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unbound:classes:sorcerer

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Sorcerer

“In the pulsing veins of our ancestors lies the power of ages, coursing through our bloodlines with ancient might.”

Deep within your lineage lies a dormant power, inherited from a supernatural ancestor. While other spellcasters devote themselves to years of study and practice, you were born with your magic coursing through your veins. For Sorcerers, power manifests in adolescence, growing in strength with each passing year. Yet, unlike their counterparts, Sorcerers are bound by the constraints of their bloodline, their repertoire of spells limited by ancestral inheritance.

The path of the Sorcerer is fraught with peril, for with each invocation of their ancestral magic, they risk succumbing to corruption. Those of demonic descent may find themselves consumed by unbridled chaos and physical deformity, while those of draconic heritage may be tempted by cruelty and arrogance. And those touched by fairy blood may drift further from the norms of society, embracing an otherworldly detachment.

Yet, the allure of this power is undeniable. Sorcerers command raw, untamed forces beyond the reach of their peers, unbound by the chains of traditional training. Their freedom to explore other pursuits alongside their magic is a testament to the unparalleled might they wield.

In the dance between heritage and destiny, the Sorcerer stands as both custodian and conduit, wielding the legacy of their bloodline with unparalleled potency. But with great power comes great risk, as they navigate the delicate balance between mastery and corruption.

Attributes

When you select Sorcerer as your class, increase your Foresight by +1. You will receive a second attribute improvement when you select your Bloodline.

Stamina

When you select the Sorcerer as your class, increase your maximum stamina by twenty-five, plus five times your Body score. Your recoveries are equal to your Body plus four.

Training

The Sorcerer's skill set is as diverse as their magical lineage. You are trained in shields. Choose any four skills, plus additional skills equal to your Education score. Each chosen skill receives a +1 bonus to its training. You will also receive one additional skill training from your choice of Bloodline.

Defences

Add your level to your Foresight defence. You will also receive a defensive benefit from your Bloodline.

Basic Attacks

Any combat training that the Sorcerer might have received prior to their Bloodline manifesting often gets forgotten or ignored.

Melee: Skill vs. Agility.

  • Hit: 2[W] + Body damage.
  • Miss: 1[W] + Body damage.

Ranged: Skill vs. Agility.

  • Hit: 2[W] + Dexterity damage.
  • Miss: 1[W] + Dexterity damage.

Bloodline

One of your ancestors was a powerful magical being. Choose one of the three Bloodlines below.

Demonic

Descended from a demon, your powers are chaotic and barely controlled. Take a +1 bonus to your Charisma, and add your level to your Charisma defence. You receive a +1 bonus to your Deception skill training. You can hurl a bolt of fire as a basic attack.

Ranged: Foresight vs. Agility.

  • Hit: 2d8+Charisma Fire damage. Damage dice increases to 3d8 at Level 3 and to 4d8 at Level 5.
  • Miss: 1d8+Charisma Fire damage.

Draconic

One of your ancestors did battle with a dragon, and absorbed some of its magical blood. Your magic is primal and raw. Take a +1 bonus to Body, and add your level to your Body defence. You receive a +1 bonus to your Unarmed Combat skill training. You have grown powerful claws, that you can use to rake a foe.

Melee: Unarmed vs. Agility.

  • Hit: 2d6+Body Slashing damage. Damage dice increases to 3d8 at Level 3 and to 4d8 at Level 5.
  • Miss: 1d6+Body Slashing damage.

Fairy

The Fair Folk, the powerful spirits of nature, have given your bloodline magics of illusion and charm. Take a +1 bonus to your Agility, and add your level to your Agility defence. You receive a +1 bonus to your Stealth skill training. The Fair Folk are all talented archers.

Ranged: Skill vs. Agility.

  • Hit: 2[W] + Dexterity damage. This increases to 3[W] + Dexterity at Level 3, and to 4[W] + Dexterity at Level 5.
  • Miss: 1[W] + Dexterity damage.

Spellcasting

The ability to cast spells is one of the more central powers granted to a Sorcerer. Your spellcasting attribute is Foresight, and you cast spells in accordance to the rules found on page

Your spells are powered by Æther. At the beginning of every encounter, you will have Æther equal to your current Victories. At the start of each round, you will automatically gain one Æther, up to a maximum of your Level plus your Foresight. If Sorcerer is a Hybrid class for you, your maximum Æther is equal to your Foresight only.

Choose three Power 1 spells from the spell list for your Bloodline, and add them to the list of spells you know. Every time you gain a level, choose two additional spells from your Bloodline list whose Power does not exceed your level, and add them to the list of spells you know. If Sorcerer is a Hybrid class for you, you start with only two Power 1 spells, and gain only one spell per level.

Hybrid Sorcerers

If you select Sorcerer as a Hybrid Class, you gain parts of their Bloodline and Spellcasting features. The Spellcasting feature already outlines the differences between the normal Sorcerer and the Hybrid Sorcerer.

When you select your Bloodline, you gain their basic attack only. You do not gain their attribute bonus or their defensive bonus, nor do you gain their skill training.

When selecting the Sorcerer as your Hybrid class, you must select one Corruption from the list for your Bloodline. This is a free choice, not rolled.

Corruption

The magic in your heritage provides more than only spellcasting; it also can affect your body and personality. Many Sorcerer features have the option for Corruption. Typically, the Corrupted version of a Sorcerer feature is more powerful, but also twists your body or mind in some manner. Whenever you select a Sorcerer feature, and choose to take the Corrupted version, you will gain a Corruption from the table appropriate to your bloodline. The feature will instruct you how to select a Corruption, but it typically involves a die roll.

No single Corruption may be gained more than once. If you gain a duplicate through a random roll, re-roll it. If no possible roll would result in a Corruption you do not already have, pick one of your choice.

You need not be a complete slave to the dice, however. When directed to roll a Corruption, you may choose to determine the outcome of the die roll. Simply place the die down on the value you wish. However, you may only do this once! Once you have taken this option, you may never select it again.

Demonic Corruption

  1. You hear the thoughts of those around you as constant whispers. You gain a +1 bonus to Insight checks, but are Vulnerable 1 to Mental damage.
  2. You hunger for knowledge, and will place yourself in danger to gain it. You gain a +1 bonus to any Lore check, but suffer slight on saving throws made to avoid any sort of danger.
  3. You have become paranoid. Whenever a skill roll comes up showing a one on either die, you are treated as Neutral towards any character, rather than Allied, until the end of your next turn.
  4. Your thirst for power causes you to suffer slight on any check made to resist a deal that includes offered power.
  5. Your sanity has become unstable. Whenever you fail a Foresight saving throw, you suffer slight to all Foresight checks until the end of your next turn.
  6. Whenever you make a skill check and roll a one on either of the dice, your action fails as you are overcome by hideous laughter.
  7. Your words carry a subtle taint of corruption. You may take favour on Deception skill checks, but if you do so, the subject of the Deception becomes aware of it an hour later, regardless of your roll.
  8. Your voice has a chilling effect, and you may take favour on any Intimidation check. However, if you do so, the subject of the Intimidation gains favour on attack rolls against you for the next minute.
  9. You exude an aura of fear, causing those in squares adjacent to you to suffer slight on saving throws against fear.
  10. Your face and hands bear demonic stigmata, causing a permanent -1 penalty to Deception, Diplomacy and Performance to any person who can see you.
  11. Your presence frightens animals. You can never ride or handle a beast of burden, and hostile animals will attack you in preference to any other party member.
  12. Your bones have become brittle. You gain Vulnerable 1 to Blunt damage.
  13. Your body rejects healing magic. No spell can be used to heal you, though natural recovery and healing Concoctions will still function.
  14. Your body's reserves have become shallower. You permanently lose one Recovery.
  15. Your body is twisted and misshapen. Your Speed is reduced by one.

Draconic Corruption

  1. You have little regard for your own safety, feeling that nothing can harm you. You suffer a -1 penalty to any saving throw made to avoid an effect.
  2. Your greed can easily lead you into danger. You suffer slight on any Insight check if you are offered wealth as part of a deal.
  3. You are consumed by rage, and must make a Foresight saving throw (TN 12 if attacked, TN 10 if cheated, or TN 8 if insulted) to avoid attacking someone who provokes you.
  4. Your overwhelming sense of superiority results in you rolling only one d10 when you Help Another.
  5. You become fixated on acquiring and hoarding wealth. You suffer slight on any Charisma-based skill check if it requires you to hand over any amount of money.
  6. You are convinced of your right to rule, and suffer slight on Diplomacy skill checks unless you are in a position of authority over the subject of said skill check.
  7. Other dragons view you as a pretender, and will attack you on sight, even over any other greater threat.
  8. Horrific memories tend to filter up in your dreams. When you take a long rest, roll 1d12. On a 1, you suffer 1d8 Mental damage when you awaken.
  9. You require additional finery and gold inlays on your weapons and armour. Any armour, weapon or shield that you purchase costs 50% more due to this extra decoration. This stacks to 100% with #15, below.
  10. You have developed a scaly skin, causing those who do not know you to react Negatively. If you already had scales, jump to #13 below.
  11. Your hide has thickened and hardened, inflicting slight to Acrobatics checksas you lose some flexibility.
  12. Your diet must contain much more protein, so rations cost 3cp per day instead of 2cp.
  13. Your scales have grown excessively, reducing your movement speed by -1. If you do not have scales yet, jump to #10 above instead.
  14. Your canine teeth have grown in length, making it more difficult to speak properly. This imposes slight on Deception and Performance skill checks, if clear speech is required.
  15. You have grown vestigal wings, which alters your body shape considerably. You will need to buy new armour, that costs 50% more due to its unusual shape. This stacks to 100% with #9, above.

Fairy Corruption

  1. Your dreams tend to intrude upon your waking moments, and this imposes slight on your attempts to disbelieve a glamer.
  2. Your thoughts tend to flit and change like a butterfly's flight path. You suffer slight on Investigation skill checks and on saving throws to end the Charmed condition.
  3. Intrusive thoughts bubble to the surface when attempting to Recall Information, imposing slight on any such attempt.
  4. You have great difficulty taking anything truly seriously, which results in a -2 penalty to your Foresight defence.
  5. You frequently drift off into daydreams and reveries. If you roll a one on either die of an Insight or Perception skill check, the result is a failure, regardless of the total rolled.
  6. Your speech tends towards the poetic and flowery, which can aggravate those around you. You suffer a -3 penalty to Diplomacy if required to speak for a long period of time.
  7. You have a preference for the fae lifestyle, and will cut yourself off from the more mundane world. Your Prestige with any non-Fairy faction cannot be higher than three.
  8. Your speech patterns become cryptic, and others instinctively distrust you as a result, inflicting a -2 penalty to your Deception skill checks.
  9. You adopt eccentric and flamboyant clothing styles, and develop a disdain for armour. You cannot wear armour that imparts a skill penalty.
  10. You exude an otherworldly aura that can provoke extreme reactions in others. Whenever you attempt to Make an Impression, you must re-roll any sixes or sevens on the dice.
  11. Your body emits a soft ethereal glow, producing dim light to ten meters, but imposing slight on Stealth checks.
  12. Your physical form becomes delicate and frail. You permanently lose ten stamina.
  13. Your metabolic rate slows, extending your lifespan and reducing the cost of rations to 1sp per week. However, you only regain one Recovery after a long rest.
  14. You suffer wracking pain if your body contains too much magical energy. If your total Æther is higher than your level plus your Foresight, you suffer slight on all skill checks.
  15. You can lose control of your magical energies. Whenever you Cast a Spell, if either die come up showing a one, you suffer 1d6+4 Vital damage.

Sorcerer Features

When you select the Sorcerer as your class, choose any one Heroic Sorcerer feature from the list below, and add it to your character.

Heroic Features

unbound/classes/sorcerer.1715304708.txt.gz · Last modified: by tailkinker