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The Sorcerer

In ages past, before the cataclysm that created the Straits of Aerelle and forever changed the face of Aebyrnis, the world stood holding its breath as the most titanic game of politics played its course. Would all have been able to see the all the players, perhaps the future might have been guessed, and its events changed, but Aebyrnis was neither blessed nor cursed with an omniscient being to watch over it.

For nigh short of an age, the people of Vorynn, the Vos, were seduced by the vile powers of Azrai, the Vain, the Beautiful. He walked among them as a wise man, and ancient of incredible knowledge, promising to them keys that would make them as strong, if not stronger, than the mighty Adurian peoples. As He worked his wiles and practiced the patience that only a God could have, Azrai began to groom certain members of the Vos society for a role that would fit his dark humor. Who better to lead the betrayal of his
most bitter rival, the peaceful Vorynn, than one of the Vos brightest and most gifted pupils and chieftains.

Centuries after creating the Viper's Eye to corrupt these worshipers of moon and magic, the Old Man approached young Atar. A prideful youth, Atar was very much full of himself and how he would lead the Vos in securing their new land, perhaps even going so far as to eventually retake their ancestral lands in the far south. The Old Man, Azrai's guise, whispered support of these traits while all his other teachers sought to calm him and show him the light of Vorynn's truth.

While Atar sickened under the pacifistic views of Vorynn's priesthood, Azrai began to introduce him to the teaching of Sorcery. All the Vos has seen the power of the Elves, and seen the ancient magic they wielded, and though the elves could be pushed back, this powerful force eluded humans, who could only manage comparably pitiful illusions and auguries.

But this Sorcery, this power the Old Man knew, it could give Atar what he needed most, might. And so the prideful young man willfully entered into Azrai's tutelage. Thus was Atar of the Vos destroyed and Atar the Lost born.

Sorcery is indeed the blackest of the Black Arts. It is rightfully described as the power of Night and Darkness, for its source is the
antithesis of reality, the very energy of Entropy itself. Sorcery is the direct channeling and manipulation of energy from the Plane of Negative Energy, sometimes called the Negative Material by unlearned Prime sages. Thought to be the "home of undead", the Negative Energy is one pole of the sphere of the Inner Planes.

This energy is completely unsuitable to any race save the humans and the goblins. All demi-humans bear a minute spark of the Positive Energy in their beings and thus are unable to reliably touch the Negative. It is also a primal power, and requires a passion that burns like a forge to use.

Thus only those who embrace Chaos may wield the power (CG, CN, CE).

Sorcery has even further drawbacks - primarily the deterioration of any being who uses it, save the undead. As the Negative Energy courses through a being, he or she is slowly destroyed from within, eventually becoming aught but a husk, a virtual mirror of the living dead. (As per the Ghul Lord, for each level advanced the character loses 1 pt off of STR of CON, player choice - until both reach 5). Furthermore, the act of channeling the energy is physically harmful and has been known to kill. (As energy is "manipulated" the caster loses 1 hit point per "spell level" - read on)

However, this minor drawback did not hinder Azrai's plans in the slightest, by gifting Atar and others of his Disciples with the tiniest portion of his massive power, they warping energies of the Negative slid off and around them. He could not (or would not) do anything for the harmful nature in which the magic was employed, as power came with a price. (In essence - the Lost are Aebyrnis first examples of the Blooded. They bear within each of them a "tiny" spark of Azrai's pre-Deismar power. Relatively, each being had the equivalent of either a True or a Great bloodline dependant upon Azrai's favor)

Requirements:
*Chaotic Alignment
*CON - 14
*INT - 15
*WIS - 14
*If bloodline is present - it MUST be Azrai's

Proficiencies:
*2 Weapon/6 Nonweapon (gains 1/1 per 3 levels)
*or 6CP for Weapon/8 CP for nonweapon, 3pts per weapon proficiency

Weapons and Armor:
The Sorcerer may choose from any weapon and may wear armor up to and including chain mail.

 

1) Magic Use:

The Sorcerer is very similar to other magic wielding individuals, but also extremely different. Of all the schools of magic, only Necromancy is open to him. All other spells are completely inaccessible.

As his magic is so different from other mages, his spell progression also differs. (All spells are noted as per dragon, general - i.e. x/x/x relates to #1st #2nd #3rd, etc. The rapid power expansion at 15th and above shows that the Sorcerer is discovering the secrets quicker, and has finally unlocked the more esoteric forms of power and knowledge. Azrai did not favor the gaining of his knowledge easily, and thus required that the Lost show themselves to be truly dedicated.

Level
1st & 2nd 1
3rd & 4th 1 1
5th & 6th 2 1
7th & 8th 3 2 1
9th & 10th 3 2 1 1
11th & 12th 3 2 2 1
13 & 14th 4 3 2 1 1
15th 4 3 3 2 1 1
16th 5 4 3 3 2 1 1
17th 5 4 4 3 2 2 1 1
18th 5 5 4 4 3 3 2 1 1
19th 5 5 5 4 4 3 3 2 2
20th 5 5 5 4 4 4 3 3 3

Remember that the above only relates to spells of Necromancy, which the Sorcerer may cast without hindrance or penalty.

 

2) Special Effects:

When using any of his powers, the Sorcerer is often surrounded by an effect of some type. Common ones are as follows, and each of the Lost was rather unique. Keep in mind that each of these powers is for show only, having no other effect save role-playing.

Whispering: Voices emanate from around the caster, indistinct and menacing.
Moaning: Similar to whispers, but these are the dying gasps of souls leaving the body.
Dark light: A halo of menacing energy surrounds the caster. The light either emanates from the whole body, or alternatively the bones, making the flesh translucent.
Tears of Blood: The casters eyes bleed, causing no penalties nor injury, but extreme disturbance.
Transformation: The caster becomes either the most beautiful being alive, or the most hideous.
Flickering: Lights around the caster flicker and dim when his power is used.

 

3) Manipulations:

Sorcerers are able to manipulate the raw magical energy of Entropy. While much cruder than spells and having utterly no finesse, this manipulation is also much more versatile. In order to practice these abilities, the Sorcerer must first learn the methods of manipulation. These are proficiencies taken as per the Player's Handbook or Skills and Powers. For the PHB each costs 1 slot and has a base ability equal to intelligence. For S&P Each ability costs 2 CP and has a base ability of 8, modified by
Knowledge and Willpower.

Attack Manipulations: These are used to damage items or creatures. This type of manipulation can form an actual physical attack (enveloping a sword with negative energy can be extremely interesting when the Sorcerer is also a Weapons Master) or a purely magical attack. Either option can be chosen at the discretion of the sorcerer who must state which form the attack will
take at the moment of its release.

Defense Manipulations: These form magical barriers that stop physical or magical attacks, decided upon by the sorcerer when the manipulation occurs.

Informative Manipulations: These allow the sorcerer to seek out knowledge that is otherwise unattainable. Through the use of this manipulation the sorcerer can discover secret doors, reveal the secrets of ages, foresee the future, or diving the location of lost or hidden objects. Other uses are also possible only limited by your imagination.

Movement Manipulations: these allow the sorcerer to move through the use of magical energies. Using this, characters may fly, teleport or even pass through to other dimensions.

Each of these manipulations must be learned as a separate nonweapon proficiency as explained above. Characters may start with two separate manipulations at their disposal. Non-sorcerers may never access these proficiencies.

The manipulations are not overly difficult to use, but they do require the expenditure of the sorcerers life force. This is represented by the temporary loss of a number of hit points equal to the level of the manipulation currently being used. This may be offset by certain magical items, using a process known as leeching (see below).

The use of a manipulation is timed similar to combat spells. Each manipulation has a Speed equal to the number of hit points the Sorcerer expends on the spell.

Deciding which manipulation to use is easy. The effect desired often decides the manipulation used. Is the sorcerer intent upon hurting someone? Then the obvious choice is the use of the attack manipulation.

Deciding on the level requires a bit of work on the DMs part. The level is best determined by taking a look at the effect that is desired and comparing it to a spell that has a similar effect. If the manipulation is essentially the same as a known spell, then the level of that spell is the level of the manipulation that is used.

NOTE: The first time we played with this my resident ghul lord ran forward in combat and declared powerword kill on a main villain… this was a needless shock on my part and we soon reasoned that certain effects are unavailable, such as power words and exceptionally details spells. Finger of death also is another nasty one that should be unusable. As always, DMs discretion. Play with it and whatever works best is what you should use.

In cases where range is concerned, the difference in the range of the manipulation and that of a known spell needs to be at least 50 percent to warrant an increase or decrease in level.

Damage is more strict, increases/decreases should be rated in numbers of dice, with the die type similar to whatever spell is being simulated. Any single die increase/decrease raises the level by one. In the case where a level dependant spell is being simulated (i.e. fireball or Abi-Dalzim's Horrid Wilting - nasty) the level of the sorcerer is used to determine base dice.

This power, while powerful, has the greatest limitation in that it is absolutely incapable of creation. No sorcerer may ever cast Enchant an Item, etc. This must be remembered so that the power is not used in a manner uncharacteristic of its intent.

4) Restrictions:

The Sorcerer is a supernatural creature. Once he begins this path, he may never forsake it, as it becomes a part of his essence. I.e. "once you start down the dark path forever will it consume you…" good ol' Yoda. Animals are no longer comfortable around this creature and tend to shy away. Undead are attracted and rather less than likely to assault a such a being as they are generally unsure of how it relates to them.

The Sorcerer suffers from constant exposure to the force that erodes reality, and as a result must lose a single point of CON or STR for every level past third until each ability is below 5. At this level the Sorcerer takes on the appearance of one of the undead. There is, however, one recorded way to get around this, and that is to have either a Great or True bloodline of Azrai. Those individuals so cursed have an inherent immunity to the forces of Entropy as decay is a part of them. The bloodline is further unaffected by these powers, and possesses the normal associated benefits and hindrances

The Sorcerer is restricted as far as his item usage. No item not specifically made for him can be used. Healing items are always unusable. The negative energies present in their bodies completely eradicates all traces of Positive energy leaked by items. A priest's healing may work as that is the direct power of a god, but very few of the gods are going to be willing to heal such a creature.

5) Leaching:

The original description of the ghul lord ends without a description of this power referenced by the author (don't know why), but we came up with a simplified rules system. The Sorcerer, while unable to reap the use of a magical item, can drain it and consume its powers, using raw Entropy to destroy it and gain power rather than harming himself.

For single use items and charged items, the character gains one level of manipulation per spell level in the item.

For continuous or otherwise constant items the character may leach the equivalent of a 1st through 4th level spell one time per day. The relative level of the permanent effect helps determine this. I.E. A ring of Truth might be placed in a chuck of glass and worn about the neck (an actual trick of my brother's), and the sorcerer might draw from it, gaining 2 points for any manipulation one tie per day.

 

6) Experience:

As the standard Mage, but with a -30% XP penalty to the character. This penalty is -50% for Great and True Bloodlines of Azrai because they sidestep fully half of the restrictions.


This class is VERY similar to the Ghul Lord out of the Complete Sha'ir's Handbook by Sam Witt. I do not claim originality of the idea nor credit where none is due. Parts exist (especially in the Manipulations) that are verbatim out of the CSH, and only posses minor editing to keep them consistent with MY view of Birthright, Cerilia, Azrai, the Lost, and anything else <g>

While the Leeching idea is Mr. Witts, the details on its usage were invented by myself and my brother (who played the best ghul lord I've ever run and perhaps the single most interesting character in any game I've had the pleasure of running)

By Tim Nutting


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