* Sorcerer (Sai'Skarra)

Sorcerer (Sai'Skarra) Class:

Syr'Jassa: Old Yhtillic for "Sorcerer"

Sai'Skarra: Carcosan Black Man for "Sorcerer"

* Equipment: Foci/Component Bag

Minimum Attributes:

INT 9 (before bonus above)

WIS 0 (before bonus above)

Class Specific Bonuses per level:

Level: Bonuses:

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First Level:

1 Title: []

Affiliation Modifier: +10 Chaos AFF

Attributes: +1 INT, +1 WIS,

Bonus Skill Points: N/A

Cantrips: +1 Cantrip

Class Abilities: Casts Sorcerous Cantrips/Spells/Rituals,

Class Upgrades: N/A

Combat:

Hit Points: 1D4+4+(CON modifier)

Power Points: +4 Power Points

Sanity: +2 (+WIS Modifier)

Saving Throws: +2 Will Save,

Skills: Lore + 1, Arcane + 1,

Specializations: Astronomy (Science Specialization)

Weapon Proficiency: Dagger or Staff (Choose One)

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First Level Sorcerer Abilities:

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Casts Sorcerous Cantrips/Spells/Rituals:

The Sorcerer can learn & casts spells as well as perform the rituals of the Serpent Men. All spells and rituals must be discovered in

game. Spells & some rituals cost Power Points to cast. Critical Success amplify spell effects & fumbles cause horrible effects upon the

caster & risk corrupting & can cause mutations. Certain Foci & Components can be sought out that will aid in more efficient casting of

such spells.

A first level Sorcerer will have as many Cantrips as their Intelligence bonus, plus one. All starting Cantrips can be chosen by player. (If

the Cantrips is fully written up and detailed that is. Note: Some may be listed on site but in a "Work in Progress" state.)

Cantrips, Spells & Rituals can be found here: Sorcery

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Second Level:

2 Title: []

Affiliation Modifier: +10 Chaos AFF

Attributes: N/A

Bonus Skill Points: N/A

Cantrips: +1 Cantrip

Class Abilities: Sorcerous Grimoire, Sorcerous Sacrifice,

Class Upgrades: N/A

Combat:

Hit Points: 1D4+4+(CON modifier)

Power Points: +3 Power Points

Sanity: +2 (+WIS Modifier)

Saving Throws:

Skills: +1 Arcane, +1 Lore,

Specializations: N/A

Weapon Proficiency: N/A

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Second Level Sorcerer Abilities:

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Sorcerous Grimoire:

At second level the Sorcerer can begin his/her own Grimoire. In this setting Sorcerers do not forget the spells/rituals they learn, but

keeping a Grimoire allows the Sorcerer to refresh his/her memory of rituals/spells known to provide a reduction of the casting difficulty

by the character's level + INT bonus. As long as the Sorcerer has his/her Grimoire to study and has had time to do so at the beginning

of the day, he/she gets the bonus reduced from the spell/ritual's difficulty rating. The danger of carrying such an item around with you

is that it can be stolen and others can learn your secrets! The Sorcerer is Not required to keep a Grimoire. It just becomes an available option at 2nd level.

Please note that specific rituals MUST be declared as studied at the beginning of the day if the Sorcerer intends to get that bonus for the

day and it takes one full hour of study per ritual. Spells do not have to be declared and all of those can be refreshed in memory with an

hour of study.

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Sorcerous Sacrifice:

This is covered in great detail here: * Sorcerous Sacrifice

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Third Level:

3 Title: []

Affiliation Modifier: +10 Chaos AFF

Attributes: N/A

Bonus Skill Points: N/A

Cantrips: +1 Cantrip

Class Abilities: +1 Sorcerous Corruption, Minor Shub-Spawn Familiar,

Class Upgrades: +1 "Any Class Upgrade" (Not Sorcerer Class Abilities),

Combat: +1 Melee to Hit,

Hit Points: 1D4+4+(CON modifier)

Power Points: +3 Power Points

Sanity: +2 (+WIS Modifier)

Saving Throws: +1 Fortitude, +1 Reflex, +1 Will,

Skills:

Specializations: N/A

Weapon Proficiency: +1 Weapon Specialization

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Third Level Sorcerer Abilities:

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Minor Shub-Spawn Familiar:

At level three, the Sorcerer can attempt to track down and bond with a Minor Shub-Spawn. This creature will start with 2 HD, DR 1+1D4

and has one minor power. It gains another HD, +2 DR and a new power when the Sorcerer reaches levels 6, 8, 10, 12 & 14. Roll for the creature's stats like normal character, except BEA and CHA are rolled at 3D4. If the Familiar is killed, the Sorcerer loses 3D4 SAN and

gains a random insanity of the equivalent amount. The Sorcerer can sense if it's familiar is in danger and upon a successful Arcane

check, can see and/or speak though the familiar, assuming it has a mouth or other method of speaking. In many cases, but not all this

Shub-Spawn may develop some physical traits of the Sorcerer's appearance.

If the Familiar is killed, the Sorcerer must wait 6 game sessions, (-1 per three full levels of the Sorcerer at the time of losing the

Familiar) before he/she can attempt to bond with a new one. (When a familiar dies, the Sorcerer takes 2D6 points damage and must

make a Fortitude save or go unconcious for 1D4 minutes.) A Sorcerer is NOT required to take a familiar. It just becomes an available option at third level.

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Sorcerous Corruption:

As the Sorcerer grows in power, Corruption is inescapable. Eventually it will corrupt his/her body. Aside from Spell/Ritual mishaps,

every three levels (reflected in the chart above) the GM (not he player) rolls on the Sorcerous Corruption table. Alternatively these can

be physical/negative traits of the Patron creature he/she has an Unholy Pact with, traits of his/her Familiar or some Shub-Spawn or God

that he she has summoned or bound in the past, if the GM allows it. Sorcery corrupts the soul and the flesh. (See table in blue link for

the * Sorcerous Corruption Chart.)

The player of the Sorcerer may attempt to avoid one of these level imposed Corruptions but must roll a natural twenty. This option can

only be requested BEFORE the GM rolls for your characters's Corruption and the GM must witness the Natural 20 roll. No exceptions.

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Fourth Level:

4 Title: []

Affiliation Modifier: +10 Chaos AFF

Attributes: N/A

Bonus Skill Points: N/A

Cantrips: +1 Cantrip

Class Abilities: Use Formulae, Grimore Bonuses,

Class Upgrades: N/A

Combat:

Hit Points: 1D4+4+(CON modifier)

Power Points: +3 Power Points

Sanity: +2 (+WIS Modifier)

Saving Throws: N/A

Skills: +2 Arcane, +1 Lore, +1 Art/Craft,

Specializations: +1 Alchemy (Lore specialization),

Weapon Proficiency: N/A

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Fourth Level Sorcerer Abilities:

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Use Formulae:

At level four the Sorcerer gains the ability to learn Formulae, as long as they are strictly alchemical and not technological in nature,

unless the Sorcerer has purchased the "Other Class" abilities of the Artificer at some point in his/her advancement. (Please note some

rituals requires components prepped via some sorcerous formulae.)

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Grimore Bonuses:

Starting at Fourth Level, The Sorcerer's player may make a note to the GM (if the Sorcerer has had time to study his/her Grimore before

the adventure) listing one cantrip, spell or ritual that will be immune to the effects of miscast side effects per three full levels of the

Sorcerer. If the player has not issued a hand written note for the day (or declared a prior note to indicate all further days until changed

apply to the same sorcery studied) the GM can declare this ability to be invalid until the player submits a new note for the next day.

Staring at Ninth Level, the Sorcerer's player can upgrade this ability to also make the caster a Will save at +1 (per three full levels of theSorcerer) to avoid the effects of a critical fumble while performing sorcery that has been listed, just like the earlier version of Grimore Bonuses.

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Fifth Level:

5 Title: []

Affiliation Modifier: +10 Chaos AFF

Attributes: +1 INT,

Bonus Skill Points: N/A

Cantrips: +1 Cantrip

Class Abilities: Freeform Sorcery, Bind Shub Spawn,

Class Upgrades: +1 "Sorcerer Class Ability" (Not "Any Class Upgrade"),

Combat: +1 DR,

Hit Points: 1D4+4+(CON modifier)

Power Points: +3 Power Points

Sanity: +2 (+WIS Modifier)

Saving Throws: N/A

Skills: +1 Influence,

Specializations: N/A

Weapon Proficiency: N/A

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Fifth Level Sorcerer Abilities:

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Free Form Sorcery (Arcane Check: See Below):

Starting at level five, the Sorcerer can attempt the dangerous task of Free Form Sorcery. This is usually used as a last ditch effort when

all other spells/rituals have been expended or the Sorcerer has no other options available. The base difficulty is 20 to the Arcane skill

check. Failure is always bad and at the very least will cause aging and SAN loss. A critical failure is catastrophic! A Natural 20 will lead

to developing new spell magic. The player is encouraged to describe in depth any and all gestures, words/phrases, components, etc...

used in this improvised magical attempt. Creative descriptions that are also well role played will lower the base difficulty of the attempt.

Any successful use of Free Form Sorcery should give the character insight into ways to research a version of the improvised spell he/

she has just cast. Any Natural 20 cast spells will be written up as a new spell for the character with modification from initial casting

results as it is tweaked for game balance, if needed. (This section is based on Sorcery suggestions by Venger Satanis.)

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Bind Shub Spawn: (Arcane Difficulty: 15 +/- HD/Lvl difference, 5 PP)

At level five, the Sorcerer gains the ability to Bind a Shub Spawn to his/her will. The Sorcerer must trap or trick the Shub Spawn into a

Binding Sigil & Circle. [The Sigil painted with his/her own blood, inflicting 1 hp damage & cost 5 PP. ] Once the Shub Spawn is within the

circle, the Sorcerer begins the incantations and the Shub Spawn must make a Will save. For every hit dice it has above the level of the

Sorcerer, it gains a +1 to the saving throw. For every hit dice it has below the sorcerer it has a -1 to the saving throw. Successfully binding

a Shub Spawn of higher hit dice gives the Sorcerer 1 xp for each hit die above the Sorcerer's level. On a critical success the Sorcerer gains

+1 WIS. On critical fumble, binding fails, Sorcerer loses 1 WIS, ages 1D6 years, loses 1D6 SAN and oh ya, you have a pissed off Shub

Spawn coming after you!

Sorcerer can only maintain up to one per three full levels of the Sorcerer in bound Shub Spawns, modified by your Charisma attribute.

You can attempt to pass a bound Shub Spawn to another character, even a non-sorcerer, though the creature gets a new saving throw vs

the new owner. If the owner is a non-Sorcerer, the Spawn gets an additional +1 to it's saving throw. If you have maxed out the amount of

Shub Spawns you can control any attempt to bind further Spawns will fail.

NOTES:

* If the Shub Spawn is worshiped but does not have a full scale cult (worshipers don't get powers) then it gets +3 to saving throws.

* If the Shub Spawn is a recognized god (worshipers get powers) then any attempt to bind it will be treated as a critical fumble, except on

a critical success.

* For each power beyond usual for a Shub Spawn, treat it as being 1 HD more powerful for binding/saving purposes.

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Sixth Level:

6 Title: []

Affiliation Modifier: +10 Chaos AFF

Attributes: N/A

Bonus Skill Points: N/A

Cantrips: +1 Cantrip

Class Abilities: +1 Sorcerous Corruption, Unholy Pact (Deific Patron), +1 Miracle (Conditional),

Class Upgrades: +1 "Any Class Upgrade" (Not Sorcerer Class Abilities),

Combat: +1 to Melee to Hit,

Hit Points: 1D4+4+(CON modifier)

Power Points: +3 Power Points

Sanity: +2 (+WIS Modifier)

Saving Throws: +1 Fortitude, +1 Reflex, +1 Will,

Skills: +2 Arcane, +1 Lore, + 1 Science,

Specializations: N/A

Weapon Proficiency: +1 Weapon Specialization

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Sixth Level Sorcerer Abilities:

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Unholy Pact (Deific Patron):

At level Six, the Sorcerer can choose to make contact with an a greater Shub-Spawn, Minor Great Old One, Minor Outer God or some

other greater entity that will offer power in exchange for sacrifices. Failure in Arcane checks to appease the entity when called upon can

lead to mishaps and Corruption/Mutations.

This will allow the Sorcerer to gain access to Patron specific Sorcery.

If the Sorcerer takes this option he/she will begin to have limited access to Cultist miracles, though ONLY if they have chosen a patron.

These details will be eventually updated...

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Seventh Level:

7 Title: []

Affiliation Modifier: +10 Chaos AFF

Attributes: +1 STR, DEX, or CON (Choose One),

Bonus Skill Points: N/A

Cantrips: +1 Cantrip

Class Abilities: Merge Bound Shub-Spawn into Items, Grimore Curses/Traps,

Class Upgrades: N/A

Combat:

Hit Points: 1D4+4+(CON modifier)

Power Points: +3 Power Points

Sanity: +2 (+WIS Modifier)

Saving Throws:

Skills:

Specializations:

Weapon Proficiency: N/A

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Seventh Level Sorcerer Abilities:

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Grimore Curses/Traps:

Starting at Seventh Level, the Sorcerer may begin to add some sort of

Sorcereous trap or curse into his/her Grimore. This makes studying of

your Sorcerer's Grimore dangerous to others. For every three full levels

of your Sorcerer, you may add a new Grimore Curse/Trap. More on this

subject will be located in the Grimore Curse/Trap section.

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Merge Bound Shub-Spawns into Items (Arcane Check: 18+):

At level Seven, by calling upon the Dark Mother, Shub-Niggurath, the Sorcerer can attempt to reduce a currently bound Shub-Spawn

into it's basic proto-form, allowing the Sorcerer to attempt to morph it's properties into an item, creating a living sorcerous artifact.

Such items are alive and dangerous to those who cannot control them. This is dangerous as one must contest their level plus WIS

bonus against the creatures HD plus WIS bonus (if any) plus 1 for each special power and/or ability it has.

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Eighth Level:

8 Title: []

Affiliation Modifier: +10 Chaos AFF

Attributes: N/A

Bonus Skill Points: N/A

Cantrips: +1 Cantrip

Class Abilities: Creation of the Accursed Manuscripts, +1 Miracle (Conditional),

Class Upgrades: N/A

Combat:

Hit Points: 1D4+4+(CON modifier)

Power Points: +3 Power Points

Sanity: +2 (+WIS Modifier)

Saving Throws: N/A

Skills: +2 Arcane, +1 Lore, +1 Art/Craft, + 1 Science,

Specializations: N/A

Weapon Proficiency: N/A

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Eighth Level Sorcerer Abilities:

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x:

z

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Creation of the Accursed Manuscripts (Arcane Check: 20+):

At level Eight, the Sorcerer can begin work on his/her vile book of dark secrets. He/she is encouraged to work all sorts of personal

insanities and corruptions into it. In fact the creation of such a work has a chance of decreasing or purging such afflictions from the

Sorcerer, though it also has just as much chance of inflicting even more upon him/her. [These details will be eventually updated in their

own sub-section.] The sorcerer could in theory merge a bound Shub-Spawn with his/her Accursed Manuscripts...

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Ninth Level:

9 Title: []

Affiliation Modifier: +10 Chaos AFF

Attributes: N/A

Bonus Skill Points: N/A

Cantrips: +1 Cantrip

Class Abilities: Resist Spell/Ritual Corruption, +1 Sorcerous Corruption,

Class Upgrades: +1 "Any Class Upgrade" (Not Sorcerer Class Abilities),

Combat: +1 to Melee to Hit, +1 Attack Action,

Hit Points: 1D4+4+(CON modifier)

Power Points: +3 Power Points

Sanity: +2 (+WIS Modifier)

Saving Throws: +1 Fortitude, +1 Reflex, +1 Will,

Skills:

Specializations: +1 Alchemy (Lore specialization),

Weapon Proficiency: +1 Weapon Specialization

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Ninth Level Sorcerer Abilities:

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x:

z

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Resist Spell/Ritual Corruption:

At level Nine the Sorcerer can subtract one per three full levels from the Corruption Chance modifier of spells/rituals performed. Even

if it is rolled (or a critical fumble takes place) the character gets a +1 (plus one per three full levels) to avoid the corruption if a saving

throw is allowed. (Some critical fumbles do not allow for it, consult the individual spell/ritual performed for details.)

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Tenth Level:

10 Title: []

Affiliation Modifier: +10 Chaos AFF

Attributes: + 1 CHA,

Bonus Skill Points: N/A

Cantrips: +1 Cantrip

Class Abilities: Sorcerous Compulsion, Critical Spell/Cantrip Sorcery on 19+, +1 Miracle (Conditional),

Class Upgrades: +1 "Sorcerer Class Ability" (Not "Any Class Upgrade"),

Combat: +1 DR,

Hit Points: 2+(CON modifier)

Power Points: +4 Power Points

Sanity: +2 (+WIS Modifier)

Saving Throws: N/A

Skills: +2 Influence, +2 Arcane, +1 Lore,

Specializations: N/A

Weapon Proficiency: N/A

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Tenth Level Sorcerer Abilities:

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Critical Spell/Cantrip Sorcery on 19+:

At level Ten you get the benefits of a critical success of a critical success on a roll of 19+ when performing Cantrip or Spell Sorcery.

(Not Rituals).

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Sorcerous Compulsion: (1 PP, No Arcane check, must have eye contact/speak same language.)

At level Eight, the Sorcerer can attempt to compel a weak-willed individual to do his/her bidding. The individual must be:

* 1) of lower level/HD than the Sorcerer.

* 2) Target must be sentient but have a WIS attribute of less than 13.

* 3) Must be a target that is capable of being affected by mind powers.

* 4) Cannot be a god-type creature, though weak willed sentient Shub-Spawns are suitable. Such creatures get a +5 to resist however

and are not bound.

* 5) Target must be making eye contact with the Sorcerer and must be able to understand his/her language to be initially compelled.

In the case of creatures who see without eyes, such as Gaunt Men and Abadaxyls, they get a +5 to save against this ability. (Gaunt Men

or similar type sorcerers using this ability will find their targets get a +3 to save against them.).

* 6) Sorcerer can only control/compel one target per three full points of Charisma he/she has, though will be able to have a minimum

of one if CHA is 3 or less. (Example: 16 CHA Sorcerer could control/compel up to 5 targets.).

* 7) Target is -1 to Will save for every level the Sorcerer is above target's level/HD

* 8) Each day the target can attempt to save again to break free, but at the penalty listed above.

* 9) Any time the target is compelled to do something that highly opposes their nature or that they feel revulsion to do, they can make

a save to break free with no penalties applied. If compelled to do anything suicidal, they can save to break free at +3 to the roll. (No

penalties applied.)

Remote interactions with Thralls: (Only one Thrall can be interacted with at a time.)

At level Nine, the Sorcerer can sense if any of his/her Thralls are in distress.

At level Ten, the Sorcerer can look though the eyes of on of his/her Thralls if they are within level hexes (level x 10 miles) away.

At level Eleven, the Sorcerer can also hear and speak though on of his/her Thralls.

At level Twelve, the Sorcerer can attempt to cast a spell (but not a ritual) remotely though his/her Thrall, though it is treated as being

two levels lower in

power and the difficulty rating increases by five. The Sorcerer must still have necessary foci/components/sacrifices present when

doing so. Any miscast corruptions and critical failure/sorcerous mishaps happen where the Sorcerer is and where the Thrall used to

channel the sorcery is, though roll for results for Thrall and Sorcerer separately. (The Thrall is treated as the Sorcerer also for these situations.)

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Eleventh Level:

11 Title: []

Affiliation Modifier: +10 Chaos AFF

Attributes: +1 WIS,

Bonus Skill Points: N/A

Cantrips: +1 Cantrip

Class Abilities:

Class Upgrades: N/A

Combat:

Hit Points: 2+(CON modifier)

Power Points: +4 Power Points

Sanity: +2 (+WIS Modifier)

Saving Throws: +1 Fortitude, +1 Reflex, +1 Will,

Skills: +1 Art/Craft, + 1 Science,

Specializations: +2 Alchemy (Lore specialization),

Weapon Proficiency: N/A

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Eleventh Level Sorcerer Abilities:

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x:

z

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Twelvth Level:

12 Title: []

Affiliation Modifier: +10 Chaos AFF

Attributes: +1 STR, DEX or CON (Choose One),

Bonus Skill Points: N/A

Cantrips: +1 Cantrip

Class Abilities: +1 Sorcerous Corruption, Reduced Spell Components, +1 Miracle (Conditional),

Class Upgrades: +1 "Any Class Upgrade" (Not Sorcerer Class Abilities),

Combat: +1 to Melee to Hit,

Hit Points: 2+(CON modifier)

Power Points: +4 Power Points

Sanity: +2 (+WIS Modifier)

Saving Throws: N/A

Skills: +2 Arcane, +1 Lore,

Specializations: N/A

Weapon Proficiency: +1 Weapon Specialization

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Twelvth Level Sorcerer Abilities:

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x:

z

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Reduced Spell Components:

At level Twelve the sorcerer no longer requires the physical component in most spells to cast it. (Unless the spell says otherwise regarding

this ability.)

This does not apply to rituals. Having the physical component does provide a +5 to the casting of the spell. This does not affect the

Optional Components and Optional Foci listed for spells, though they still get the same bonuses.

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Thirteenth Level:

13 Title: []

Affiliation Modifier: +10 Chaos AFF

Attributes: +1 INT,

Bonus Skill Points: N/A

Cantrips: +1 Cantrip

Class Abilities: Sorcerous Experiments,

Class Upgrades: N/A

Combat:

Hit Points: 2+(CON modifier)

Power Points: +4 Power Points

Sanity: +2 (+WIS Modifier)

Saving Throws: +1 Fortitude, +1 Reflex, +1 Will,

Skills:

Specializations: +1 Alchemy (Lore specialization),

Weapon Proficiency: N/A

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Thirteenth Level Sorcerer Abilities:

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x:

z

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Sorcerous Experiments:

At level Thirteen the sorcerer can begin weird seudo-scientific sorcerous experiments. These creations will be beyond the understanding

of Artificers as they are primarily Sorcery based and alter the laws of science to their breaking point. [These details will be eventually

updated in their own sub-section.]

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Fourteenth Level:

14 Title: []

Affiliation Modifier: +10 Chaos AFF

Attributes: N/A

Bonus Skill Points: N/A

Cantrips: +1 Cantrip

Class Abilities: Creation of the Vile Artifact, +1 Miracle (Conditional),

Class Upgrades: N/A

Combat:

Hit Points: 2+(CON modifier)

Power Points: +4 Power Points

Sanity: +2 (+WIS Modifier)

Saving Throws: N/A

Skills: +2 Arcane, +1 Lore, +1 Art/Craft, + 1 Science, +1 Influence,

Specializations: N/A

Weapon Proficiency: N/A

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Fourteenth Level Sorcerer Abilities:

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x:

z

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Creation of the Vile Artifact:

At level Fourteen the sorcerer can attempt to replicate or create his/her own Vile Artifact. This will be dangerous but leave a lasting horrific legacy. If successful it will be legendary. If it fails, the resulting destruction to the surrounding lands will be epic! [These details will be eventually updated in their own sub-section.]

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Fifteenth Level:

15 Title: []

Affiliation Modifier: +10 Chaos AFF

Attributes: N/A

Bonus Skill Points: N/A

Cantrips: +1 Cantrip

Class Abilities: +1 Sorcerous Corruption, Critical Spell/Cantrip Sorcery on 18+,

Biomorphic Ascendance of the Dark Mother,

Class Upgrades: +1 "Any Class Upgrade" (Not Sorcerer Class Abilities), +1 "Sorcerer Class Ability" (Not "Any Class Upgrade"),

Combat: +1 Cantrip, +1 Attack Action, +1 Melee to Hit, +1 DR,

Hit Points: 2+(CON modifier)

Power Points: +4 Power Points

Sanity: +2 (+WIS Modifier)

Saving Throws: +1 Fortitude, +1 Reflex, +1 Will,

Skills:

Specializations:

Weapon Proficiency: +1 Weapon Specialization

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Fifteenth Level Sorcerer Abilities:

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Critical Spell/Cantrip Sorcery on 18+:

At level Fifteen you get the benefits of a critical success on a roll of 18+ when performing Cantrip or Spell Sorcery. (Not Rituals).

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Biomorphic Ascendance of the Dark Mother:

At level Fifteen the sorcerer can attempt the "Biomorphic Ascendance of the Dark Mother". This is a one shot ritual that if successful will

turn the character into a minor Great Old One and also retires the character who becomes a NPC at that point. It's a one shot as you have

to go to Mount Voormith'adreth and throw yourself into the primordial mass that is Shub-Niggurath after performing the appropriate

ritual. If successful you get spit back out as a minor Great Old One. If not, well NOM! NOM! NOM! You must make a Arcane Difficulty Check

of 40+ or roll a Natural 20.

NOTE: If your characters is still playable by the time you reach 15th level you earned godhood. Sorcery is fucking dangerous!

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Sorcerer Advancement Abilities: (Choose one at levels 5, 10 and 15.)

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* Corruption Resistant:

This ability gives the character a +1 for every three full levels of the Sorcerer to resist Corruption from spells/rituals. If the corruption has

a random dice amount rolled, you always take the minimum possible roll for the affliction. When you get new Sorcerous Corruption

though level advancement, you can either choose to describe your affliction taking the minimum -1 BEA or ask the GM to roll a number

of Corruptions (equal to your level) and you choose which one your character gets, once again taking the absolute minimum penalty for

said affliction. Please note this ability does not affect Corruptions your character gained prior to getting this ability. This stacks with #11)

Resist Spell/Ritual Corruption.

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* Master of Unstable Sorcery:

This ability allows the character to avoid catastrophic critical failures when a fumble is rolled when performing "Free Form Sorcery". The character also gets a point removed from chance of corruption of miscasting spells for every three full levels of the Sorcerer. Critical

fumbles from casting spells/rituals will ignore the added corruption modifier and you get a +1 for every three full levels of the Sorcerer

to avoid affects of critical fumbles if applicable.

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* Critical Soul Forger:

With this ability the Sorcerer who has killed target(s) with a Natural 20 die roll in casting a spell (not ritual) has a percent chance based

on his/her level of causing the victim's soul to bind to their most prized and currently held item. Please note if the spell destroys the

victim's soul or destroys/dimensionally displaces the victim's possession you need not roll for said targets. This in effect creates a

minor Sorcerous item that will be randomly determined by the Game Master.

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* Fast Cast:

This ability only affects spell sorcery, not rituals. This reduces the casting time for spells by one action. If the spell is reduced to instant

(or less if it already was instant.) then you are this ability also allows you to perform a physical actions in addition to your spell, thereby

allowing one to make a physical attack, dodge or parry. Since the spell cast is essentially instant, this ability also negates any chance of

having a spell interrupted mid-combat. You may use this ability to perform two quick casts at the same time as a single action, though

the difficulty of the second cast spell's difficulty to cast increases by ten, though you may not perform any other action for the rest of

the melee round. (No dodge or parry maneuver can be attempted.)

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* Devastating Spell Craft:

Any spell you cast will re-roll results of 1 or 2 on damage dice (if applicable), and adds +150% to the range/area of effect/duration. (if

it benefits the Sorcerer) This ability does not affect rituals.

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* Willful Sorcery:

When you cast any spell or ritual in which your target must make a Will save to resist, they get a -1 penalty for every three full levels of

your character. This will not affect Reflex or Fortitude saves of the targets, though it will help when summoning/binding minor gods via

the standard rituals. (This stacks with target penalties already listed in spell/ritual description.)

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* Sorcerous Substitution:

Once per day you can trick your spell to accept a different physical component than the one required and still function. This does add a

-5 penalty to the Arcane Difficulty roll however. You can substitute one item required in the spell, unless the component is a sacrifice

that is DIRECTLY consumed by a summoned/bound entity. In such cases the substitution fails and so does the ritual. Though it does

help when once does not want to travel across the known world to obtain a single missing item for a spell. You also automatically get

the casting corruption if you fail the spell, but any penalty that is rolled will be minimum possible, unless of course you critical fumbled

your roll...

[Please note this does not work for rituals.]

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* Serpent's Tongue:

You develop a minor mutation that is easily hides itself EXCEPT when performing spells and rituals of Serpent Men origin. This ability

allows you to perform Sorcery of the Serpent Men as if they were five points lower and you may make a Will saving throw to avoid the

affects of a critical failure, though it will still result in a miscast. Please note this ONLY applies to Serpent Men Sorcery. If you already

have an ability that allows a Will save to avoid a critical failure on spell casting, then this provides a +1 to your Will save, but once again

ONLY for Serpent Men Sorcery.

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* Immune to Sorcery Aging:

This advantage makes the character immune to the affects of artificial aging from miscast Sorcery spells/rituals.

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* Reduced Sorcery Insanity:

This advantage makes the character highly resistant to the affects of sanity loss and insanity afflictions via sorcery miscast/side

effects. You will take the minimum SAN Loss/Insanity Affliction if rolled random amount. If number is a set amount, you take half

(round down) the SAN loss/Insanity.

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* Immune Sorcery Fumbles:

This advantage will make any critical fumbled spell or ritual a standard failure. It will however not protect you from the affects of

a critical fumble when performing "Free Form Sorcery" unless you also have the advantage "Master of Unstable Sorcery".

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* Choose one starting ability of another character class:

instead of choosing a Sorcery advancement ability, you can choose a starting ability of another class. Must be verified with the

DM as being appropriate and learn-able by your character.

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Sorcery Corruption Table: (Roll 2D12)

Consult the link: * Sorcerous Corruption