Requires 5 Fighter levels and 5 Wizard levels. Sorcerers draw their power from an innate usage of magic, as well as physical training to bolster their combat. In contrast with pure Wizards, Sorcerers prefer to hone a few particular spells and maximize their use in battle. They also have access to powerful enchantments that are denied to their Arcane brethren. Arcana and Enchantments are still top priorities for Sorcerers, but in close second are Defenses and Attack skills, as it is in their nature to best their enemies.
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 11 | C11 | Wild Magic | 6 act | 6 actions. You enchant a target within 10 spaces with wild magic for the rest of the day. Every time that target casts a spell, they must roll 1d6. On a 4 or lower, that spell is replaced by an entirely random spell. The effects of this new spell are not limited to the target's ability. Consult a Wild Surge Generator for options. Arcana vs Will. Upgrades:
|
| 12 | A12 | Acid Splash | 5 act | 5 Actions. You throw a bubble of acid at an target in sight. On a hit, it reduces their Armor by 3, as well as the Armor of 1 target next to them. Arcana vs Reflex. Upgrades:
|
| 12 | B12 | Fire Breath | 6 act | 6 Actions. You blast fire from your mouth, dealing 2d12 damage to targets up to 3 spaces from you in a line with a 2/3 ignition chance. You may keep this going for multiple turns, but can only cast once per battle. Arcana vs Reflex. Upgrades:
|
| 12 | C12 | Frost Chains | 3 act | 3 Actions. Blasts an adjacent enemy with frost, dealing 2d4 damage and trapping them in chains of ice for 2 turns. Arcana vs Fortitude. Upgrades:
|
| 12 | D12 | Thunderwave | 6 act | 6 Actions. You unleash a storm of lightning that hits all targets within 6 spaces of you for 2d10 damage (doubled if Armor is 7+). If there are other targets within 5 spaces of those affected, the lightning jumps to them and so on until there are no unaffected targets within 5 spaces. Arcana vs Reflex. Upgrades:
|
| 12 | E12 | Power Word | 5 act | 5 Actions. You command a target to follow a simple instruction. This instruction cannot cause harm to itself or its allies. If the target resists the command, they take 3d4 sonic damage, bypassing armor. Lasts 5 turns or until the instruction has been carried out. Arcana vs Will. Upgrades:
|
| 13 | A13 | Blink | 6 act | 6 actions. You vanish into the Arcane realm. On your next turn, you reappear in an unoccupied spot somewhere in the physical realm. You can only take 1 adjacent target with you. Must roll 18+ Arcana. |
| 13 | B13 | Flash | 4 act | 4 actions. You unleash arcane energy, blinding all targets within 2 spaces. Lasts 1 turn. Must roll 18+ Arcana. |
| 13 | C13 | Mage Armor | 6 act | 6 actions. You surround yourself with a magic force. While this force is held up, you are unable to use any of your Defenses against attacks. However, attacks against you will not damage you, but instead use up one of your uncast spells (of your choosing) that battle. Other effects of the attack will still apply. You can dismiss this force free of actions. Lasts until all spells are used up or until dismissed. Must roll 18+ Arcana. |
| 13 | D13 | Mage Speed | 4 act | 4 actions. You enchant yourself or a target within 5 spaces for 5 turns. During this time, that target has +3 Move Actions, and can Climb/Swim up to 1/2 their Acrobatics roll. Must roll 18+ Arcana. |
| 13 | E13 | Arcane Explosion | 3 act | 3 Actions. You release Arcane energy from yourself like a bomb, dealing 3d6 Arcane damage (bypassing armor) to everyone within 2 spaces. Anyone who successfully defends is instead pushed back 3 spaces. Arcana vs Fortitude. |
| 14 | A14 | Aberrant Pull | 4 act | 4 actions. Arcane tentacles that only you can see lash out from underground, gripping all targets within 5 spaces and pulling them next to you. Upon success, the target suffers -2 actions on their next turn. Arcana vs Will. |
| 14 | B14 | Bear And Bull | 4 act | 4 actions. You or a target within 5 spaces is imbued with the Bear and the Bull powers. That target has +20 Temp HP and +5 to all Strength rolls. Lasts 4 turns. Arcana vs Will. |
| 14 | C14 | Dragon Pact | 8 act | 8 actions. You shift your skin to resemble dragon scales. The color of the scales determines your defense against elemental attacks, which will only have an extra effect on a 1d10 roll of 8-10. You may shift your scales (and their effect) for 8 actions. Lasts until shifted or called off. Must roll 22+ Arcana. Black: Acid attacks Crimson: Fire attacks Sapphire: Frost attacks Golden: Lightning attacks Emerald: Poison attacks Diamond: Sonic Attacks |
| 14 | D14 | Inherent Enchantment | 9 act | 9 actions. Choose any enchantment. You temporarily place that enchantment on a weapon you wield or armor you wear. The enchantment cannot surpass the itemβs EC. Lasts 5 turns. Must make the required Enchantments roll. |
| 14 | E14 | Plague | 6 act | 6 actions. You infect an adjacent target with a magical disease, taking 2d4 damage (bypassing armor) every turn until dispelled or they die. If there is anyone next to them on their turn, they also catch the disease. Lasts until all affected have been dispelled or killed. Arcana vs Will. |
| 15 | A15 | Careful Spell | 5 act | 5 Actions. Your next 3 spells cannot harm allies, even with a critical failure or Area of Effect. Must roll 26+ Arcana. Upgrades:
|
| 15 | B15 | Distant Spell | 5 act | 5 Actions. The range of your next 3 spells is doubled. Must roll 26+ Arcana. Upgrades:
|
| 15 | C15 | Extended Spell | 5 act | 5 Actions. The lasting effects of your next 3 spells are extended up to 24 hours. Must roll 26+ Arcana. Upgrades:
|
| 15 | D15 | Subtle Spell | 5 act | 5 Actions. Your next 3 spells do not require you to speak or make any gestures. Must roll 26+ Arcana. Upgrades:
|
| 15 | E15 | Transmuted Spell | 5 act | 5 Actions. If your next 3 spells have any special magical effects (Acid, Arcane, Fire, Frost, Holy, Lightning, Psychic, Sonic), you may switch it to another type. Must roll 26+ Arcana. Upgrades:
|
| 16 | A16 | Explosive Spell | 5 act | 5 Actions. If successful, your next 3 spells affect everyone next to your target as well. Must roll 26+ Arcana. Upgrades:
|
| 16 | B16 | Heightened Spell | 5 act | 5 Actions. You add 2d6 Arcane damage to your next 3 damaging spells. Must roll 26+ Arcana. Upgrades:
|
| 16 | C16 | Quickened Spell | 5 act | 5 Actions. Your next 3 spells only require half their Action cost, rounded up. Must roll 26+ Arcana. Upgrades:
|
| 16 | D16 | Seeking Spell | 5 act | 5 Actions. Your next 3 spells, if they go against Reflex, may take the higher of 2d20 Arcana rolls. Must roll 26+ Arcana. Upgrades:
|
| 16 | E16 | Twinning Spell | 5 act | 5 Actions. If successful, your next 3 spells are cast again from your targetβs location. You do not need to make an Arcana roll for the second cast. Must roll 26+ Arcana. Upgrades:
|
| 17 | B17 | Bend Luck | Reactive | Reaction. Use when a target within 2 spaces makes an attack roll. You may roll 1d4, then either add or subtract your result from the targetβs attack roll. This can be done after a hit is confirmed, but before damage is dealt. This spell is unavoidable. |
| 17 | C17 | Clockwork Soul | 600 act | 600 actions. You conjure a spirit that takes the form of tiny floating clockwork. As a Reaction, you may use the spirit to Rewind the last 3 seconds, or round of combat. Afterwards, the spirit will disappear. Only you will know that time was rewound. This spell is unavoidable. Must roll 30+ to summon. |
| 17 | D17 | Disintegrate | 6 act | 6 actions. You turn an object to dust. You must be holding or adjacent to the object. If it is a weapon, the one wielding it is Disarmed. If it is a piece of armor, the one wearing it loses its benefits. Must roll 30+ Arcana. |
| 21 | C21 | Freeze Time | 1 act | 1 action. You stop time around you, giving yourself an extra (1d4+1)x6 actions instantly. You cannot transfer actions to an ally, and spells that you cast during this time will be spent normally. Though damage can be dealt, no one can die while time is frozen. Must roll 36+ Arcana. |