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Even the mightiest warriors fear Sorcerers, because their magical power is beyond any other. Ranging from necromancers, to elemental wizards, to white mages. They come with many names and titles, but their strengths are the same: incredible power. There is a drawback to harnessing all that magic however, which is less physical movement. Their muscles do not get to grow the same as most people's because long hours of careful precision, meditating, and staying perfectly still makes their bodies lean and agile to benefit the casting of their spells. In large battles, they must rely on others to guard them while they charge up their magic. Once those spells start firing off however, you better hope the Sorcerer isn't aiming at you. Strong users have been known to bring a dragon down with a single spell, or incinerate an army of Ogres, leaving behind a sea of ash.

Why be a sorcerer?

If you want a class that has a lot of magical strength and power, then this is the best one for you to use. They have the strongest magical ability amidst the classes, but can be weak in physical battles. They get the most access to spells and their skill set is based around increasing their own magic power. They can be very useful both on quests and in battle because of their high damage capability.

How do they fair in battle?

Using magic, they can dish out high amounts of damage that is difficult to dodge. Using anything other than magic, they can end up being a sitting duck and quite vulnerable against a melee weapon. Magic is used both ranged and melee, but that doesn't mean it can defend well against a blade coming at your chest. So build and utilize your sorcerer well!

How do they fair in quests?

A sorcerer's magic is mostly used for dealing damage, but they do have a few support spells and magic that can be useful to a quest party outside of battle. Since they can also read magic, occasionally they might be able to track an enemy's trail or find a clue that is invisible to other's sight.

What race and alignment are most typical for this class?

Fae are by large the most active race that uses magic and thus become sorcerers. Since they are limited in their tiny size, they make up for it by utilizing immense measures of magic capability. You wouldn't think a Fae would be that powerful, and they often don't show it other than small spurts of trickery to annoy people, but when forced to face odds that are against their favor... watch out, because you may have a raging fireball coming your way!

Sorcerers have a wide spectrum of alignments and tend to build their magical spells around their personal beliefs. Rarely you'll find a neutral sorcerer, since most magic leans one way or another in the way it is used, but it doesn't mean that it isn't possible.


10 APT

Main Class Skills

(Starts unlocked at 90 DL. Invest CP to make stronger.)

Skill Name


Weapons Allowed:

Armor Allowed:

Magic Allowed (1 CP per type):



It takes 1 CP to use any of the following, and each CP invested will increase it.

Camping Knowledge
(Heal 5 LP per CP, each shift slept.)
You are a well-prepared camper and understand eating, hydrating, hygiene and proper bedding are important for being well rested.

If you sleep all 3 and get half your LP back, you also get the LP added from this skill. If the LP is more than your max, you keep that until next attacked or the quest/event ends.

(+1 toward non-attack rolls per CP.)
When it comes to accomplishing things, you tend to have an edge on other people. Maybe the Gods favor you, or maybe it is just lady luck blowing you a kiss.

Hidden Paths
(APT is rolled to locate a hidden path. This gives +1 toward DL roll. If discovered, it is up to you if you share the information with everyone or investigate on your own.)
You have keen perception of things most do not notice. Due to this, you are able to find doorways and paths that are practically invisible.

If everyone in the party is riding, they will cut 1 day off their travel. This means one less chance of an unexpected battle while camping.
If you are riding when you get attacked by an enemy, you get +1 DMG and +1 INIT (per CP invested) for your first attack if your party attacks first. If the enemy attacks on the first turn instead, you will get +2 (per CP invested) toward your roll if you dodge. This skill requires owning a ride-able animal, such as a horse, or being on a travelling vessel.