The Sorcerer
On rare Occasion, there is born unto the world, a figure cloaked in mystery and intrigue, The Sorcerer, born from humble origins but marked by an enigmatic connection to the arcane forces that shape the world. From a young age, they display a natural affinity for magic, their every movement imbued with a subtle, otherworldly grace. With no formal training, they delve into ancient tomes and whispered incantations, harnessing the raw power of the cosmos with an instinctual understanding that defies explanation. Sorcerers eschew the need for spellbooks or patron deities, instead harnessing their own innate magic to uncover new ways to wield their power.
Sorcerers are rare and often find themselves drawn to the adventurous life, as their magic refuses to remain dormant. The power within them yearns to be unleashed, often erupting in unpredictable ways if left unattended. Motivations for adventure among sorcerers range from seeking understanding of their magic to unlocking its full potential or even attempting to rid themselves of it altogether.
Despite potential limitations in their magical knowledge, sorcerers are invaluable assets to adventuring parties due to their flexibility in utilizing their spells.
As they journey through the land, their path intertwines with fellow adventurers and seekers of knowledge, drawn together by a shared quest for understanding and enlightenment. Together, they face untold dangers and unearth forgotten secrets, forging bonds in the crucible of adventure and adversity.
Yet, despite their prowess and accomplishments, the Sorcerer remains a solitary figure, a lone wanderer often mocked by other spell casters. With each new discovery, their understanding of magic deepens, their mastery over the arcane arts growing stronger with every passing day.
Now, standing at the crossroads of destiny, they gaze out upon the horizon, their eyes alight with the flickering flames of possibility. Their journey is far from over, and the true test of their P.S. and courage lies ahead, in the shadowed depths of the unknown. Armed with nothing but their wits, determination, and the boundless power of their magic, they stand ready to face whatever challenges may come, knowing that their destiny is theirs to shape amidst the swirling currents of fate.
Creating a Sorcerer
When creating a sorcerer character, determining the origin of their power is paramount. Whether tied to a draconic bloodline or wild magic, the source of their magic is a defining aspect. The character's attitude towards their power, whether embraced, mastered, or feared, shapes their journey. Questions of blessing or curse, seeking or rejecting power, and the intended purpose of their abilities are all key considerations.
O.C.C. Bonuses:
- Sorcerous Origin: At level one, the sorcerer selects a sorcerous origin, which determines their magical specialization and grants unique abilities. (see Below)
- Natural Magic Affinity: Sorcerers have an inherent understanding and connection to magic. They can instinctively sense the presence of ley lines, magical energy, and enchanted items within a 100-foot radius, with a 90% accuracy rate.
- Spellcasting: Sorcerers cast spells using their innate magical abilities, rather than spellbooks or external sources. They start with knowledge of four spells at level one, and gain an additional 2 spells per level starting at Level 2. They cast spells at half the P.P.E. cost.
- Magical Resilience: Sorcerers have an inherent resistance to magical effects. They receive a +2 bonus to save vs. magic at level one, increasing by an additional +1 at levels 4, 8, and 12.
- Sorcerous Channeling: At level three, the sorcerer gains the ability to channel magical energy more efficiently. They can convert P.P.E. (Personal Psychic Energy) into S.D.C. (Structural Damage Capacity) at a 1:1 ratio. This allows them to reinforce their physical form with magical energy, providing additional protection against physical harm.
- Metamagic Mastery: Beginning at level five, the sorcerer learns to manipulate the fundamental properties of spells with greater finesse. They gain access to Metamagic abilities which they can apply to their spells by expending additional P.P.E. These Metamagic abilities enhance the potency, range, or duration of their spells, granting them greater versatility in combat and utility. As a Sorcerer's knowledge of magic grows, he can learn to cast spells in ways slightly different from how the spells were originally designed or learned. A Sorcerer can learn to cast without having to say it's magical words, to cast a spell for greater effect, or to cast without anything but a moment's thought. Preparing and casting a spell in such a way is harder then normal,but thanks to the Magical Enhancement skills, at least it is possible. Any spell so adjusted through a Magical Enhancement skill is considered to be a spell of the next higher level in difficulty to learn or teach (ie: A third level spell would be considered a 4th level spell etc...) and PPE cost. There are several Magical Enhancement skills that can be applied to a spell. Each skill that is used changes the spell complexity as stated above cumulatively. (ie the 3rd level spell is modified with 3 Magical Enhancement skills and so becomes a 6 level spell in terms of complexityand cost). The Magical Enhancement Skills are as follows:
- Empower Spell: With this skill, spells can be made to cast to greater effect. damage, beings affected and variable numerical values of like effect of the empowered spell are doubled. 5% per level chance of success.
- Enlarge Spell:With this skill, spells can be made to cast farther. Range and area affect are doubled. 5% per level chance of success.
- Extend Spell: With this skill, spell effects can be made to last longer. Spell duration is doubled. 5% per level chance of success.
- Heighten Spell: With this skill, spells can be made to be cast as if they were of higher level. Spell effects dependent of spell level are calculated to the heightened level. Level of the spell is effectively doubled. 5% per level chance of success.
- Maximize Spell: With this skill, spells can be cast to maximum effect. damage, beings affected and variable numerical values of like effect of the maximized spell do maximum effect. 5% per level chance of success.
- Quicken Spell:With this skill, spells can be cast at a moments thought. Casting time for a quickened spell is so fast the spell casting is considered a free action and not subject to initiative. 5% per level chance of success.
- Silent Spell: With this skill, spells can be cast Silently. Incantations nessesary to cast spells become mental, no vocalization is nessesary. 5% per level chance of success.
- Still Spell: With this skill, spells can be cast without gestures. Incantations nessesary to cast spells become totally mental or vocal. 5% per level chance of success.
- Adamant Spell: When you cast a spell, you can spend P.P.E. equal to 1 + the level of the spell to make it immune to anti-magic spells like counterspell, dispel magic, or anti-magic field.
- Adjacent Spell: When you cast a spell that requires you to make a ranged spell attack while there is an enemy creature within 5 feet of you, you can spend 1 P.P.E. to make your ranged spell attack automatically hit.
- Blinding Spell: When you cast a spell that deals fire or radiant damage, you can spend 1 P.P.E. to force one target of the spell to make a P.E. saving throw. On a failed save, the target blinded for one minute. The creature can repeat their saving throw at the start of each turn, ending the effect on a success.
- Brutal Spell When you cast a spell that deals damage, you can spend 2 P.P.E. to empower the casting. If you roll the highest number of any of the spell's damage dice you can roll that die again and add it to the total damage. However, if you roll the lowest number on any of the spell's damage dice, you remove that die, and its damage, from the total damage of the spell.
- Cerebral Spell When you cast a spell that forces an I.Q or M.A. saving throw, you can spend 3 P.P.E. and change the spell's saving throw to target the other ability score instead. This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.
- Concussive Spell When you cast a spell that deals bludgeoning or thunder damage, you can spend 1 P.P.E. to force one target of the spell to make a P.S. saving throw. On a failed save, the target is knocked prone. Large or larger creatures have a +1 advantage on their P.S. saving throw.
- Esoteric Spell When you cast a spell that deals damage, you can spend 1 P.P.E. to change the damage dice type of the spell.
- Imbued Spell When you cast a spell that has a range of self, you can spend P.P.E. equal to 1 + the level of the spell to instead cast it with a range of touch, targeting a willing creature. If the spell requires concentration, the creature you cast the spell on must concentrate on the spell.
- Kinetic Spell When you cast a spell that forces a P.S. or a P.P. saving throw, you can spend 2 P.P.E. and change the spell's saving throw target the other ability score instead. This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.
- Linked Spell When you cast a spell, you can spend 2 P.P.E. and touch a willing creature within 5 feet, expending P.P.E. to cast the spell in place of yours.
- Misdirecting Spell When you cast a spell that originates from you, you can spend 3 P.P.E. to cause the spell to appear as if it had originated from a point you can see within 30 feet.
- Overcharged Spell When you cast a spell has only one target, and requires you to make a ranged spell attack roll, you can spend 2 P.P.E. to increase the critical hit range of that spell, allowing you to score a critical hit on a roll of 19 or 20 on the d20.
- Potent Spell When you cast a spell that deals damage, you can spend 1 P.P.E. to have the spell to ignore a single target's resistances to the damage of the spell.
- Recycled Spell When you cast a spell, you can spend 1 P.P.E. to possibly conserve your arcane energy. If the spell misses or fails to take effect, you can use your reaction to regain the PPE of at least one level lower then the spell cost of the cast spell.
- Resolute Spell When you cast a spell that forces a M.E. or a P.E. saving throw, you can spend 2 P.P.E. and change the spell's saving throw target the other ability score instead. This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.
- Savage Spell When you cast a spell that deals damage, you can spend 1 P.P.E. to change the spell's Number of Dice damage type. 1PPE per dice
- Seeking Spell When you make an attack roll for a spell and miss, you can spend 2 P.P.E. to re-roll the d20. You must use the new d20 roll, potentially turning a missed attack into a hit. You can use Seeking Spell if you have already used a different Metamagic ability during the casting of the spell.
- Shielded Spell When you cast a spell you can spend 2 P.P.E. to ignore the effects of that spell for its entire duration.
- Silent Spell When you cast a spell, you can spend 1 P.P.E. to cast a version of that spell that produces no sound. However, you must still speak the verbal components of the spell aloud as this Metamagic only removes the sound of the spell itself.
- Sturdy Spell When you cast a spell that requires your concentration, you can spend P.P.E., up to your M.E. modifier (minimum of 1), to empower your focus. For each P.P.E. you spend, you gain a +1 bonus to the first saving throw you make to maintain your concentration on that spell.
- Unerring Spell When you cast a spell that requires an attack roll or a P.P. saving throw, you can spend 1 P.P.E. to ignore the effects.
- Unstable Spell When you cast a spell that forces a target to make a saving throw, you can spend 2 P.P.E. to have the initial saving throw target an ability score determined by random chance. Roll a d12, and the spell's initial saving throw is changed to target the ability score from the list below. If you roll a 1, your spell immediately fails. However, only the 2 P.P.E. you spent to use this ability are wasted, and you regain the spell slot you used to cast the spell.
Roll D12 | Targeted Ability |
1 | Spell Failure |
2-3 | P.S. |
4-5 | P.P. |
6-7 | P.E. |
8-9 | M.A. |
10 | I.Q |
11 | M.E. |
12 | Your Choice |
- Arcane Recovery: At level seven, the sorcerer gains the ability to recover expended magical energy more quickly. Once per day, they can meditate for one hour to regain a portion of their spent P.P.E. equal to their M.E. attribute number multiplied by their level.
- Sorcerous Ascendance: Upon reaching level ten, the sorcerer transcends mortal limitations receive a permanent +10% bonus to all rolls involving the manipulation of magical energy, such as spellcasting, dispelling, and identifying magical items.
- Master of Magic: At level twelve, the sorcerer attains mastery over their magical abilities. They gain a +3 bonus to spell Strength., duration, and range for all spells cast.
O.C.C. Limitations:
- Mystic Affliction: Sorcerers are constantly attuned to the ebb and flow of magical energies, making them susceptible to magical disturbances and disruptions. They suffer a -10% penalty to save vs. magic when targeted by spells or magical effects that specifically target their mental or physical well-being.
- Arcane Overload: The inherent volatility of magic poses a constant risk to sorcerers. Whenever they cast a spell, there is a chance of triggering a magical backlash, resulting in unintended consequences or side effects. The chance of a magical surge occurring increases with the level and power of the spell cast, as well as the presence of external magical influences or disturbances. 10%+5%per Level. Magical Disturbances add +20%. The result of an overload can be rolled on the Magical random effects table.
- Mystical Prejudice: Due to their unconventional approach to magic and lack of formal training, and often unpredictable results of their casting, sorcerers often face prejudice and suspicion from traditional arcane institutions and practitioners. They may encounter difficulty gaining acceptance or recognition within established magical circles and may be viewed with skepticism or distrust by other spellcasters.
Player Notes: Sorcerers are wielders of innate magical power, drawing upon their natural affinity for magic to shape reality according to their will. They are versatile spellcasters capable of adapting to a wide range of situations, from combat to exploration to diplomacy. However, their susceptibility to magical disturbances make them vulnerable in certain circumstances, requiring careful management of their resources and strategic planning in encounters with magical adversaries. With mastery over their arcane abilities, sorcerers can become formidable forces on the battlefield and agents of change in the world of Palladium.
Sorcerous Origins
Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic.
- Wild Magic: Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the
Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.
- Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the GM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
- Tides of Chaos: Starting at 1 st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the GM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
- Bend Luck: Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
- Controlled Chaos: At 10th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
- Spell Bombardment: Beginning at 14th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to
the damage. You can use the feature only once per turn.
WILD MAGIC SURGE |
D100 | Effect | D100 | Effect |
01-02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | 51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AR and immunity to magic missile. |
03-04 | For the next min ute, you can see any invisible creature if you have line of sight to it. | 53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
05-06 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. | 55-56 | Your hair falls out but grows back within 24 hours. |
07-08 | You cast fireball as a 3rd-level spell centered on yourself. | 57-58 | For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. |
09-10 | You cast magic missile as a 5th-level spell. | 59-60 | You regain 2 isp |
11 -12 | Roll a D10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. | 61-62 | For the next minute, you must shout when you speak. |
13-14 | You cast confusion centered on yourself. | 63-64 | You cast fog cloud centered on yourself. |
15-16 | For the next minute, you regain 5 hit points at the start of each of your turns. | 65-66 | Up to three creatures you choose within 30 feet of you take 4dl0 lightning damage. |
17-1 8 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. | 67-68 | You are frightened by the nearest creature until the end of your next turn. |
19-20 | You cast grease centered on yourself. | 69-70 | Each creature with in 30 feet of you becomes i nvisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
21 -22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. | 71-72 | You gain resistance to all damage for the next minute. |
23-24 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. | 73-74 | A random creature with in 60 feet of you becomes poisoned for 1D4 hours. |
25-26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom(Perception) checks that rely on sight. | 75-76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
27-28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1bonus action. | 77-78 | You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. |
29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. | 79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
31-32 | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. | 81 -82 | You can take one additional action immediately. |
33-34 | Maximize the damage of the next damaging spell you cast within the next minute. | 83-84 | Each creature within 30 feet of you takes 1D10 damage. You regain hit points equal to the sum of the damage dealt. |
35-36 | Roll a dlO. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. | 85-86 | You cast mirror image. |
37-38 | 1D6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. | 87-88 | You cast fly on a random creature within 60 feet of you. |
39-40 | You regain 2d10 hit points. | 89-90 | You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. |
41-42 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. | 91-92 | If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
43-44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. | 93-94 | Your size increases by one size category for the next minute. |
45-46 | You cast levitate on yourself. | 95-96 | You and all creatures with in 30 feet of you gain vulnerability to piercing damage for the next minute. |
47-48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. | 97-98 | You are surrounded by faint, ethereal music for the next minute. |
49-50 | You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. | 99-00 | You regain all expended sorcery points. |
- Draconic Bloodline: Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
- Dragon Ancestor: At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
D10 roll | Draconic Ancestry | Dragon Damage Type |
1 | Black | Acid |
2 | Blue | Lightning |
3 | Brass | Fire |
4 | Bronze | Lightning |
5 | Copper | Acid |
6 | Gold | Fire |
7 | Green | Poison |
8 | Red | Fire |
9 | Silver | Cold |
10 | White | Cold |
- You can speak, read, and write Draconic. Additionally, whenever you make an M.A. check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Draconic Resilience: As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AR equals 13 + your P.P. modifier.
- Elemental Affinity: Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your P.E. modifier to one damage roll of that spell.
- Dragon Wings: At 10th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
- Draconic Presence: Beginning at 14th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a M.E. saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Sorcerer OCC
Alignment: Any
Attribute Requirements: Minimum I.Q. of 12 and minimum M.E. of 10.
Race: Any
O.C.C. Bonuses: +1 to pull punch, and + 1 to save vs horror factor at levels 1,3,7, l0 and 13.
O.C.C. Skills:
Languages: Native Tongue at 98% plus two of choice (+10% each)
Literacy: Two of choice (+ 15%)
Research:(+20%)
Lore: One of choice (+15%)
Mathematics: Basic (+20%)
W.P. One of choice Hand to hand: basic can be selected at the cost of one "other" skill, or hand to hand: expert for the cost of two "other" skills or to Martial Arts for the cost of 3)
O.C.C. Related Skills: Select eight other skills at level one, plus 1 per level starting at level 2. All new skills start at Level. One proficiency
Communications: Any (+5%)
Domestic: Any (+5%)
Espionage: Forgery, Escape Artist and I.Q only (all +5%)
Horsemanship: General Only
Labour: Any
Magical/Religious: Any
Medical: Any (+15%)
Military: Any
Naval: Any
Performing Arts: Any (+15%)
Physical: Any
Rogue: Any
Science: Any (+5%)
Scholar/Noble/Technical: Any (+5%)
Weapon Proficiencies: Any, except Large Axes, Pole Arms and Lance.
Wilderness: Dowsing, Identify Plants & Fruits, Preserve Food and Wilderness Survival only.
Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Level. One proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.
Starting Equipment: Two sets of clothing, a robe or cloak with a hood, boots, a pair of soft leather gloves, belt, bedroll, backpack, a medium-sized to large purse/satchel, two small sacks, a water skin, 3D4 sheets of parchment paper, a 100 page notebook, three crow quill pens, two bottles of ink (each may be a different color), 1D4 sticks of graphite, 1D4 sticks of chalk, 1D4 candles, a wooden cross, small mirror, and a tinder box.
Armour: Starts with soft leather (A.R. 10, S.D.C. 20).
Weapons: A knife and one additional weapon of choice. All are basic S.D.C. weapons of Medium quality. Magic weapons and additional items must be acquired later. Favorite weapons among Sorcerers include the knife, short sword, staff, blunt weapons, sling and cross bow.
Money: The character starts with 100 in gold. Additional money will come from payment for services rendered and/or the acquisition of booty.
Experiance And Magic Combat:
Level | Magic Combat | Cantrip Use/Level | Spell Use/level | Experience |
1 | +1 vs. Spell Magic | 2 | 0 | 0-2,240 |
2 | +1 vs. Circles/Wards | 4 | 1 | 2,241-4,480 |
3 | +1 Spell P.S. | 6 | 2 | 4,481-8,960 |
4 | 2 spell attacks/melee | 8 | 3 | 8,961-17,920 |
5 | +1 vs. Spell Magic | 10 | 4 | 17,921-25,920 |
6 | +1 vs. Circles/Wards | 12 | 5 | 25,921-35,920 |
7 | +1 Spell P.S. | 14 | 6 | 35,921-50,920 |
8 | +1 Fae Magic | 16 | 7 | 50,921-70,920 |
9 | +1 vs. Circles/Wards | 18 | 8 | 70,921-95,920 |
10 | +1 vs spell magic | 20 | 9 | 95,920-135,920 |
11 | +1 spell P.S. | 22 | 10 | 135,921-185,920 |
12 | +1 vs Fae Magic | 23 | 11 | 185,920-225,920 |
13 | +1 vs. Spell Magic | 26 | 12 | 225,920-275,920 |
14 | +1 vs circles/wards | 28 | 13 | 275,920-335,920 |
15 | +1 spell P.S. | 30 | 14 | 335,920-375,920 |
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