The

Sorcerer

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.

Who is the Sorcerer?

Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.

Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.

((Last updated: 1.18.2024))

Class Abilities

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The Sorcerer in Numbers

 

Casting Attribute: Charisma
Saving Throws: Constitution, Charisma
Armour Proficiency: None
Weapon Proficiency: Daggers
Skill Proficiency: +2 to Arcana and History.
Base Hit Points: 78
Base Spell Pool: 56
Base Sorcery Points: 13

 

Sorcerer Mastery Bonuses

 

8th & 9th Level Spells
Attribute Increase: +1 to 2 attributes of your choice
HP: +24
Spell Pool: +20
Sorcery Points: +4

Rituals

Level 3
Level 5
Level 7
Level 9 - Mastery Only

On Mastery & Subclasses 

Subclasses in on the Old Guard server work like specializations of your class and enable players to customize their general class into something more fitting their RP and general play style. While it’s not mandatory, it’s highly recommended to chose a subclass from character creation onwards, since a player needs to earn the subclass from a fitting IC trainer (aka another player) to master it.

That said it’s not crucial to choose a subclass during character creation just to have one, especially if you cannot decide for one, or have the feeling that it just does not fit the backstory of them (e.g. if they’re young and just starting their adventurer’s career). 

 Changing the subclass (or the class on that account) is also possible that way, as the only thing you need is another player who trains you ICly. All on class, subclass and mastery training can be found here.

All Boons, Banes, Spells, Abilities and Cantrips you find in the specific subclasses sections come on top of everything you see under the basic class above.So you’ll lose nothing by chosing a subclass from the list at any point of time.

Aberrant Mind

An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.

Spells & Abilities

Level 1
Sleep

 

Level 2
Level 3
Level 4
Level 5
Level 6
Level 7

Divine Soul

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal, and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Spells & Abilities

Cantrips
Level 5
Level 6
Level 7

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well-established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Spells & Abilities

Level 1
Level 2
Level 3
Level 5
Level 6
Level 7

Shadow Magic

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled as if it struggles to remain viable against the dark energy that imbues your soul.

Spells & Abilities

Cantrips
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6

Wild Magic

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However, it came to be, this chaotic magic churns within you, waiting for any outlet.

Spells & Abilities

Level 1
Level 2
Level 3
Level 4
Level 5
Level 6