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Latest revision as of 22:29, 16 July 2025

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Sorcerer
Specialty Magic
Subjects Music, Art
Faction Castaways Treaty Systems
Level HP MP Special Abilities
1 4 16 Spells 10MP (Imagined), Spontaneous Blast 1
2 8 32 Spells 20MP (Imagined)
3 12 48 Spells 30MP (Imagined), Spontaneous Blast 2
4 16 64 Spells 40MP (Imagined)
5 20 80 Spells 50MP (Imagined), Spontaneous Blast 3
6 24 96 Spells 60MP (Imagined)
7 28 112 Spells 70MP (Imagined), Spontaneous Blast 4
8 32 128 Spells 80MP (Imagined)
9 36 144 Spells 90MP (Imagined), Spontaneous Blast 5
10 40 160 Spells 100MP (Imagined)

Special Abilities

Spontaneous Blast X: A sorcerer can produce blasts of pure willpower that deal damage of a random element. This acts as a sorcerer spell with an MP cost of 0, a difficulty of 3, an oppose roll of Agility 7, a range of 30, a single target, no duration, and damage equal to X cumulative Personality dice. Rather than rolling to determine spell mishaps as normal for a Sorcerer, every time the Sorcerer uses this ability, their Intelligence stat drops by 1. They regain this stat loss at a rate of 1 point per 10 minutes. This ability cannot reduce the user's Intelligence lower than 2. If the sorcerer's Intelligence is 2, this ability cannot be used. This ability inflicts piercing traumatic damage.

Spells X MP(Imagined): Sorcerers can cast spells with a cost up to X MP. These spells tend to deal additional damage based on the Sorcerer's personality dice, but are prone to odd and potentially dangerous side effects.

Restrictions: None. Sorcerers can cast any spell and summon normally.

Casting Cost: None. Sorcerers do not pay material costs for the spells they cast.

Alterations: A sorcerer may choose to switch out the normal dice on a spell's damage rating for their Personality dice. If they do so, their Mishap roll takes a penalty based on the original damage dice. For d4s, the penalty is -5. For d6es, the penalty is -3. For d8s, the penalty is -1. For any other dice, there is no penalty. Note that this only applies to the damage rating of the spell. If the spell does damage in other ways, that damage is not affected by these alterations.

Casting Actions/Stat/Skill: Sorcerer spells take two hand actions to use. These hand actions may be spread out over multiple turns, though these turns must be within one minute of each other. Sorcerers use their Magic skill with their Intelligence stat to make their spellcasting rolls.

Learning Spells: In order to cast a spell, a Sorcerer must think up the mechanics and use of that spell. To do so they can either spend hours inventing that spell or attempt to create the spell on the fly. To invent a spell takes time depending on the spell's cost. Every hour spent inventing a spell is considered your character's Intelligence in dollars toward the "purchase" of that spell. Creating spells on the fly, however, is more difficult and risky. Doing so requires that the mage be in deep thought, during which all of their actions are at a -6 penalty, for at least one round. Every round they do this, they may roll their intelligence. Once they roll the spell's difficulty or higher, they have figured out the spell and may use it for the remainder of the encounter, but take a -2 penalty to their mishap roll(see below).

Spell Mishaps: Whenever a sorcerer casts a spell, they exert pure willpower over the magical energies surrounding them in a manner that has little regard for the way those energies normally wish to function. While this can be more effective than the ritual methods employed by mages, it has a tendency to result in odd things happening that don't happen with normal magic casting. When a Sorcerer casts a spell with an MP cost more than their total threat level, they must roll their personality. This roll can be modified by various conditions, generally whether damage dice are substituted or when they are casting a spell they just came up with, but they also take a -1 penalty to this roll for every time they have previously rolled for mishaps per encounter. If the result of this personality roll is 2 or less, the spell is affected in some way, as listed below:

Mishap Roll Chart

-4 or lower: Catastrophe: Something has gone terribly, terribly wrong. The GM may choose two other mishaps or create their own effect which can affect you, your allies, or the target(s) of your spell.

-3: Wrong Target: Your spell targets someone else, or a different area of effect, chosen at random by the GM. Usually this will be within the spell's normal range, though if this has happened more than once during an encounter, the GM may start bending the rules here.

-2: Brain Fry: Neural pathways are interrupted by a particularly strong jolt of magical energy. Your intelligence drops by 1 point, and it will take 10 minutes for each point to restore, one at a time.

-1 Overload: The spell takes more out of you than you expected. You immediately lose the spell's cost in MP again. This can render you unconscious if you're not careful.

0: Fizzle: The spell's damage rating, if it has one, is reduced to 1d4. Don't worry, it happens to everyone now and again.

1: Elemental Slip: The element of your spell is changed to another one at random.

2: Minor Oddity: Your spell is affected in a minor way. The blast's color changes, light warps around oddly, or it makes an odd noise.

MSF High RPG
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