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Sorcerer


Sorcerers are the "mages" of Zakhara; they represent the standard and most common form of spellcaster. In tune with the basic fabric of the real world, they understand the power of all the elements: Earth in the form of desert sand, Water in the waves of the sea, Air in the free winds, and Fire in the heat of rage and flames of passion.

Role: Sorcerers are as common in Zakhara as standard mages are in other lands. For the most part, they are treated with the respect granted to any individual of unknown power and capability. In general, however, Sorcerers are not considered as dangerous as sha'irs or elemental mages.

Sorcerers are found in every strata of society - from beggars at the palace gates to wizards who advise the sultan. To further their own needs, Sorcerers often use disguise to pass among others (even comrades) unnoticed.

Equipment: Sorcerers often show their non-violent nature by refusing to don armour or wield heavy weapons. They usually choose armaments from among the dagger, staff, knife, jambiya, dart, and sling.

Important Attributes: Perception and Willpower

Restrictions: Members of any race or sex may become Sorcerers.

Karma Ritual: To perform a Karma ritual, the Sorcerer draws a triangle on the ground. Sitting in the triangle, the Sorcerer boils a pot of water, singing to the fire to encourage its heat. The Sorcerer extinguishes the fire, then adds earth to the pot. When the mud cools, the Sorcerer covers his or her face with it like war paint, then sings to the wind, calling a small breeze. As the wind dries the mud, much of the mud cracks and blows away, leaving behind a series of intricate, swirling patterns. The ritual is complete as soon as the design is done.

Artisan Skill: Robe embroidery.

FIRST CIRCLE
Talents
  • Air Speaking (D)
  • Karma Ritual
  • Read and Write Magic (D)
  • Spell Matrix
  • Spell Matrix
  • Spellcasting (D)
  • Thread Weaving (Elementalism) (D)
SECOND CIRCLE
Talents
  • Durability (4/3)
  • Fire Heal (D)
  • Spell Matrix
THIRD CIRCLE
Talents
  • Disguise
  • Elemental Tongues (D)
FOURTH CIRCLE

Spell Defence: Increase the Sorcerer's Spell Defence by 1.

Talents
  • Elemental Hold (D)
  • Spell Matrix
FIFTH CIRCLE

Karma: The Sorcerer may spend a Karma Point on any action using Perception only.

Talents
  • Cold Purify (D)
  • Willforce
SIXTH CIRCLE

Spell Defence: Increase the Sorcerer's Spell Defence by 1.

Talents
  • Temperature (D)
  • Unshakeable Earth (D)
SEVENTH CIRCLE

Karma: The Sorcerer may spend a Karma Point for any action using Charisma only.

Talents
  • Enhanced Matrix
  • Reshape Object (D)
EIGHTH CIRCLE

Social Defence: Increase the Sorcerer's Social Defence by 1.

Talents
  • Enhanced Matrix
  • Safe Path (D)
NINTH CIRCLE

Karma: The Sorcerer may spend a Karma Point on a Recovery Test.

Talents
  • Armoured Matrix
  • Metal Ward (D)
  • Water Dancing
TENTH CIRCLE

Fire and Ice: For the cost of 1 Strain Point, the Sorcerer may do one of the following:

1. Create a small flame between his thumb and forefinger. This fire lasts only three or four seconds, but is intense enough to ignite a torch. If used in combat, the flame does Step 3 damage.

2. Freeze any water by touching it with his middle three fingers. The Sorcerer can freeze 1 quart of water per touch. If used in combat, this touch does Step 3 damage.

Talents
  • Animate Object
  • Plant Shelter (D)
ELEVENTH CIRCLE

Physical Defence: Increase the Sorcerer's Physical Defence by 2.

Talents
  • Summon (D)
  • Summoning Circle (D)
TWELFTH CIRCLE

Karma: The Sorcerer may spend a Karma Point on any action using Willforce and Willpower only.

Spell Defence: Increase the Sorcerer's Spell Defence by 1.

Talents
  • Armoured Matrix
  • Genie Binding
THIRTEENTH CIRCLE

Earth and Wind: For the cost of 1 Strain Point, the Sorcerer may do either of the following:

1. Create an earth circle 10 feet in diameter. Increase the Spell Defence of every character within the circle, friend or foe, by 1. The circle lasts for 10 minutes.

2. Create a flow of air that circulates through a 10- by 10-yard area, up to 5 yards high. This air is not created; it must come from somewhere. The effect lasts for 1 hour.

Social Defence: Increase the Sorcerer's Social Defence by 1.

Talents
  • Astral Sight
  • Moving Earth
FOURTEENTH CIRCLE

Recovery Test: The Sorcerer gains 1 additional Recovery Test per day.

Spell Defence: Increase the Sorcerer's Spell Defence by 2.

Talents
  • Earth Armour
  • Share Matrix
FIFTEENTH CIRCLE

Metal Strength: For the cost of 1 Strain Point, the Sorcerer may add 5 steps to any Strength Test or any Damage Test based upon Strength.

Physical Defence: Increase the Sorcerer's Physical Defence by 1.

Talents
  • Hold Thread
  • Share Matrix

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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Thu, Dec 21, 2000.