Stats
- Hit Dice: d6
- Weapon Proficiencies: 1 of your choice
- Armor Proficiencies: None
Class Equipment
Pick two at character creation
- Surge gloves: reroll damage dice spell, take higher result 1/day
- Apprentice Wand 2 AP: cast chosen Apprentice for 0 Mana, 3/day. Must be wielding the wand.
- Elemental charm: change damage type of spell, 1/day
- Spell echo ring: repeat last Novice spell cast as free action, 1/day
- Silent casting tattoo: cast one specific Novice spell you know, with Silent Metamagic. Choose the spell at character creation from the Novice Spells you know at level 1.
Spellcasting
As a spellcasting class, Sorcerers gain Mana based on their level and Spellcasting Modifier. See Learning Spells, and the Spellcasting Advancement Table for more information.
Core Features
| Level | Feature | Description |
|---|---|---|
| 1 | Instinctive Magic | Reduced AP costs for signature spells |
| 2 | Mana Leech | Sacrifice HP or drain enemies for mana |
| 3 | Arcane Substitution | Use magic instead of other skills |
| 4 | Magical Conduit | Channel spells through objects and weapons |
| 5 | Path Selection | Choose path; Journeyman Class Tier |
Instinctive Magic
You may choose 1 Novice spell you know that can be cast once per combat for 1 AP less than normal. Each time you learn a new spell level (Levels 1, 5, 10, 14, and 17) you may pick one additional spell at least 1 level below that new spell level to add to your list of Instinctive Spells. You cannot change these, nor can you select the same spell multiple times.
Example: at Level 10, when you learn Expert Spells, you may pick any one Journeyman spell or lower to add to your Instinctive spells.
Mana Leech
Frequency: Once per day, Choose one effect:
- Self-Sacrifice: Sacrifice any amount of HP to gain 1 mana for every 3 HP sacrificed
- Drain: Make a successful Agility or Melee skill check (your choice) against an enemy to steal mana from them based on your Sorcerer Class Tier and gain that much mana yourself
| Class Tier | Mana Drained |
|---|---|
| Apprentice | 1 |
| Journeyman | 3 |
| Expert | 5 |
| Master | 7 |
| Legendary | 10 |
Arcane Assistance
Cost: 3 Mana
Frequency: Once per day
Effect: You may use your Spellcasting skill instead of any other skill to help you Aid Another in a Skill Check.. You must describe how you’re using magic to accomplish the task. This does not need to replicate an effect one of your spells provides. Just like Aid Another, this cannot be used with Combat Skills.
Examples: Using Spellcasting instead of Athletics to use a levitate effect to help someone jump over a chasm, or instead of Perception to magically help someone sense hidden people.
Magical Conduit
Frequency: Once per day
You can channel spells through weapons, objects, or gear you’re holding or wearing, changing their delivery method. This does not create enchantments - the spell activates immediately when the condition is met and is expended as normal.
Examples:
- Channel a touch spell through your dagger - deliver the spell effect when you hit with a melee attack instead of needing a separate touch
- Channel a spell through a thrown rock - the spell activates when the object hits the target
- Channel an area effect spell through an object you place - the spell emanates from that object’s location instead of from you
- Channel a protective spell through your cloak - the spell activates automatically when you’re attacked
- Channel a spell through a piece of jewelry - the spell activates when someone touches the pendant or ring
- Channel a spell through a mirror to hit around corners, bypassing line of sight requirements
Path Selection (Level 5)
At Level 5, Sorcerers must choose their specialization path:
- Spellweaver Path specializes in disciplined magic, precise spell control, and enhanced metamagic. They excel at shaping their raw power into exact forms and mastering the technical aspects of spellcasting.
- Wild Mage Path specializes in chaotic magic, unpredictable surges, and powerful but risky effects. They excel at channeling raw magical chaos and embracing the dangerous side of arcane power.
Spellweaver Path
| Level | Feature | Description |
|---|---|---|
| 5 | Spell Shaping | Modify spells as you cast them |
| 6 | Spell Threads | Enhanced spell sustaining |
| 7 | Flawless Casting | Cast spells without provoking Reaction Attacks |
Spell Shaping
When casting any spell, you may make one of the following modifications to a spell without additional cost:
- Change the damage type to any other damage type (including Bludgeoning, Piercing, or Slashing)
- Change the spell’s shape (Line/Blast/Cone) to any other shape
- Converting between shapes requires modification for balance:
- Line → Cone: divide by 2 (round up)
- Line → Blast: divide by 3 (round up)
- Cone → Blast: divide by 2 (round up)
- So a Line 8 spell would become either a Cone 4 or a Blast 3spell, and a Cone 4 spell would become a Blast 2 spell
- You can reverse this math to go the opposite direction too; e.g. a Blast 3 spell would become a Line 9 spell
- Converting between shapes requires modification for balance:
- Delay the spell’s effect by up to 3 rounds (spell activates automatically at chosen time)
- Spread a damage spell’s effect across multiple rounds (divide damage evenly over 2-3 rounds)
Spell Threads
You can Sustain 1 extra spell per round. You must still pay the normal cost to Sustain each spell. If any external factor would break your concentration, you lose Sustain on both spells at the same time.
Flawless Casting
You can cast a spell while threatened without provoking Reaction Attacks.
Wild Mage Path
| Level | Feature | Description |
|---|---|---|
| 5 | Wild Casting | Trade control for power |
| 6 | Chaotic Surge | Random beneficial effects on critical casting |
| 7 | Wild Success | Turn critical failures into chaotic successes |
Wild Casting
When casting any spell, you may choose to “lose control” - the spell targets a random enemy within the normal range of the spell (you don’t choose which enemy), but the spell gains either an additional round of duration OR 1 extra damage die (your choice when casting).
Chaotic Surge
Trigger on natural 05 or less on spellcasting rolls. You may also voluntarily trigger this ability once per day.
Roll 1d4:
| d4 | Effect |
|---|---|
| 1 | Increase damage dice by 1 step (d4→d6→d8→d10→d12→d20) |
| 2 | No mana cost |
| 3 | Spell echoes next round (targets different target, effects/damage halved) |
| 4 | Spell affects additional random target |
Wild Success
Frequency: Once per day
When you critically fail any roll, you may choose to turn it into a “wild success” - you achieve a Normal Success at your original goal, but with massive unintended consequences that affect the entire scene (GM’s discretion).
GM Note: These consequences should be significant and interesting, not trivial. They should have some negative aspects but not be entirely negative - think “dramatic complications that create new opportunities and challenges” rather than simple punishments.