“Magic doesn’t belong to Sorcerers. They simply
have fewer reservations about using it.”
Base Kit
Initial Bonus
Callings — 10xp
Primeval Sorcerer
Gain Primeval 1d6
Eldritch Sorcerer
Gain Eldritch 1d6
Elemental Sorcerer
Gain Elemental 1d6
Primordial Sorcerer
Gain Primordial 1d6
Eternal Sorcerer
Gain Eternal 1d6
Tier I — 5xp
One with the Beasts — Gain proficiency in Nature or Willpower
Sorcerer Foundation — Gain Eldritch or Elemental 1d6 and +3 MP
Intense Study — Gain proficiency in Arcane or Elemental
Life and Death — Gain proficiency in Divine or Occult
Sorcerer’s Toughness I — Gain +3 HP
Tier II — 10xp
Sorcerer’s Mana I — Gain +6 MP
Predatory Gaze — Gain proficiency in Vigilance or Intimidation
Second Calling — Gain Eternal, Primordial, or Primeval 1d4
Armored Sorcerer — Reduce armor penalties applied to you by 1
Silent Weaver — Spend 2 MP to cast a spell silently
Tier III — 15xp
Sorcerer’s Toughness II — Gain +3 HP
Reactive Magic — Choose 1 field of Magic you possess at Rank II or higher. You may cast spells from that field as Reactions
Third Calling — Gain any field of Magic at 1d4
Magical Eye — Gain Advantage on checks made to detect magical effects
Leechcraft — If your next action is to cast a cantrip, it gains the Drain property [MP Only]
Tier IV — 20xp
Sorcerer’s Familiar — Gain a Familiar
Cunning Sorcerer — Increase your Advantage Pool by +1
Otherworldly Tongue — You may communicate simple thoughts, emotions, or images with creatures possessing an Intellect die of 1d4 or higher
Mana Regeneration — Whenever you regain MP, regain +1 additional MP
Tier V — 25xp
Greater Calling — Gain any field of Magic at 1d6
Fatebender — Increase your Fate Pool by +1
Runic Circle — Spend 2 MP to create a Burst 1 runic circle centered on yourself that lasts 1 minute. While standing within the circle, reduce the DC of your spells by 1
Medium Armored Sorcerer — Reduce armor penalties applied to you by an additional 1