Friday, November 30, 2012

Fantasy Core RPG: The Sorcerer


FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF 
NPC PDF

NPC Index

The Sorcerer
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
1st
+0
+0
+0
+2
2nd
+1
+0
+0
+3
3rd
+1
+1
+1
+3
4th
+2
+1
+1
+4
5th
+2
+1
+1
+4
6th
+3
+2
+2
+5
7th
+3
+2
+2
+5
8th
+4
+2
+2
+6
9th
+4
+3
+3
+6
10th
+5
+3
+3
+7
Description: Most magic Sensitives are discovered early on and are referred to either the Wizard Council or the Church (Paladin training), depending on the nature of their abilities. A few slip through the cracks.  Usually a Sensitive is lacking the training to cast spells and is only a slight danger to anyone (poltergeist-like effects, firestarter, etc) or might have some minor, uncontrolled healing ability or can sense undead/demons. 
A Sorcerer somehow had access to some spell knowledge or an unqualified instructor, and was able to figure out how to cast spells.  They are unable to really learn spells in a scholarly sense, and having few resources, a Sorcerer will only know a handful of spells. 
Hit Die: d6.
Prime Ability: Int.
Subprime Abilities: Str and Con.
Weapon and Armor Proficiency: Sorcerers are proficient with dagger, club, light crossbow, dart, staff, and short sword. They are proficient with leather armor (and magic Elven chain mail), but not with shields.
Standard Starting Gear: 5+1d10 GP, pack, 3 days rations, waterskin, 2 useful items, dagger or staff.

Spells
Sorcerers do not keep a spellbook, nor do they have access to a reliable mentor or magic organization.  If they read a read spell from a scroll or book or even see it performed, they will either intuitively understand it or (more likely) never figure it out.  They may learn up 5th level spells and only up to their Int bonus in spells per level (including Cantrips).  They may not cast any Ceremony spells.

A Player Character Sorcerer [the author shakes his head and sighs] may start with 0 and 1st levels spells, up to their Int Bonus, in each.  (So, up to 4 Cantrips and 4 1st level spells)  All further spells must be acquired in-game: bought, bartered, found, stolen, or observed (and if Read Magic isn’t one of your Cantrips, this is the only way you learn new spells). 

A Sorcerer may spend a day attempting to learn and practice a spell, DC 12 + Spell level vs Int Bonus + ½ level.  If successful, they learn the spell.  If unsuccessful, they must roll a DC 12 + Spell level Will Sv or permanently lose 1 Wis point.  (Yes, just like Call of Cthulhu, the more Saves you blow, the harder it is to make them.)  At 6 Wis, the Character becomes eccentric (Player’s choice on how to play that.)  At 3 Wis, the Character becomes hopelessly insane and is taken over by the Ref.  Choose new spells carefully.                  

An NPC Sorcerer could have anything in terms of spells.  A low-level Sorcerer having a high-level spell is almost certainly seriously demented.  By strange contrast, a high-level Sorcerer is probably a very cautious individual and only focuses on low-level spells.  A high-level Sorcerer with high-level spells must be a rather lucky person.    

Spellcasting
Sorcerers know few spells, but they are very good at the ones they know.  Spellcheck: Int bonus + 1/2 level vs. DC 8 + Spell Level.  With 3 cumulative failures in a turn/encounter, all magic use is suspended pending 1 turn of rest.  A spellcaster must roll to activate a spell, even if their Spell Check is greater than the spell’s DC.  A Natural 1 is a Botch, meaning all spellcasting is immediately suspended until the caster has had 1 turn of rest.  A Saving Throw against a spell has a DC of 12 + 1/2 caster level.

Notes
The trained spellcasters often regards Sorcerers as rabid dogs needing to be put down.
Sorcerers often live furtive lives, trying to stay a step ahead of the Wizard Council (or other authorities).  No legitimate person, organization, or government agency will have anything to do with them.  Only questionable employers (like crime syndicates and rebellions) will take them in.  A wealthy benefactor could keep them as a secret magic-user, but they’d have to be very discreet or very well connected.  

(Obviously this is a gimped Wizard.  However, their ability to cast virtually any standard spell at any caster level makes them extremely dangerous and potentially game-breaking.  They’d make great villains and very frustrating Characters, for Ref’s and players.)   

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