Sorcerers have innate magical abilities, granting them access to the most powerful – and dangerous – spells in the known world. While those spells are drawn from a dark source, sorcerers are not inherently evil.
Weapon use: Lightweight only.
Armor use: Featherweight only.
Bonuses: +4 magic points (MP); begins with 2 spells.
Starting Class Abilities
|Spell-casting (dark): You may cast any learned dark spells for their cost in MP. All other spells cost double.
Bewitchment: This spell creates small, brief illusion such as lights dimming, shadows darkening, or the caster appearing slightly larger and more intimidating.
Resist magic: Anytime you are the target of a magical or natural spell attack, conduct an intellect save 10 – your level. If you succeed, the attack is blocked.
Additional Class Abilities
|Darken spell: When an ally casts a spell, you can double its effects for half the spell’s cost.
Prodigious casting: your innate magical abilities are uncannily strong; you gain an additional 1 MP each level advancement (including this one).
Spell adept: you may forget old spells to learn new spells at any time (provided you have access to spell books or scrolls).
Possessor: you may possess non-hostile creatures (intellect check 5); hostile creatures require an intellect challenge. Note: Your body is immobilized and unaware when possessing a creature; possession may not result in self-harm.
Familiar: after you have befriended or controlled a non-intelligent creature, you bond it to you with arcane magic. It can then aid you in a number of ways. It may attack once per encounter and may use a single spell you’ve already cast in that encounter. Additionally, your familiar gains another attack if you roll a 1 in combat.