instead prevent such creatures from actually touching the Summoner. Those with Protection from Undead can not be transformed into vampires, nor their bodies be used as undead legions after they pass away. However, the character's starting CA value is reduced by 10% of the M.P. cost of the circle, and their starting CP value is reduced by 25% of the M.P. cost of the circle.
3.
Common Knowledge Spells: While though the following are
considered Wizard Spells, they are not applicable to any of the
cost modifiers of Field Talent or Minor Talent. All Sorcerers
start with the following, Decipher Magic, Sense Magic, Blinding Flash, and Globe of Daylight.
4. Beginning Spells: The Sorcerer starts out with a certain number of spells, usually determined by their Field Talent.
Black & White Mages: These two opposing Mage types at level one get to select 4 spells from up to level 4 of their type (i.e., Black Mage gets four Black Magic Spells, and White Mages get four White Magic Spells), and two spells up to level 2 from one other category save their opposite type (i.e., Black Mage cannont select White Magic and White Mage can't select Black Magic).
Shamans: Shamans get to select four spells (total) up to level 3 from their dominant element(s), and two spells up to level 2 from any other category save their opposing element.
Illusionists: Illusionists get to select four Illusion spells, and one spell up to level 2 from any other category.
Wizards: Wizards get to select six spells from the Wizard Magic category.
Diabolists: At level one Diabolists select two Alarm Symbols, six Condition Symbols, know all numbers & colors, and can select two Major symbols accept for Permanence & Power, and one spell up to level 2 from any other category.
Summoners: At level one, Summoners know three Protection Circles, one Summoning Circle, and one Spell of Summoning, and one spell up to level 1 from any other category.
5.
Learning New Spells: With each new
level of experience the Sorcerer gains new knowledge. Thusly,
with each new level of experience, the Sorcerer can select one
new spell from their type, and every other level they have the
option of selecting from other magic disciplines save one
opposite their own (if such an opposite exists). The level of the
spell selected cannot exceed the character's own.
Diabolists: Can select one new Alarm or Condition Smybol every level, and can select one Major Symbol at levels 4, 8, and 12. (Permanece may not be selected through experience until level 8, but may be learned through reading before then).
Summoners: Can select one new Circle for each level of experience, and every 3 levels (i.e. level 3, level 6, etc). can select one new spell of summoning. Note that high end spells like Bahamut, Alexander, etc. should generally not be available through this fashion.
Also note that a Sorcerer at any time can learn magic from books,
scrolls, and other written mediums, from any discipline. See
The Pursuit of Magic in PFRPG for more details.
6. See & Use Ley LInes: See PFRPG pg. 107.
7.
Special Sorcerer O.C.C. Skills & Abilities:
Recognize Enchantment (All
Sorcerers): See PFRPG pg. 107.
Create/Use Existing Enchantment (Black Mage Only):
The Black Mage can create and use enchantments that mimic the
spells that the mage has learned. However, this ability is not
especially reliable, is costly to use, and lasts 10 minutes per
level of the Black Mage until level 8, when the effect becomes
permanent. Base Skill: 15%+3% per level. M.P. cost is 2x the cost
of the equivilant spell.
Magic Blast (Black Mage Only): The Black Mage can also form concentrated black magic energy blasts and direct them at whatever he/she desires. The magic bolts do 2D6 damage each, have a range of 3m (10ft) plus 1.5m (5ft) per level of experience, and cost 2 M.P. each. These bolts can be used as many times as the charecter has attacks per melee. The mage is at +3 to strike aimed, +1 to strike wild with this blast plus P.P. bonuses, and the blast has a +1 to penetration.
Dispel Enchantment (White Mage Only): The White
Mage has the power to dispel enchantments, so long as they know
what that enchantment is and use double the M.P. of the casting
cost of the enchantment. That might sound pretty steep, but
honestly-would you rather suck it up and pay the M.P., or would
you rather set off the three dozen death wards?
Minor Heal (White Mage Only): The White Mage has adapted his/her powers so well that he/she can heal 1D6+2 HP or SDC for 2 M.P.up to 60ft away, as many times as they have M.P. and attacks per melee.
Dispel Element (Shaman Only): Shaman's are able
to literally dispel certain aspects of elements that they oppose.
By making a skill roll and expending a certain ammount of M.P.,
the Shaman can cancel out opposing Elemental Shaman Spells, or
even opposing Elementals. Base Skill: 15%+3% per level. M.P.
is 2x the cost of the spell, or in the case of an
Elemental, 100 M.P.
Elemental Manipulation (Shaman Only): Elementals have a minor natural control over their element(s) of choice, enabling them to perform simple tricks. All abilities cost 2 M.P. and have a range of 3m (10ft) plus 1.5m (5ft) per level of experience when applicable.
Air: The Shaman can create a sharp breeze which is strong enough to stuff out candles, move doors, create noise, etc.
Earth: The Shaman can summon up a large rock (to be held in one's hand) out of nowhere.
Fire: The Shaman can summon up a small ball of fire which can be hurled. The ball explodes on impact for 2d6 damage and has a 50% chance of setting combustibles on fire. The mage is at +3 to strike aimed, +1 to strike wild with this blast plus P.P. bonuses, but the blast has a no bonus to penetration.
Spirit: The Shaman can call a spirit wisp to attack a target for 1 point of Spirit damage and 1d4 physical damage.
Water: The Shaman can make a bucketful of water appear out of nowhere and soak a target. Against Vampires and Fire Elementals this does 2d6 damage.
Dispel Illusion (Illusionist Only): The Illusionist is
the only Sorcerer that can totally obliterate other Illusions
without flexing any amount of power. If the
Illusionst makes his saving throw against another Illusion, he
will know the falsehood of what he percieves, and can dispel it
by unraveling the magical energies used to hold the deception
together. Base Skill: 20%+5% per level.
Disappearing Act (Illusionist Only): The Illusionist, can, for an instant or so, become completely invisible. This ability uses 2 M.P. and makes the Illusionist invisible until after his next action, enabling him to thus disappear, perform an action, then reappear. The Illusionist can be viewed by See Invisible and all other forms detection which would pierce the Invisibility: Simple spell.
Recognize Magic (Wizard Only): See PFRPG pg. 107.
Teleport Charm (Wizard Only): The Wizard is able to enchant one non-living personal object per even level of experience, weighing up to 4kg, which can be summoned to them at any given time from literally any location.
Scribe Mage (Diabolist Only): Diabolist
abilities #1-3, see PFRPG pg. 119.
Air Rune (Diabolist Only): The Diabolist is able to gesture through the air and basically 'cast' a SINGLE Ward Symbol as if it were a spell. Doing this costs 50% the cost of the ward (after the standard Diabolist reduction).
Mad Mage(Summoner Only): Summoner abilities
#1-4, see PFPRPG pg. 135 & 136.
Call Beast (Summoner Only): Out of nowhere the Summoner can call a wild animal to strike a target once then disappear. This ability costs 4 M.P. From levels 1-5 this ability can range from any bird of prey to the smaller sized fierce animals, such as wolves, bobcats, lynxes, etc. After level five the ability can call upon creatures like lions, tigers, bears (oh my!), and the like, but will not be able to range into massive creatures such as elephants, rhinos, hippos, or the like. Also note that when in our around water, this ability can summon aquatic animals aswell.
8.
Magic Bonuses:
Black & White Mage Bonuses: +4 to save vs.
Horror Factor.+1 to save vs. Magic at levels 2, 3, 5, 7, 9, and
12.Spell power is +1 at levels 2, 3, 5, 7, 9, and 12.
Shaman Bonuses: +2 to save vs. Horror Factor (+6
against Elemental beings), +1 to save vs. Magic, Possession, and
+1 to Spell Power at levels 3, 6, 10, and 14.
Illusionist Bonuses: +2 to save vs. Horror
Factor (+8 against illusion HF), +6 to save vs. Illusions
(psychic or magic), +1 to save vs. Magic & Spell power is +1 at levels 2, 3, 5, 7, 9, and 12.
Wizard Bonuses: +4 to save vs. Horror Factor. +1
to save vs. magic at levels 3, 6, 9, 12, and 15. Spell Power is
+1 at levels 2, 4, 8, 12, and 15.
Diabolist Bonuses: +3 to save vs. Horror Factor.
+1 to save vs. magic at levels 2, 5, 10, and 15. Impervious to
their own wards. +1 to Ward Strength at levels 5, 10, and
fifteen.
Note: Spell Power Bonuses are at half for spells outside of the Sorcerer's area of study.
Summoner Bonuses: +5 to save vs. Horror Factor. +1 to save vs. magic at levels 2, 5, 10, and 15. +1 to Spell Power at levels 2, 4, 8, 12, and 15. At level 4, can control the blast radius of Summons up to 80 MP in cost, at level 8, can control the blast radius of Summons up to 120 MP in cost, at level 12, can control the blast radius of Summons up to 160 MP in cost.
9. Channeling Ability & Channeling Potential: All Sorcerer's have the same relative Channeling Ability and Potential, unless modified by Minor Talent. A Sorcerer's starting Channeling Ability is equal to their Mental Endurance plus their Physical Endurance times two. That's 2(M.E.+P.E.). Their starting Channeling Potential is equal to their C.A. times two. That's 2[2(M.E.+P.E.)]. The Sorcerer's C.A. increases by the average of their M.E. & P.E. attributes (That's (M.E.+P.E.)/2) with each new level of experience. At levels 5, 10, and 11, their C.P. increases by the sum of their M.E. & P.E. times 2. That's 2(M.E.+P.E.).
10. Wards: All Sorcerers can learn Wards. The number
of wards or "ward phrases" that any sorcerer can energize:
Level One: The average of their M.E. & P.E.
attributes (That's (M.E.+P.E.)/2), per 24 hour period.
Level Three: Twice the average of their M.E. & P.E.
attributes, per 24 hour period.
Level Nine: Three times the average of their M.E. & P.E.
attributes, per 24 hour period.
Level Fifteen: Four times the average of their M.E. & P.E.
attributes, per 24 hour period.
O.C.C. Skills, O.C.C. Related Skills, Secondary Skills, Starting Equipment, Armour, Weapons, Money, & Exp Tables.
Dependant upon the Sorcerer's Field Talent. Note: All Mages CAN learn Gymnastics as a Physical Other Skill or Secondary Skill.Black Mages & White Mages alike have their respective O.C.C.'s found on Lazar's Website. Wizards, Shamans(Warlocks), Summoners, Diabolists all have their respective O.C.C's found in the PFRPG Book. Illusionists have the same as Wizards.