The Sorceror


The Sorceror is a practicant of the occult. They start knowing one sorcery:

  1. Turn Undead
  2. Create Ember
  3. Cure Wounds
  4. Detect Evil
  5. Glamour
  6. Charm Person
  7. Hypnotize
  8. Read Languages
  9. Fog Wall
  10. Ventriloquism
  11. Web
  12. Hold Portal

They can create new sorceries, or learn them from another sorceror's grimoire.

Whenever the Sorceror weaves their magic, determine the level of the desired effect then roll two d6. The Sorceror then choses one to be the effect die; the other is the depletion die.

  • If the effect die is equal to or lower than the level of the spell, the sorcery fails.
  • If the depletion die is equal to or lower than the level of the spell, the Sorceror is spent and can't cast again until they get a good night's rest.

After rolling, the Sorceror may chose to be exhausted to get a +1 bonus to their effect die. When exhausted, not only a sorceror can't cast magic until they rest, but they also cannot do anything straining, walk slower and have lessened reaction times (hence becoming easy targets).

Using rare and costly materials as fetishes to be consumed as they cast their sorceries might give the Sorceror a +1 or even a +2 bonus on their effect die.

Sorcerors use comfortable clothes. Anything less than that and they get a -1 penalty to their exhaustion roll. Metal armor makes wielding magic harder, giving them a -1 penalty to their effect roll.


The idea here is players will declare the effects they want and we will negotiate a level based on previous cases. I intend on using OSE Adavanced and Dolmenwood spells to adjucate on spells levels on the fly.

I might write a few effects for each level until 6 for each of the listed spell.

As is the case with Magic User, Sorcerors can create their own spells by studying, but it takes time to come to a final formula.

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