Sorcerer¶
A Sorcerer works at boundaries other callings prefer to leave intact: blood and mana, life and corpse, familiar ground and the far side of a cut door. Three circles provide broad preparation; Sorcerer's Wheel makes the consequences unmistakably its own.
| Calling feature | Sorcerer |
|---|---|
| Aptitudes | Attunement, Presence |
| Casting aptitude | Attunement |
| Magic | all foundations, Sorcerer's Wheel |
| Guild | none currently |
| Natural strengths | warding attacks, curses, disruption, concealment, bound entities |
Building the character¶
Attunement drives mana and much of the Sorcerer's casting force. Presence fits a calling that imposes will on unstable things. Resolve supports spiritual workings, Finesse matters when bolts become a major attack plan, and Vigor keeps risk from becoming a short career.
A coherent early build usually includes:
- Channeling and an appropriate Attunement;
- Sorcerer's Wheel toward one dependable hostile working and one survival tool;
- selected Lesser Breath and Lesser Vein wards rather than undirected breadth;
- Conditioning and a practical Guard plan;
- item or lore disciplines only when they serve the chosen style.
The Sorcerer favors Circle Studies and Mystic Practice. Guile is familiar; everything
else remains open at its ordinary foreign cost. TRAIN shows the live tradeoffs.
Three-circle breadth¶
Lesser Breath brings spirit wards, cleansing, and road tools. Lesser Vein adds elemental wards, perception, and mana craft. Sorcerer's Wheel supplies blood curses, mana severing, tainted force, ghostphase, thought attacks, doom, unquiet summons, black enchantment, and dangerous crossings.
SPELLS is the live catalogue. Codes are stable input addresses, while required study and mana are separate fields. Choose the next function, not the prettiest suffix.
Warding and control¶
Many Sorcerer attacks test Focus against Resolve rather than Attack against Guard. Others apply automatic pressure, create area danger, or reshape the target's ability to act. Armor, magical study, and the target's aptitudes matter differently across those families.
Open with control when a second creature would make the room unmanageable. Keep enough mana for the escape, dispel, or ward that follows. READY is safer while learning a target; BRACE can preserve the caster through committed recovery, but stance does not replace Resolve.
Bound things and far doors¶
The dedicated circle can call a minor wrong-shaped companion, wake a fresh creature corpse as a temporary thrall, and establish crossings through hostile space. These are managed entities and routes, not free extra damage. They carry limits, ownership, duration, and consequences.
Do not experiment with an important corpse, item, or destination until the printed SPELLS description and in-game help are understood.
Common mistakes¶
- Training three circles evenly with no next working in mind.
- Treating every opponent as if Guard were its only defense.
- Spending the escape reserve on damage.
- Assuming a summon or thrall manages itself forever.
- Neglecting physical defenses because control usually works—until it does not.