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
|
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.