LAWNER CHARACTER TYPES:

SORCERER

"Looking at the rocks below,
Where in the crags the Manc does flow,

Dark eyes with mind strained,
Words whispered with hands trained,

A spell of Manc never been free,
Conjured, by high sorcery."


Gorfett Stern - Master Sorcerer

Sorcerers are masters of spell-casting, they will only use Manc from the Free Planes. Sorcerers conjure Manc through themselves, this gives them greater power over spontaneous spells, but they can also suffer greater punishments if they are not strong enough to wield powerful Manc. Sorcerer believe that Manc is free-flowing and available for all. Confining Manc to an item is restricting it, damaging its potential, and stealing it from all to share. Only by channeling Manc through the Mancer can it be fully realized and utilized effectively. Manc ,must be free, and not confined to a prison until needed. As a vessel for the Manc in themselves, sorcerers allow the Manc within them to still be free, as it is nature's way to let it flow through all living creatures.

Sorcerers can cast any spell if they put time to study it and can summon the Manc needed to cast it. They specialize in three main spells: Manc Missile, Befriend, and the Alter Form types. They use these forms to many affects, and are often considered by others to be manipulative, conniving. and ruthless. it is true that many sorcerers are quick to anger,but also quick to calm, as their minds are naturally agile and always jumping from one thought to another, either in rapid exercises in order to out-think a situation and cast the correct spell, or else their minds are following a thorough pathway to a long-term solution or plan. Unlike most other Mancers, sorcerers hate the distraction of lesser minds. Few boast or show off to those they feel are their inferior, but when they meet a rival intelligent being they may be either fearful or curious. This often leads them to be forceful or disdainful or others. As they need little in the way of laboratories or Manc circles, though they do use them to create Manc spells, they often have either simple dwellings or else lavish, decadent dwellings filled with comforts and servants. It may be coincidence that many sorcerers of old turned to evil ways and amassed minions to do their bidding in times gone past.

Their relationship to Mancers other than sorcerers is often disdainful or even mocking, as they see them as either thieves trying to pin down natural Manc, or else as simpletons desperately trying to find a way to harness Manc without the full training needed. Failure to cast a spontaneous spell is often blamed on the 'items' filed with Manc nearby or those who carry them, that have robbed the sorcerer of their necessary Manc.


TITLE LEVEL XP ABV/DBV INT DEX STR END BONUSES
Sorcerer
1 0 +0/+0
+30
+10
+10
+30
  • Gain Manc Missile (as General Spell)
  • Befriend and all Alter Form types are 3 Levels lower
  • Choose primary Alter Form type (either Alter Form,
    Alter Form Creature, Alter Form Object, or Alter Form Plant)
  • Cast primary Alter Form type every 30 Rounds and
    auto-success once per Day.
  • Cast Befriend every 30 Rounds and auto-success once per Day.
  • Cast spontaneous spells every 60 Rounds
2
5,900 +0/+0
+1
+3
+3
  • Cast spontaneous spells every 54 Rounds
  • Oratory +10, Meditation+5
3 10,000 +1/+0
+2
+2
+2
  • Cast primary Alter Form type every 18 Rounds and
    auto-success twice per Day.
  • Cast spontaneous spells every 48 Rounds
  • Memorising +5, Meditation +5
4 15,000 +0/+1
+2
+1
+2
  • Cast primary Alter Form type every 10 Rounds
      and auto-success thrice per Day)
  • Cast spontaneous spells every 42 Rounds
Learned Sorcerer
5 20,000 +0/+1 +10
0
+1
+3
  • Choose secondary Alter Form type (different from Level 1 selection)
  • Cast secondary Alter Form type every 30 Rounds and
    auto-success once per Day.
  • Cast Befriend every 18 Rounds and auto-success twice per Day.
  • Cast spontaneous spells every 36 Rounds
  • Oratory +10, Time Keeping +5
6
25,000
+0/+1 0
0
+1
+2
  • Cast secondary Alter Form type every 18 Rounds and
    auto-success twice per Day.
  • Choose tertiary Alter Form type (different from previous selection)
  • Cast tertiary Alter Form type every 30 Rounds and
    auto-success once per Day.
  • Cast spontaneous spells every 30 Rounds
7
34,000
+0/+0 0
0
+1
+2
  • Cast secondary Alter Form type every 10 Rounds
    and auto-success thrice per Day.
  • Cast spontaneous spells every 24 Rounds
8
47,000
+1/+0 0
0
+1
+2
  • Choose quaternary Alter Form type (different from previous selection)
  • Cast quaternary Alter Form type every 30 Rounds and
    auto-success once per Day.
  • Cast tertiary Alter Form type every 18 Rounds and
    auto-success twice per Day.
  • Cast spontaneous spells every 18 Rounds
  • Time Keeping +5, Memorising +10
Grand Sorcerer
9
60,000
+0/+1 +10
-2
+1
+3
  • Cast quaternary Alter Form type every 18 Rounds and
    auto-success twice per Day.
  • Cast Befriend every Round (still has auto-success twice per Day)
  • Cast spontaneous spells every 12 Rounds
  • +10 to Lore of choice
10
75,000
+0/+0 0
-1
0
+2
  • Choose 3 new spells to auto-success twice per Day
11
90,000
+0/+0 0
0
-1
+1
  • Cast tertiary Alter Form type every 10 Rounds
    and auto-success thrice per Day
12
100,000
+0/+0 0
0
-1
+1
  • Choose 3 new spells to auto-success twice per Day
  • +10to Lore of choice
Master Sorcerer
13
130,000
+0/+0 +10
-1
-1
-2
  • Cast quaternary Alter Form type every 10 Rounds
    and auto-success thrice per Day.
  • Choose 3 new spells to auto-success twice per Day
14
160,000
-1/+0 0
-1
-1
-2
  • Choose 3 new spells to auto-success twice per Day
15
200,000
-1/-2 0
0
-1
0
  • Cast any Alter Form type at will and auto-success 6 times per Day

Note: All bonuses/penalties are cumulative


Death Penalty: Lose 10,000 XP; STR, END, DEX all -10; INT -5; Memorising and Timekeeping -20.

Sorcerer Specialist Manc List

Imbue Spell

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
[note: imbue spell is putting a spell into someone else]


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