Sorcerers are strong spellcasters who use their magic exceptionally during combat, overcharging their spells with dangerous energies.
Sorcerers must have taken Mage at least once
Sorcerers increase these skills;
+1 Rank to Arcana, Spellcasting, Constellations, Chemistry, and Math (Fundamentals and Algebra).
Sorcerers receive the following skills;
Divination (Astrology), and Remember Detail at Trained Rank.
Sorcerers do not receive any special equipment.
Sorcerers increase their wage per month by 45 Silver.
Sorcerers learn an additional 6 Spells, and at least three of these spells must have an MP cost greater than 8.
Sorcerers are mages who have tapped into a deep eldritch font of power and costs 6 TP in order to take it as a Promotion to the Mage.
Sorcerers also do well when combined with any Magician occupations.
Overcharge Arcana: Sorcerers are able to tap into dark powers in order to enhance their spellcasting and make it more powerful. HP can be spent in place of the Stamina cost of the spell, using the HP cost in place of the Stamina cost.
If this ability would render a spellcaster unconscious due to HP loss, they are not bleeding out and do not require a check to stabilize, however their skin becomes charred black and rots, dealing a -2 to all Defenses for 1 day per point of HP below 0 they were brought to by using this power. (Additional loss of HP from outside sources doesn't increase the duration).
Eldritch Font: Sorcerers become more knowledgeable in more esoteric forms of magic, some of which banished from time for good reason. They add the following special effects they can apply to their spells;
Muted: This spell eerily generates no sound, no wondrous effects and dazzling colors, or other obvious signs of a spell being cast. Spellcasting checks can be performed to prevent others from noticing the spell being cast, functioning as a Hide check. Casters attempting to figure out the spell that was cast must first succeed at an opposed Sight check versus the spellcaster's Spellcasting. MP Cost: +1
Corrupted: A long lost form of magic once thought to have led to the total destruction of countless worlds, corrupted spells are powerful but incredibly hard to control. First the caster must make a Spellcasting check to attempt to control the power; the DC is equal to 25 + the MP cost of the spell (prior to any reductions such as that from Overcharge Arcana or talents, but after the addition of Corrupted to the MP cost) and then add any damage the Spellcaster has taken to HP to the DC (if any).
On a successful check to control the power, the spellcaster's spell deals corruption damage instead of the standard damage it would normally do, and increases any damage it would do by +5d6.
After attempting to control the spell, a check is then made to hit with the spell like normal.
If the spellcaster fails the check to control the spell's power the damage is instead +10d6 and the to-hit check must be made. On a successful hit, both the spellcaster and the target take the damage of the spell. On a failed hit, only the caster takes the damage of the spell as it wraps around them and consumes them. If the caster would be slain by this spell, they are reduced to nothingness. No ash, no clothes, nothing remains but a scorched spot where they once stood. MP Cost: +5